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Gothpunk4Christ

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Everything posted by Gothpunk4Christ

  1. You too huh? I thought mine was going to tell me to never come back after last time I gained more weight. Sad thing is, I'm not nearly as bad off as a lot of other people, but my triglycerides are extremely high and all my fat is strictly on my liver. Side note as well, is anyone here very familiar with ENB settings in SE? I made another thread about particular settings, especially in consideration of night eye effects (favorite race is khajiit, complete waste to not use it.) And in other notes to not completely derail the topic, I created a fresh new save to try and further troubleshoot.
  2. tony, thank you for your input so far, your efforts in helping so far are not unappreciated.
  3. Yeah I've used Wrye Bash's recommended settings to merge mods and stuff, but I've found my game stability and mod functionality drops significantly when doing so. I have maybe 15 mods that it reads as merge-able but when I do, somethings always never works right. I just deal with leaving them alone now and avoid the 255 cap by a few. Most of the oldrim mods I removed last night didn't even have ESPs though, mostly texture replacements.
  4. I understand what you're saying, yeah I initially misinterpreted. I do question as to how you've got over 300 mods though because SE still limits the ESP count to 255. At least it did to me. NMM and Wrye Bash freaked out, and then SE refused to load any mods at that point. Unless you mean basic resolution mods, which I don't think require ESPs, but then you can pretty much boil all of those down to just one mod : graphical enhancement. No clue about meh321, I read the first few pages, skipped to the end for the most relevant data, and forgot the rest.
  5. He is trying to help, and as far as your VRAM comment, I'm running 8GB VRAM and mostly run 2K textures, have plenty to spare, so that should be moot. Until exact specifics can be nailed down to the cause (some seem to believe the turn of the year update is directly associated with this issue) it's all just speculation. If someone runs a setup without issue, you should be able to assume that's a good baseline to start. You may have a unique issue, but that doesn't mean his advice is bad for everyone. Just chill a bit and let's all see if we can figure something solid out.
  6. Yes, I have a very bad habit of running a lot of texture/armor/follower/city mods, and some of them are Oldrim only. I should probably see about their removal regardless. On a fresh save, new game, I'm running at 37,871 according to ReSaver. I feel 30K may be a bit unreachable for my addiction to mods, but will at least try. ;) So I have 250 plugins (approx, some will get removed as I find new shinies to add) and sitting at 6,086 scripts and 98,909 script instances.. I'm assuming these are important as well?
  7. Yes, I certainly am. I thought that was what this thread was based off of. I have also been fairly medicated recently. Not all things are coherent. o.o
  8. If the worst cause of this "bug" is blank notification boxes, inability to speak to some NPCs and not auto reloading a save when I die, I can deal with it. I actually only had issue once of not being able to interact with an NPC, but that was with a slightly buggy mod regardless. I do have a question though, I did change some papyrus settings when I had issues with NPCs not reacting, and that seemed to fix my script lagging and such, at least temporarily. Are there any other recommended settings to tweak regarding this? It's a shame I have a top of the line computer and the software may not be tweaked to at least use a good chunk of it.
  9. I've been going back and reading over a lot of topics recently about Oldrim ENB settings and all that. Issues occur when authors of ENB's change up code and such, and use their own style of coding, and people like me just don't understand base code to begin with. It appears even some of the structure has changed between old and SE, where certain keywords (they're called keywords, yes?) don't exist anymore. I know this particular topic has been beaten into the ground, and there are ways around it, but those ways generally destroy the basis of what the ENB is to begin with - night eye. Generally the consensus is to use originalpostprocessing, which NO ENB that I have seen for SE uses the original, and the quality of the ENB becomes so degraded, that it's best to just uninstall.The other option, is to use the APPLYGAMECOLORCORRECTION removing the // from in front of it. I have yet to encounter a single enbeffect.fx file that actually has this string in it for SE. Even using the standard ENB files direct from enbdev doesn't have the AGCC option anymore. Can it be added? Where is it added and what's the context? I did find someone who stated the code can be edited directly but to someone who doesn't even know how to read the code, I wouldn't know where to start editing it, or what values to try. It was at the very bottom I believe was: //active only in certain modes, like khajiit vision, otherwise Params01[5].w=0 r1=Params01[5] - r0; res=Params01[5].w * r1 + r0; I did find this: https://pastebin.com/4bBNz41A but the question remains, is this for old/SE and will they work between the two? (Also that I read through very little of it because I don't much understand it) Are there ENB's that use original post processing that don't look like garbage (I understand subject to personal taste)? Is re-shade really necessary? Last re-shade I tried, it ended up looking like borderlands and nothing like the screen shots advertised, I know I probably did something wrong, but didn't know where... Where would someone like me, that knows very little of coding, begin to create their own ENB to upload to the Nexus? Is there a standard "all options listed" ENB FX file that has a good foundation with explanations as to what options do what and what ranges are acceptable? Why do certain tags seem to be missing? Are the options not listed basically defaulted to a certain value, and some ENB's only change a few others, resulting in a much shorter list of changes necessary to facilitate their desired outcomes? I love atmospheric settings, really dark nights (regardless of my being night blind) that will force me to use torches, night eye, candle light spells, etc. They were added into the game to begin with, let's use them, right? Also provided that Khajiits are my favorite race in game, they have an inherent ability to see in low light conditions - lets encourage atmosphere that promotes usage, not dissuades. Any assistance is greatly appreciated, and here's hoping that TESV will give me countless more hours of enjoyment until TESVI arrives.
  10. Ah, I already was. It only shows a total of 37,871 strings though. I'm sure I'm understanding all this incorrectly.
  11. So I think I may be a bit screwed, I loaded up a fresh game, made a fresh save, and started up that TESVESSE program, and immediately got a range check error. Unable to get past that point, and if I understood right, that's bad. :dry:
  12. Really good info tony, thanks for the links to the strings counts, and it did somewhat solidify my assumption that switching from AFT to EFF was a good idea xD I knew convenient horses, warzones, enhanced factions and the like would be string heavy, but I would have never guessed about DFO/FCO or even lanterns of skyrim even being on the list. Guess that shows how little I truly do know about this stuff. Even some armr mods, which I didn't think involved strings - book covers, ordinator,and amidianborn stuff, dang. I guess I know where I can start cutting back away from the 255 cap can start again... dang... and I was hoping to be able to legitimately go beyond 255 again like in FO4 and be perfectly stable. Bleah. *edit* According to ReSaver (If I'm even reading the info correctly, someone please correct me if I'm wrong) looks like Ambriel and Forgotten Dungeons are my two biggest so far, FD has 1500 script instances, Ambriel 524. I really hadn't even gotten to the point where I can use that follower yet though, so I'm anticipating an early termination for the sake of testing to see if removing does indeed make a difference. I doubt that I'm reading this stuff correctly though, because even my warzones mod only runs 385, I sincerely doubt that between just a handful of mods that do seem to have a little bit of scripting active would cause issues like this, and I'm not sure a single follower would give me more scripts than 10-20 NPCs fighting each other every 30 feet.
  13. Eh, I do have dialogue issues and text box issues, yeah. I do expect those types of issues when loaded up at the mod limit though, so I suppose they don't bother me as much.When running fewer script intensive mods, they don't seem to appear as often, so I just take for granted that I'm making the issue worse by running more mods. It could also be that I'm just not noticing them, or that maybe an infrequent CTD causes the reset necessary that I don't encounter the issues as often. Things will work out eventually, and it's not enough to cause me to absolutely hate the game, a game that is close to tied for my favorite all time game. When skse64 gets released though, I anticipate a mass influx of fixes and new mods, and that, to me, is worth the wait. *edit* as far as the "falling through the ground" issue, I have never encountered that.
  14. It'll be released, just a matter of when. But honestly, a lot of the better mods that required skse are being released with spell books and such regardless, so I can't really justify going back to oldrim simply because of skse anymore because the performance and looks on sk64 is just so much better for me regardless, and now I'm getting most of my old mods back too. I just have to quit and reload on death, but eh, I just need to not die then. ;)
  15. I have a feeling it may be after skse64 is released when someone will finally be able to pinpoint the exact issue.
  16. I agree, it gets really annoying when I have to ~qqq and reload each time I die, but I have a feeling that the underlying issue was probably instigated because of oldrim mods not properly ported, and so many stupidly script/thread heavy mods, for me anyways. But if I'm dying that much, I just need to get good and that isn't the games fault. ;)
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