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JohnnynRoger

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Posts posted by JohnnynRoger

  1.  

    Texture mods don't add objects to the game world...()...

     

    I never said that anywhere.

     

    Loading umpteen plug-ins that add things doesn't necessarly make fps drop. It again depends on how big the textures are and/or what the polygon amount is. Even adding an entire village where once 50 3D trees were standing, you won't lose fps, you'll actually gain fps.

     

    Adding ten mods or a hundred when having no experience makes no difference. Thoroughly reading mod descriptions does.

     

    Everytime someone comes up with a fps issue you drag CPU bottleneck into the conversation while that is something that rarely occurs with games like SSE because of the 60fps cap, unless you combine a Pentium III with a GTX1080Ti and throw something like Metro 2033 at the lot. Then, that PIII will stick-up a generous middle finger and probably migrate to a Tetris community...

     

    But you know that generally speaking, the detail of the assets within a game's engine will be more GPU intensive, while the number of objects with physical properties, scripts, and/or AI that are being accounted for at any given time within the game's engine will be more CPU intensive. If you spam thousands of vanilla items and your FPS drops to sub 20, it's because you're requiring your CPU to apply physics to thousands of items that are interacting with one another and it can't keep up. It's not that your GPU is overloaded with polygons and textures. If they were static you would hardly lose any frames. Of course that's an extreme example, but to imply that CPU is nearly inconsequential to performance especially if you're modding in a bunch of actors and meshes with AI and physical properties in Skyrim is a bit disingenuous. The OP explicitly stated that their CPU was suspect.

     

    As far as increasing performance by replacing terrain, trees, and grass with a structure, I don't disagree. This is true of adding player homes, which is one type of mod that I didn't mention. If the buildings are part of a settlement/city overhaul, however, then they typically come with actors, objects, and scripts. Statues that are static but with the same texture quality and polys as actors are significantly less resource intensive than actors who are not static and interact with the world and the objects and events within using various AI packages.

     

    Edit: And Skyrim isn't Metro. And Metro isn't Total War. Some games are more GPU:CPU intensive than others.

  2. I never use vanilla weather either, and yes it just looks like it could be vanilla fog. You can try a weather mod like NAT, Obsidian Weathers, or Dolomite Weathers. Then find a reshade and ENB that you like. This shouldn't cause much of a performance hit. I use Nyclix reshade, without the ENB because I'm stingy with resources.

     

     

    Pretend you don't see the double lanterns on the nearest lamp post and the missing lantern on the other.

    2nCVEpl.png?1

     

    W6Smzo0.png?1

     

     

  3.  

    What are your specs and frame rate in vanilla Skyrim? If you have sub 8gb of RAM, might need to delete up to 150 or more mods. If you have over 250 mods then I don't even need to see your mod list. You should probably uninstall every mod you have and start building a new mod list from scratch. Not only do you have the CPU bottleneck, but having more than 50 or so activate plug-ins has been known affect performance. Having over 255 has been known to break the game.

     

    Mods that only make changes to existing vanilla assets are significantly less CPU intensive then mods that add things to the game world.

    Wrong. Amount of mods has nothing to do with fps. And of course the game crashes when having more than 255 plug-ins since that's the maximum the game's engine can load. Originally, the 256 cap was a 32-bits engine limit and shouldn't be there any longer in a 64-bits engine, but Bethesda kept the cap in SSE nevertheless.

     

    What matters is what kind of texture mods we are talking about on what kind of GPU and in what resolution the game is played. Even when talking purely texture replacers (non plug-in mods). Same thing goes for mods that add items through a plug-in. It's not the amount but the size of the textures and amount of polygons involved.

    Texture mods don't add objects to the game world. Mods that add things like, meshes, actors, or constantly run scripts that modify objects added to the world will cost you significant frames if you're bottle necked by your CPU. One of the worst case scenarios for your cpu would be:

    • a "Populated" cities mod that adds NPCs
    • + open cities
    • + a city overhaul that adds NPCs and clutter to the same area
    • + a mod that spawns encounters in or around these cities
    • + a mod that has everyone making footprints
    • + another mod that runs a script every .5 seconds to make your character looking at them when they speak
    • + a combat overhaul that runs scripts to change the state of actors in different combat situations
    • + a mod that covers every square inch of landscape with grass
    • + bewb physics
    • + if you're still not sub 30 fps, then add Skybirds and crank the "Fade" settings up as high as they go

    Edit: I'm being sarcastic. I know that the "number of mods" does not directly cause any sort of loss to FPS. But if someone that doesn't really have much experience, I would never recommend having over 200 installed mods because when there's a problem and they don't know how to troubleshoot on their own, chances are they're SoL.

  4. Whats your mod list? If you're adding a lot of actors and meshes to exterior cells with "Fade" setting on max (which the launcher will do by default with a GTX 1060), then I guess it's possible that you would experience a significant fluctuation in FPS when entering or exiting interior cells.

     

    Edit: Some city cells are notorious for this. Try this https://www.nexusmods.com/skyrimspecialedition/mods/10547 It might help, but since you have < 30 mods, I doubt that this is the cause.

  5.  

    Im pretty sure plugins have nothing to do with this otherwise my current save would be pretty fuked. I have noticed as much as changing cells and fast traveling causes issues sometimes but this is not consistant.

    No, amount of plugins is not the sole cause, but it seems to contribute to the chance of getting the false savegame corruption. I experienced it to be more frequent from 240+ active plugins. All I can say for sure it always happened after crafting multiple items.

    I never use fast travel myself, for immersion reasons (only on a test save for trying out new mods). But another thing I took in account while building my load order, was mods placing actors in cells. Too many actors also causes instability.

    But it seems to be a combination of the various possible causes that have been named throughout this topic. We probably will never know for sure and maybe it just comes down to luck to find the "golden setting" in modding your game.

     

    I'm not sure if he was saying that "number of mods doesn't matter", or if actual quantity of plug-ins doesn't matter. If you have 200 mods installed with 200 plug-ins, for example, it hasn't been established that the same 200 mods merged into 50 plugins wouldn't produce the same effect. But like you said, nothing has been officially ruled out.

     

    As far as the "golden setting," you're probably right. There's no universal cause, therefor there's no universal solution. After installing SKSE and increasing my default heap size to 512, I have yet to experience any further problems. This obviously won't work for people who experience the bug that are already using SKSE with proper .ini settings.

  6. Really do not know why you have that ELFX-No Breezehome esp in there.

    I think it's a patch to not apply ELFX changes to the modded interior cell of Breezhome. I don't really see a purpose for it either, especially because RLO is still being applied, but I doubt that's causing the game to crash.

     

     

    I've come back to Skyrim Special Edition after a while. I played a clean game without any mods and it worked, then of course I added some mods, at first everything worked but after a couple of days Skyrim started crashing. I have tried using LOOT (https://www.nexusmods.com/skyrimspecialedition/mods/1918/) to try and get it to work, so I don't know if it is just my computer itself for its the load order. Thanks.

     

    What we really need to know is when it crashes. Does it crash almost immediately after the Bethesda logo, starting a new game, loading a previous save, or during gameplay?

  7.  

     

    I was following that MOD as I liked the direction it was going. I also remember that the Author asked for Input and Suggestions.

     

    The thing is, if you are going to ask for input and such, you better have a backbone to deal with it. No, agreed not everyone is P.K.T. ( Polite - Kind - Thoughtful ). Some just " put it out there " and have the diplomacy of a Zombie or Bull in a China Closet.

     

    To be fair, if a person finds certain criticisms sufficiently inconvenient, there is nothing wrong with them withdraw their files and / or presence from the community with little to no explanation. There's nothing inherently unreasonable about that. Whats uncalled for, however, is to encounter a few disagreeable individuals on the Nexus and proceed to make disparaging remarks regarding the entire community. A "Community" doesn't function as a monolith outside of a cult.

     

    Chances are you've encountered authors that are incredibly pompous and condescending to users, but they don't define the community. It's a trade-off. Sure, the Nexus can implement strict criteria regarding who is allowed to post or upload here, but this would create a platform that is less accessible to the types of people that can and will make meaningful contributions.

  8.  

     

    ...()...The 7700HQ probably isn't much (if any) better for modding Skyrim than the 2nd gen Intel desktop CPU that JimmyRJump is running without any OC.

    You'd be surprised how quickly your CPU can bottleneck you when you're installing grass mods and mods that add NPCs and clutter to the environment.

     

     

     

    Keep things positive and say: "The 7700HQ probably isn't much (if any) worse for modding Skyrim..." :wink:

     

    Also, the i7 3770k (non-overclocked) isn't a "2nd gen Intel desktop". It's the fourth generation i7, counting the X58 platform, and 11th generation Intel CPUs overall.

     

    You'd be surprised at how well a 3770k can handle hefty texture mods, including grass and tree ones.

    I meant to say 3rd generation, using the same designations that Intel uses to differentiate between releases of "core iX" CPUs. In either case, I was errant. It's kind of trivial though, I was merely pointing to the fact that a "7th gen" mobile CPU is comparable to a desktop variant of a similar product released several years prior. My intention wasn't to criticize the quality of your CPU, I was simply acknowledging that a higher model number doesn't mean better when comparing a mobile CPU to a desktop CPU, and that certain limitations of laptop hardware should be taken into consideration when comparing specs not only in terms of the GPU, but of the CPU as well.

  9. SKSE 64 is NOT " Prime Time Ready "

    It really isn't. I installed SKSE 64 because I was having a "False Save Corruption" bug that was causing my game to refuse to load any saves until I restarted the application. Since installing SKSE I don't have that problem, but I have obnoxious stuttering whenever iNeed or Frostfall apply active effects to my character to a point that I think my game is locked up, or randomly becoming over encumbered as if certain carry weight modifiers aren't being correctly applied. And that's just within a couple of hours.

  10. What are your specs and frame rate in vanilla Skyrim? If you have sub 8gb of RAM, might need to delete up to 150 or more mods. If you have over 250 mods then I don't even need to see your mod list. You should probably uninstall every mod you have and start building a new mod list from scratch. Not only do you have the CPU bottleneck, but having more than 50 or so activate plug-ins has been known affect performance. Having over 255 has been known to break the game.

     

    Mods that only make changes to existing vanilla assets are significantly less CPU intensive then mods that add things to the game world.

  11. Hi

     

    Laptop GPUs performance depends on the design of the laptop.

     

    If yours is fat & sounds like a hair dryer when playing you are getting the same performance as the desktop version of the GTX 1050. If your laptop is thin & quite you are not.

     

    Here is an excellent video of GTX 1050 performance.

     

    Skyrim & Skyrim SE plays fine in the 40s & 50s.

    I play them at 4k with ENB(SE ENB/Reshade) with a GTX 1080 ti & I am in the high 40s, low 50s. I could drop the settings or resolution but there is no point. Gameplay is the same.

     

    I'm not sure if there is really all that much of a discrepancy performance-wise from a laptop 1050 and the desktop variant. The primary difference in regard to laptop vs. desktop performance is typically the CPU. The 7700HQ probably isn't much (if any) better for modding Skyrim than the 2nd gen Intel desktop CPU that JimmyRJump is running without any OC.

     

    You'd be surprised how quickly your CPU can bottleneck you when you're installing grass mods and mods that add NPCs and clutter to the environment.

     

    Edit: I'm actually wrong and you're right. It's the 1050ti desktop and mobile variants that are similar. The mobile variant of the 1050, however, has only 16 ROPs as opposed to the 32 of the desktop variant. It's quite possible that the GPU just can't run the game at Ultra @ 1080p on a laptop GTX 1050.

  12. good grief!

    I wonder, since now skyrim can use mega gigs of ram, the original oldskyrim engine is coded for the 4 gig limit. then the SSE can use 8...16 gigs. maybe too many mods plus certain mods in playing certain ways, overflows some "limit" within the engine. in oldskyrim, maybe the only problem one might have is to merely crash due to running out of memory. *here*, though, in SSE, one plays on.....lots of ram. however Something Broke in the game engine, an engine originally made for 4 gigs!

     

    freestone

     

     

     

    No, I actually have no idea what I'm talking about. It seems somewhat practical though, doesn't it? Nothing about the original engine was ever optimized to run in a 64 bit environment. SSE is a simple port. Most, if not all, optimizations made to the 64 bit engine were to accommodate paying customers (console hardware).

     

    I noticed how a spike in RAM usage of 1Gb or more (typically a total of > 8Gb) was a sign that I should check my saves. It typically was not long after that I would have to restart. There was no other condition between instances that was even remotely consistent. Correlation is not causation though, and any time I think I've found some sort of consistency I'm typically proven wrong.

     

     

     

     

  13.  

    People really need to check themselves when they complain about stuff that is made for free. I really hate this happened and I am worried more and more mod authors will follow suit. Please, everyone who enjoys the mods of skyrim, please be sure to show these mod authors your appreciation! They don't have to make this content, they choose to do it.

     

    That's one way to look at it. But there are two sides to every story. I think it's incredibly obtuse to post an idea on the internet and expect everyone to like it. A holes will always have access to the internet. If you don't want your ideas to be criticized then don't put them on the internet. It's that simple.

  14.  

    Looking back through the other reasons, It seems like an overload in actors OR Items by mods that add in custom models can cause this bug however I'm not too sure

    You may be on to something. It could also have to do with the frequency of actor or item spawns added by mods or frequency of actors being spawned with custom models and/or items. Maybe it happens when a cell resets. It certainly doesn't seem to be all that specific.

     

    The most obnoxious instance of this glitch that I've experienced was when fast-traveling to Heljarchen Farm, 5+ bandits spawned nearby. I could not attack, even after reassigning the function to another key. The player character just breaks. NPCs will refuse to speak to you and some will become hostile even if you use the console to stop combat, change their disposition and re enable them. They almost immediately become hostile again, and if you have AI mods installed, they will run away like you become half bandit/vampire/wherewolf in the eyes of certain NPCs.

  15. Yeah Tony, I don't think it's a mod or even a specific combination. It's basically a lesser CTD and most likely a soft limitation of the game's engine.

     

    Some assume that because they have an overclocked i7, 12 gigs of VRAM and 64 gigs of DDR4 that there aren't enough 4k textures, overhauls pumping meshes into the interior of every city, weather scripts, bird scripts, footprint scripts, turning head scripts, big tiddy physics, and grass mods to give them issues. There's more to "performance" than FPS. If a game isn't stable then it is performing like crap regardless of whether it's running at 60 FPS or 15.

     

    Unless the only reason you're playing the game is to role play as a slutty, meteorologist, rock collecting bird watcher then breaking your game for certain mods just doesn't make sense IMO.

  16. Edit: tl;dr - It might be related to how much system memory you're using.

     

    It seems that approaching this issue as if there's an extremely specific issue taking place or that all of the symptoms are directly related to the cause is a bit obtuse at this point.

     

    I am no expert and someone can tell me I'm completely wrong, however, it seems that this is an issue that may also be heavily influenced by factors outside of the application's control. It seems as if the application prevents itself from crashing but the side-effect is that other problems occur instead.

     

    Just a Theory:

     

    1. Unlike Oldrim, Skyrim SE will continue running in the event of somewhat significant memory usage fluctuations instead of the application being forced closed. However, just because the engine doesn't have the same limitations as its 32 bit counterpart doesn't mean that it's optimized for handling larger amounts of memory. Instead of a compulsory CTD, there are three possible outcomes to significant memory fluctuations in the 64 bit version:

     

    a) If memory usage is well within the range of what the system makes available to the application and within a range that is reasonable for the game's engine, the player may notice minor stuttering or temporary glitches but these issues will be resolved upon waiting or loading a new save or entering a new cell, etc.

     

    b) If a significant spike occurs and the application does not have enough system memory to remain stable, the game will crash. This is the problem that someone with 8gb or less of memory might experience if installing a butt ton of mods.

     

    c) If the fluctuation is significant yet never exceeds the available system memory, yet is outside of the range of what the engine, system, or combination of the two is optimized to utilize, then this glitch occurs because the application can no longer properly access system memory or the data contained in the memory has become altered. This will also cause other functions of the game to stop working.

     

     

    2. Most systems are bottle-necked by their CPU before memory becomes an issue, or the game crashes because they don't have enough ram. For whatever reason, they either can't or opt not to install of butt ton of resource intensive mods. There's only a certain "sweet spot" of system configuration and ambitious mod selection that makes scenario C possible which explains why it only happens to certain people with setups that seem more than capable.

     

     

    3. Not only do installed mods and running scripts increase the likelihood of this glitch occurring, but any process that the system is running, the configuration of the OS, and the system's hardware are all contributing factors.

  17. I'm new to Skyrim, but I have this exact issue. I read the first 30 or so pages of this thread but it doesn't seem much progress has been made as far as I can tell. A few tells happen even before I ever try to reload a save:

     

    - Dialogue boxes are empty and message boxes are blank

    - Random NPCs (only those added by mods) may become hostile

    - My health and/or stamina will decay rather than regenerate despite hving no active effects

    - I cannot use my weapon or attack with the LMB

     

    I don't think skyrim.exe *refuses* to read my save files because it thinks they're corrupted. The files are fine and the application has not even tried to access them afaik.

     

    It could have nothing to do with the actual game itself. Maybe Skyrim.exe *can't* read the files because of certain conditions related to the OS or any programs that would effect how, if, or when skyrim.exe is allowed to access certain files and from which directories.

     

    Edit: something like an AV app, UAC permissions, or some other Windows, Steam, or other 3rd party software setting that applies limitations to the .exe. This would explain why it happens to such a relatively small portion of the SE install base.

  18.  

    Thanks for the recommendation, I tested this out and this is what I got:

     

    Later

     

    All mods+Enb= 22 fps in Whiterun, 16 in tundra

    SMIM, FO, and Verdant removed with ENB= 22 fps in Whiterun, 22 in tundra

    SMIM, FO, Verdant, and ENB removed = 22 fps in whiterun, 22 in tundra

    SMIM, FO, Verdant, and ENB removed with Nyclix's ReShade = 28 fps in Whiterun, 30 in tundra

     

    So there is a benefit to removing those mods and using the reshade instead, but it does not bring it close to where it was running earlier with the full mod setup and enb, where I was getting up to 50 and never below 30. Thank you for the suggestion, though. It did give me some insight.

     

     

    The grass mods might be taxing your CPU, but that only explains a poor frame rate, not the frame decay you're experiencing. Do you get better fps when starting a new game? What size are your save files? Do you experience similar decay without SKSE64 mods?

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