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Deleted4169753User

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Everything posted by Deleted4169753User

  1. No solution yet? I've tried messing with Nvidia Inspector. Still trying to find the perfect combination of tweaks.
  2. I've been noticing this problem lately that whenever I approach stonewalls or structures covered in moss textures they pop or draw in at a close distance. When I move further away I can see the moss progressively disappearing from the walls and when I move slowly towards the the stonewall/structures they progressively pop up or draw in. I've read that this problem is more apparent on Radeon cards using AA or multisampling or something (there seems to be conflicting answers to this), but I have a GTX 680. Previously, I had a GTX 480 and I don't ever remember having this problem. I've pretty much tried everything from using every combination of tweaks from setting Antialiasing to 2x and up to 32x CSAA with and without multisampling and supersmapling, using FXAA, enabling/disabling texture filtering; nothing seems to work. I use an ENB, but I am sure that is not the problem since I removed that, too from the Skyrim Data folder. I also have a save with a Level 1 character starting from Riverwood with 100% no mods installed and using the Skyrim's default ULTRA settings and the problem still persists. I've read Nvidia Inspector has a extended settings that has solved a majority of graphical problems, so I might mess with that a bit. Anyways, does anyone know how to remedy this problem before I dive into the Nvidia Inspector as it seems the settings are very extensive and I wanted to ask if anyone has found a simple solution yet that's probably right under my nose. Help is greatly appreciated. Thanks.
  3. They should've made it where the mods are sandboxed so that it doesn't affect game saves. And also implement a robust trace error system where the log would list exactly what mod is causing the problem and what variable, function or call, if any is causing the freeze or crash and also allow the game to output what mods are conflicting before the game even starts. They should've added an extra layer of security for mods to run without errors or conflicts for a smooth gaming experience for the player.
  4. I have the Deep Impact mod installed. That could be causing the problem, but I disabled it before. I guess unchecking the ESP isn't enough to disable the mod.
  5. I've had this problem before and it was Realistic Lighting and a Torch mod that increased the contrast, brightness and radius of the vanilla torches. It can also be attributed to a variable for interior shadows (it's in SkyrimPrefs.ini). I have it set at 3000. If I'm not mistaken anything higher will cause shadows and lighting to pop-in inside dungeons, but I could be wrong. If you have any mods that change the behavior of lighting and an ENB mod this can cause shadows and lights to pop-in. Also the game engine itself has a limit on how many light sources can be displayed at a time. It's very ridiculous that they did not code a variable or parameter setting in SkyrimPrefs to increase the amount of light sources for exteriors and interiors. I understand completely that increased light sources causes FPS drops on lower-end machines, but for higher-end ones there should be a setting to increase light sources.
  6. I've been having this problem for awhile and it's a major annoyance, but whenever I cast Destruction Magic such as Incinerate the game freezes completely. This goes the same for Fire Breath, Frost Breath, and Ice Form. All the other Schools of Magic, and Shouts are fine, and I can even cast Runes, Cloak and Master spells, but for some reason Destruction spells such as Incinerate, Firebolt, Frost, Lightning Bolt, or any missile or spraying type spells causes the game to freeze. Dragons using Fire Breath and Frost Breath will cause the game to freeze, too and other mages, necromancers or Destruction magic casting enemies I come across will freeze the game. The last time I tested my game out, I let the game replace the SkyrimPrefs.ini and Skyrim.ini files with the defaults and constantly casting Flames, and using Fire Breath and everything ran smoothly, but I also disabled my mods. I guess I have to test further what exactly is causing it, but has anyone else encountered this annoying problem before, and how did you go about fixing it? Thanks.
  7. Look up Z-Fighting fix. It could be that. So far the fixes only mask the problem, because it's an engine bug. Increasing ugrids minimizes the problem for me, but just a tad noticeable.
  8. It's completely dependent on memory resources available. I had a GTX 480 with high resolution textures installed and a custom ENB. In 1st person, if I look at the tree dead on the branches don't animate, but all the other trees at the corner of the camera, or I should say trees that are not in focus animate properly. If I completely turn off ENB with F12 the game engine allows the tree's branches to animate properly. It's weird. Try it. I've since upgraded to a GTX 680 with high resolution textures installed and a high-quality ENB with SSAO and trees animate properly. So I'm assuming the more video memory available the less the game engine will sacrifice effects for a higher FPS.
  9. The dunBluePalaceArenaScript.psc error is solved in the Unofficial Skyrim Patch. I would get a CTD, because of this and this stupid little error always ends up as the last line on my log list before the CTD. With the Unofficial Skyrim Patch enabled I don't get the CTD caused by dunBluePalaceArenaScript.psc, and it never appears on the papyrus logs, but the USP brings a slew of other bugs, because it's not compatible with the official 1.6 patch from Bethesda. I've tried to see if I can just extract the script that prevents dunBluePalaceArenaScript.psc from occurring, but I'm not a CK user. I was wondering if someone else can create a standalone .ESP just for this bug to be fixed? Here are the details on how to fix the "Mind of Madness" bug from the USP website: https://unofficialskyrimpatch.16bugs.com/projects/7078/bugs/222708
  10. Ok, thanks guys. It looks like I'll have to roll back to 1.5 then. It's a hard sell, because horse combat is pretty awesome even though it's very difficult to hit anyone on horseback, but then I have other mods that extend and overhaul gameplay mechanics like Vampires Revisted and ACE. I hope Bethesda refines and tweaks horse combat more. On another note, is anyone else missing the reticule when using bows on horseback?
  11. I updated to the 1.6 Beta, opened up Wrye Bash and some of the mods on the list have a red box next to them along with an error basically saying Wrye Bash doesn't recognize Update.esm. I knew this was inevitable, but I wanted to ask if there is any way to resolve this without entirely disabling half the mods or is it up to the mod creators to repackage their mods to make it compatible with 1.6? I'm not a savvy Wrye Bash user and have only gone as far as using the Bash Patch feature. I guess my real question is: Is it common for mods to have missing masters every time Bethesda rolls out an update? Just looking for assurance, too I guess, otherwise I'll have to roll back to 1.5. Another question, is it possible to transfer my "Data" folder to a secondary drive, then have NMM remap the mod folder to the secondary drive? Will Skyrim still launch with all the mods from the secondary drive? The reason I ask is that, my primary drive is at it's last few gigs of space and I'm pushing it with all these texture packs which make the game look more immersive and awesome. Thanks for any one out there who can help.
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