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Everything posted by phillipjohnmc
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i did the same with my drivers, am seeing a bit of an improvement. consistently loads at 60, and my loading screen doesn't flicker any more either. guess i really needed the update
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my cpu is i7 6700 2.6ghz, gpu is gtx 960m (i have a laptop, so, cpu/gpu are a bit awful. i run on med settings with some raised draw distances). ram is 16gb. monitor is 1900x1300 (i know that's not the exact monitor setting but can't remember exactly) as i said, i'm capped at 60 always anyway. i haven't unlocked that as it wouldn't matter with my specs. it's just the weirdest thing. sometimes it's capped at 48. today it was 60 both times. i can't figure out what makes the difference. i run the game from mo, from the launcher. i restarted computer but i still got 48. have run from .exe...can be 48, can be 60. it's like random.
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sopmac45 you really misunderstood what i'm saying. i'll rephrase with an example... i'll start the game, the mods load fully, then i'm at the screen with the diamond logo and the menu 'continue, new, load' etc. so, on that screen, sometimes i'll see '58 fps' at the top left corner, and sometimes i'll see '48 fps'. this is just at the load screen. so whenever it says '48' then i know it's going to be capped throughout the whole playthrough. when i'm in a dungeon, it'll be capped at 48, when it could run at 58 (i.e. 60 basically) since it's a dungeon. my game doesn't run at 60 all the time (35-40 in general, 50-60 indoors, unless this capped thing happens). i fully understand why it doesn't run at 60 fps all the time, i don't expect it to, and i'm not concerned about that. save your really?'s for a more fitting opportunity. and thanks for the tips about MBC
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i haven't unlocked the 60 fps, so i should run at 60, and i usually do, but sometimes it caps at 48. i can tell when i launch sse. the load screens cap at 48, which of course should be 60. any ideas why? load order:
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i notice that if i hover over the merged and bashed patch esps in mo i can see what masters they rely on. so presumably those masters are what got merged/bashed? there are only, hmm, 20 esms/esps in the list, out of 180 mods
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shadow circle around player in solstheim
phillipjohnmc replied to phillipjohnmc's topic in Skyrim's Skyrim SE
do you use 'water's edge fix' mod? i do, and the mod author is looking into a fix. seems to be related to that -
i wonder if mo has a category for patchers so i can see exactly what i need to leave out of the merged/bashed patch. i've left out fnis for my latest patch, but initially i had just put everything in and i hadn't noticed a problem and in fact the freezing had stopped from what i could tell. i redid it anyway, to leave out just fnis, but with 180+ mods, i'm not exactly sure what all i should leave out. curious...what is a merged patch, and what is a bashed patch? what's the diff? i kind of understand the merged patch. bashed patch...um not even the foggiest. i've googled it but couldn't find a straight answer. maybe there's a good site with info?
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i think the merged/bashed patches have helped with freezes. it doesn't freeze anymore. do i include FNIS in the patch? i did initially, but then i read somewhere that you shouldn't, so i redid it without
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thanks for that. i could chuck warzones, not sure if i can do it mid-savegame. my fps ranges btn 30-40 outdoors and 50-60 indoors. i've never had a ctd or freeze in a kill move, thankfully.
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i thought those were only if you used wrye bash (i did for oblivion). i see how to make a merged patch, will try that out. do i also need to make a bashed patch? i use MO, and i'm thinking bashed patched are only for wrye bash installations.
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ah, categories...brilliant. i have 17 mods that use scripts. that's less than i thought. i don't use skse, as no mods need it. CH doesn't use scripts; i would have thought so but i still have much to learn
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it occurs around combat. usually it's in the middle of a large combat scene, with lots of npcs. i can understand that. but the last time it happened just as i walked up to a hostile npc, and there was only one other npc in the vicinity. although i did have 3 followers with me (that might be a clue). and it has happened when i've completed a combat scene, like right at the end. so i can see that it's just too many npcs. most of the time, i DON'T have a freeze. it was sort of now and again, but the last time was right at the start of combat. so i thought, hmm, this seems to be getting bad, maybe i've got conflicting mods. kind of a dumb question, but how do i know exactly what mods use scripts? anything that causes more than a texture replacement? i think AFT and CH use scripts, but what about OBIS? or More Bandit Camps. is there a way to go through the mods and tell if they use scripts? sometimes mod authors say in their descriptions, so i can find out like that. i'm considering a build that has no or few scripted mods, just so i can finally do away with ctds and freezing
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it's becoming a regular occurrence. tends to happen around combat, either before during or after. load order, if anyone cares to take a stab at it...
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i just noticed this today, you can see a dark shadow/line in front of the player, which forms a circle that moves with the player. never noticed it anywhere other than solstheim. might be weather related, as i haven't seen it on other days... i've adjusted ini settings, for shadow distance and resolution. added a line for shadow bias. none of that worked. tried player.dispelalleffects in console but that didn't work. i use an enb. anyone have any ideas on how to fix this?
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good idea to clean mods not explicitly dirty?
phillipjohnmc replied to phillipjohnmc's topic in Skyrim's Skyrim LE
interesting. i do have more bandit camps. i'll look into that... -
good idea to clean mods not explicitly dirty?
phillipjohnmc replied to phillipjohnmc's topic in Skyrim's Skyrim LE
i have noticed a difference after cleaning the masters, in the past i mean. and so far today and yesterday, since recleaning them, i haven't had any ctds. i notice it ctds when i've got 3 followers on horses (i use aft and ch). might just be too much for the system. on foot it doesn't happen often i don't think. i'll have a freeze during a big battle every once in a while. anyway, i just thought maybe cleaning other mods might help but i'm getting the impression that it's not going to matter -
good idea to clean mods not explicitly dirty?
phillipjohnmc replied to phillipjohnmc's topic in Skyrim's Skyrim LE
very true about troubleshooting. well one thing i realised was that i had verified my game cache and forgot to reclean the masters. so i did that, which might have been the cause of recent crashing -
good idea to clean mods not explicitly dirty?
phillipjohnmc replied to phillipjohnmc's topic in Skyrim's Skyrim LE
well, i have ctds now and again, and it's so hard to know what's causing it. i've cleaned masters and switched off the windows handwriting service, but with almost 200 mods, which didn't cause a problem until i had lvled up to about 20 or so, it's seemingly impossible to sort. i thought maybe i should just go through and clean every mod, but if there isn't a warning, then like you say, probably not necessary. in my experience in reading description pages, i don't recall seeing much info about cleaning, other than a mod author saying 'cleaned with xedit', which is enough i suppose. i do see in LOOT a sort of waterdrop mark saying it's confirmed cleaned by xedit, but only 3-4 have that mark. -
what i mean is, should we clean mods in which, for example, LOOT doesn't say there are dirty references? i clean the master files because LOOT (and everyone else) says to. but i wonder if i should clean some other mods which i suspect might be causing ctds like amazing follower tweaks, convenient horses, war zones, OBIS...not saying they have problems, but maybe i should clean them anyway? maybe it's a good idea to run/clean all your mods through xedit, just to be sure? or maybe that's pointless. in other words, if LOOT's not giving you a warning, there's no point in doing this.
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i make a plugin in ck thru mo2, which saves to the overwrite folder, i 'create mod' and select it in the install side and the plugin side, and i go into the game and the changes don't show up at all. this is the second time it's happened. the first time i recreated the mod, which then worked. but something's wrong. i shouldn't have to create mods twice each and every time? what is going on? very annoying
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textures don't load the game freezes
phillipjohnmc replied to phillipjohnmc's topic in Skyrim's Skyrim SE
i will switch to lods that don't have grass, from sfo, see how that works. i use bethini already, and sse fixes. bethini improved performance quite a bit. sse fixes...not so much. in fact, i don't notice a difference at all and am thinking of getting rid of it -
textures don't load the game freezes
phillipjohnmc replied to phillipjohnmc's topic in Skyrim's Skyrim SE
i regenerated them with sselodgen b/c i had added whiterun forest borealis, which added a lot of new trees around whiterun. hmm, should i regnerate the lods, but with a different setting? not sure how to change lod settings though -
if only that happened every single time!
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textures don't load the game freezes
phillipjohnmc replied to phillipjohnmc's topic in Skyrim's Skyrim SE
it looks progressively like this, as i walk towards dragonbridge... and it is NOT normal... -
i've had this problem for quite some time. i'll leave solitude or windhelm for example, and a little ways into the open world, i notice the grass textures aren't rendered properly, and then the graphics will fall apart as i keep walking, and the only thing i can do is force-close the game thru task manager. anyone know what causes this and what's the solution? i have open cities mod (+ almost 200 others) but without open cities it still happens. i thought maybe it was verdant, so i got rid of it, but it still happens. i have 16gb of ram and nvidia 960m (not so great but i get 30fps). i've cleaned masters. ugh. i've had this problem for too long, with no solution... is it the enb? is it sfo mod? do i have too much loaded? ugh here's my load order if that helps: