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spaekus

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Everything posted by spaekus

  1. Hello, just a quick question. I searched on "edit" and "title" in this thread and didn't get any hits. Is there a function to edit the title of a thread, in order to add info like "Problem Solved" or such in order to allow other readers to know there is useful data inside? Is it allowed if available? Thanks
  2. Wohoo, Solved, I found a standalone version of TESVSnip over on Bethesda Forums. It opens ESP/ESM standalone. All I have to do is look and see that there is nothing beyond the GRUP (QUST) Header line. Here's the link if needed. http://www.mediafire.com/?c1h4hb6lqx73j09
  3. Just as a check I just opened a mod that comes in loose file form and it still has an ESP in it, so I'll go ahead with leaving the ESP in all as I re-archive for install.
  4. Nope, No matter where I start it from, it points itself back to the Steam folders. I can drop just the ESP I want to look at in there and open CK, after ignoring the other files it can't find (of the ESP). But from there I still can't tell what I'm looking at inside just that ESP. I used to know Oblivion CK, but it's been quite awhile. I don't know where to even start now on determining if the ESP has anything other than pointers to the BSA. Looks like I'll just try leaving the ESP in the new unpacked archive and try them as I go. Thanks for the help
  5. I am unpacking my Skyrim install to work better with WyreBash. I have already unpacked the Vanilla BSAs. I now have about 50 Mods that I want to use that contain BSA's. I can unpack the BSA's easy and quickly, but I don't know whether I need to retain the ESPs in all of them. Is there any way to open ESP files in external folders outside of Skyrim through the CK? Is there any other tool available that can open these ESP externally? I'm hoping I don't have to install all these mods into Skyrim just to be able to open the ESP in CK and then pull them all back out again to unpack them. Thanks
  6. Just so I understand, Would you run those in lieu of an ENB or in addition to an ENB? If they can return the same effects as the ENB series, I'll definitely experiment with them. Either that or I'll try out the ENB lite series. Cheers
  7. Thanks all, It's running clean so far now with TPC/COT/ELFX and getting as high as 100fps in many sections, no hitches so far. I'm playing with ENB now just to see how far that drops FPS on top. Looks like 40-50FPS with RealVision so far. It's completely smooth but I haven't really gotten into a big fight yet with multiple actors in a heavy detail location. Speaking of which, I have a 120hz 1920x1080 monitor set at 100hz right now as I didn't think I wil ever get 120FPS out of modded Skyrim. Would setting a frame limit as you suggest negate the benefit of the 120hz monitor?
  8. Looks Like I may have it sorted. I forgot to put back the vanilla INI's. I was using the TWEAKGuides settings with the following adds SkyrimPrefs fDefaultFOV=90 Skyrim.INI uExterior Cell Buffer=64 uGridsToLoad=7 INI iPresentInterval=0 fDefaultWorldFOV=90 fDefault1stPersonFOV=90 [interface] fSafeZoneX=15 fSafeZoneY=15 fSafeZoneXWide=15 fSafeZoneYWide=15 [MapMenu] uLockedObjectMapLOD=8 uLockedTerrainLOD=8 fMapWorldMaxHeight=150000.0000 fMapWorldMinHeight=1500.0000 fMapWorldZoomSpeed=0.0800 sMapCloudNIF=0 [imagespace] bDoRadialBlur=0 I'm not sure which one might cause what I had but it is clean for now. Thanks for the help
  9. Okay I just put back my vanilla archive and it is repeatable as well. I have a hunch that this is being allowed by the game. If the game is still allowing you to view (twist) your torso, but it is using a seated lock, in effect I am able to move my body as if free, but attached to the contact point and that is (pulling) the cart with me. The view once I get it going is as if I'm walking up the hill along the cart path. It's the same look you get after they push your head onto the chopping block and right after you get released from it. I'd like to just be real careful and get inside the first building and then start testing mods from there. But if you believe it shouldn't happen at all on Vanilla then I have some more troubleshooting to do. Thoughts?
  10. Yeah, I figured if I actually described the picture for title I'd get some replies as well as chuckles. But I just reset Skyrim Launcher to High settings and it is repeatable. If I slew my view to behind my back, first the front cart starts spinning and then we crash into it and then our horse breaks loose. Looks like a clean install coming and I'll see if I can repeat it in Vanilla. Archives are our friends, luckily!
  11. Just need someone to look at the attach and tell me if any idea what problems this signifies and where to start troubleshooting. I have been going in and out of the game testing AA/AF/FXAA and detail settings to set the most stable. My Spec: [email protected], 7970GE/6Gb Win7x64 12Gb@DDR3-1600 SKYRIM 1.9.32.08 MODS: TPC with ELFX/COT Been letting a new game run up until inside first house. With GPU-Z running I still haven't exceeded 2Gb dedicated Vram. But now it's starting to CTD as soon as reaching the first gate of Helgen. Last run with Skyrim@Ultra with no AA/AF, FXAAA on. CCC force 8x AF. To pass the time I've been just looking around and finally stared at the floor of the cart. If I continued to stare at the floor towards my backside, the floor starts to spin and the cart appears to go upside down as if I am steering the cart up a hill. Then the horse starts terrible grunting and it sounds like the cart broke. And I took a screenshot of the horrible result. http://pages.suddenlink.net/gamesparkz/FILES/BADHORSE.jpg So is this a known issue? Is the intro sequence sensitive to what you are allowed to do until it releases you to the game world? Or does this signify I have a corruption either in the game or mods? Any ideas welcome. Thanks
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