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makkebakke

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About makkebakke

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    Netherlands
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    Skyrim:SE, Fallout 4
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    Brütal Legend

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  1. Alrighty tighty. Fixed. I'll go through it top-to-bottom for future reference. The problem Game is locked at 60 FPS until you alt+tab, vsync will stick to your monitor's refresh rate (why this problem is often described as the "120hz/144hz bug"). High framerates bug out many engine features including but not limited to HAVOK physics, gametime, etc. The fix Clear any reference of vsync from both "Skyrim.ini" and "SkyrimPrefs.ini" (%Documents%\My Games\Skyrim -OR- Skyrim Special Edition) That reference being: iVSyncPresentInterval=0/1 for SSE iPresentInterval=0/1 for Skyrim Standard Set a 60 FPS lock in the FPS locker of your choosing. I used Nvidia Inspector. Occam's razor. Simplest solution is often the best solution. Known issues Nvidia Inspector's FPS limiter isn't perfect. Currently, I've only seen it poke 2 FPS over the set limit, but I've also heard people hitting 90 FPS while having their limit set to 60. Ready to be locked and archived.
  2. Never you mind, it fixed absolutely nothing. Though, my situation remains... Weird. With "iVSyncPresentInterval" (and "iPresentInterval", just to be sure I put them both in) set to zero... When I don't do anything with Nvidia Control Panel, FPS is completely unlimited. Hitting 1000 in menus and loading screens, and settling between 100 and 150 in-game. When I set Nvidia Control Panel to Adaptive-Halved, FPS before alt+tabbing is 30 (so Skyrim has the cap set to 60), after alt+tabbing, it's set to 72 (native to the monitor, halved). I'm lost.
  3. I am one or two Game Ready Drivers behind, I'll update and let you know if anything changes, though I'm pretty sure I got all GRD's related to SSE. Again, limiting FPS is working fine, but before that first alt+tab Skyrim is over-writing my global FPS limit. (60 FPS cap before alt+tab, whatever I set in Nvidia Control Panel afterwards.) I might try Nvidia Inspector. Heard a lot of people mention it, though I've never tried it myself. EDIT: Oooh, boy... Yeah. Kill me. I had Fallout's INI files open in Notepad++. Not Skyrim's... Sorry for wasting your time! Though, it would be nice if Skyrim's FPS limiter just worked, instead of having to force Nvidia to do its job.
  4. I've searched up, down, and all around for a solution for this problem (which has been a known one since 2012), but couldn't find a solution anywhere. I start up the game, all's well and good, FPS is locked at 60, exactly where I want it to be, as to not have every object in a square mile fly off to Sovngarde. Then, the Youtube video playing on my second monitor ends, and I want to go look for a different one. So, I alt+tab, go about my business, and return to the game only to find out the framerate is now unlocked. First of all, I know I can globally cap framerates in Nvidia Control Panel, which I have done, to 144, since I own a monitor that supports it. Second, I've tried multiple configurations of the .ini files and NvidiaCP to try to get things working the way I want them, but there's still always that difference before and after alt+tabbing. If I could just completely turn off Skyrim's frame capping, I can set a cap in NvidiaCP to Adaptive-Halved, effectively capping the framerate at 72 FPS, which would be perfectly acceptable (and does work! ... after alt+tabbing), but before alt+tabbing the game is locked at 30... I know about "iPresentInterval", but this seems to have zero difference on the described issue. If anyone has found a solution to this, I'd appreciate it a crap-ton if you'd share that solution with me.
  5. I honestly had no idea how to do it all, but Nexus Mod Manager got it all figured out for me already now, so I could care less how it works, as long as it works. Which it does.
  6. Sorry, why are you talking as if I'm using FOMM? Because I'm not. Anyways, I've just deleted the loose files and .esp files and used NMM to install everything and it works. Easy as can be, and I guess there's no point in me deleting the mods anyway, so I guess it's fine now. EDIT: Sorry, that sounded really rude. I just think FOMM is massively outdated compared to NMM, which is also much better supported.
  7. Meh, screw it. I've deleted the manual files and am just trying NMM again.
  8. Your case for the textures may mostly be because you don't have ArchiveInvalidationInvalidated! installed. It is one of the MUST-HAVE things for your fallout 3 to have most mods working well, and in your case which actually has to do with faces, i don't doubt that you must use it. Simply type archive in the search tab of fallout 3 nexus and the most endorsed mod will be ArchiveInvalidationInvalidated in your search results. You just have to download the file, which is an .exe file and BEFORE you run it, place it in your fallout installlation folder ( The one in which the fallout.exe and fallout launcher.exe are located) and THEN you run it and simply choose activate. Done. Now test your mods again and tell me your results. Rmember to ALWAYS check the mod's esp boxes before you play the game, i have forgotten to do so many times so keep your eyes peeled. Did not fix the texture issue, nor the animation issue. The .esp's and loose files were all assigned to load.
  9. I guess that might help, but then I don't really understand the whole debate about mod managers, that people even use them, since you can't really screw up your game in the first place, since you're adding files, not replacing them. Anyways, back to topic, I'll try that, thanks. Because -I believe- it used to look like this: --/Fallout 3 goty/Data/data/meshes/ <files> Anyways, I'll try what you said now, will update. Even if it looks like it, mod managers ARE needed for certain mods that are made exclusively for mod manager installation. The thing is, that if you have like 100 files from mods in a folder (texture files from different mods placed in the landscape folder which is in turn located in the textures folder), and say, that you have to remove like 15 out of these files, then there is where the mod manager installed mods come in. When you do a setup of a mod from a mod manager ( NOT all mods have a custom mod manager setup made for them ), it extracts your needed files like the texture , mesh and esp ones accordingly and accurately so in turn IF the mod is buggy or you are not satisfied with it, you can go back to the mod manager and select to deactivate the certain mod. Upon selecting the option, ALL files associated with the mod are safely deleted from their appropriate places WITHOUT risking deleting other importand files by accident if you try to do so manually. Believe me i was just like you about mod managers, but they do help a lot and in the case of Fallout 3's buggy launcher ( all esps DEACTIVATE if you try and go to data files - you must check every box in again, which can be disturbing for users who have over 20 mods installed). I highly recommend that you install and learn how to use FOMM ( Fallout Mod Manager - which is compatible with both Fallout 3 and New Vegas ). The only game in which i didn't need to use a Mod Manager for my mods so far is Skyrim, in whicha game's case things are just simpler to do right in a manner of speaking. So, go for the mod manager it will help you when you plan to extensively modify Fallout 3, That is guaranteed my friend :smile: I've used both FOMM and NMM, but most mods I've tried to de-install they just stay in the game. I'll try to quickly explain how this went -- With the first mods I installed I used FOMM. I had the red-box issue with the animations and no idea how to fix them, that's when I re-installed and switched to NMM. NMM worked absolutely fine, but I though that the mods were causing my game to crash, and when de-installing them most of the mods just stayed in the game. Now, I found out that the game was having processor issues, and it wasn't the mods that were crashing me. So now, I reinstalled again and I'm just trying to do everything manually.
  10. Alright, I added the following mods in this manner: http://i.imgur.com/iX93jTV.png - NMC's Texture Pack - FO3 Redesigned (Formerly Project Beauty) - Retextured Food Labels - FO3 Reanimated The new textures weren't loaded, but I know it's working to an extent because my character was in frozen animation with a big red box around her. Also, FO3 Redesigned had a few added .esp's which I loaded the same as the main .bsa files from the game. The rest of the files were loaded as loose files, after I ticked the "Load loose files" box. So yeah, I guess problem solved. I just need to look up how to have the files loaded properly. Thanks, CleaveOfFaith.
  11. I guess that might help, but then I don't really understand the whole debate about mod managers, that people even use them, since you can't really screw up your game in the first place, since you're adding files, not replacing them. Anyways, back to topic, I'll try that, thanks. Because -I believe- it used to look like this: --/Fallout 3 goty/Data/data/meshes/ <files> Anyways, I'll try what you said now, will update.
  12. I have the feeling I'm being really stupid, but where are my files?? I've modded my game properly before and had to re-instal a few times because of crashes and stuff, but now there aren't any folders for data. (textures, meshes, characters, etc.) Where are they? My game runs properly. Are they hidden or something? http://i.imgur.com/xz1zyQG.png Thanks in advance. Note: I want to install the mods manually, so just saying "Just use NMM and it'll all work fine" doesn't help.
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