Jump to content

jeedge

Premium Member
  • Posts

    217
  • Joined

  • Last visited

Nexus Mods Profile

About jeedge

jeedge's Achievements

Collaborator

Collaborator (7/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. So I only added "iNumHWThreads=8" (I have the AMD FX 8350 as well). TBH, I seemingly have overall lower specs than niphilim222 - 1060 6GB instead of a 1070 GPU, a very light OC to 4.1 Ghz on the CPU, and rocking an SSD as well. Well I wonder about his SSD config - I use two SSD, one for the OS and a separate one for gaming on. But my point is, I was happy with the overall performance and with SSE, it has exceeded my initial expectations. I realize acceptable performance is subjective from person to person. For me - with 170ish mods, tons of NPC/creature adds, mix of 1K/2K textures, and full ENB, I've been happy with the 40-60 FPS (outside/inside respectively). Too soon to tell yet, but in running my character around and outside Whiterun last night after adding the single ini line and I didn't notice any performance increase or decrease. Will report back again if I notice anything significant.
  2. Hello, I'm always interested in tweaks... In reading your ini file, I came across these lines and was wondering why "iHWThread1=" is listed multiple times? The STEP suggests that these seem to be unused by the game or no difference was noticed? iHWThread1=7 iHWThread1=6 iHWThread1=5 iHWThread1=4 iHWThread3=3 iHWThread1=2 iHWThread1=1
  3. Hey I know you! lol I did some reading up on it. Lot's of posts out there on the bug in both oldrim and newrim, but similar to this forum lately, no one gets a resolution or magic pill to fix it. One good suggestion I saw was about FNIS. When you generate for users - update animations., are you also selecting any patches - like the skeleton fix and perhaps the one listed above that? Rest indicate that they are not relevant for SE. Just an idea. Also, make sure you see no FNIS errors, I mean zero, zilch during generation.
  4. Aye, I agree with Mathius59 for def. putting in Bijins. Actually with Bij AIO, it covers the three Bijin mods PLUS Serenaholic and that valerca mod so it's like getting '5 mods for the price of one ESP spot' so why not do it? Provided you explicitly follow the Bijin All in One install instructions explicitly *very important... One word of caution, if you use Bijins with other overhauls or anything that touches the NPCs covered by Bijins, you must make sure Bijins AIO is the last mod of the other mods it is conflicting with otherwise you may see the dark face, purple hair bugs.
  5. One slightly related question I've had is maybe closely resembling the original question enough to ask... I always wondered if there were any mods out there that don't have the bash tags set for delev, relev but would benefit from a modder manually adding those tags in LOOT prior to building the patch?
  6. I really really like this mature skin mod: https://www.nexusmods.com/skyrimspecialedition/mods/2962/ UNP has been out for SE longer than CBBE, and hence the reason why it is still more supported overall with a > number of UNP specific mods but CBBE and CBBE supported mods are quickly growing in number. Just from remembering my oldrim days of using CBBE, I've found UNP to be more realisric with the right skin tecture but everyone has their own preference.
  7. https://www.howtogeek.com/269515/how-to-move-a-steam-game-to-another-drive-without-re-downloading-it/
  8. Can you post your load order - not a screen shot of what it is in NMM or MO, but the actual load order from the plugin file?
  9. If it's not too late, running Bethini can't hurt before deciding to reinstall/refresh. I was recently turned onto Bethini and I see that it was just updated on Jan 28th so I might have to check it out again myself: https://www.nexusmods.com/skyrimspecialedition/mods/4875/?tab=files
  10. I was about to archive away some info I had and thought I'd post it up here where it will probably get lost into Oblivion (I intended that). it might come in handy if, for whatever reason, someone needs the latest or older SkyrimSE.exe version and he or she doesn't want to hassle with steam's integrity check, download, and replace options. To check to see what your SkyrimSE.exe version is without launching the game, go into the Skyrim Special Edition game folder, then right-click on SkyrimSE.exe and select "Properties', then in properties, select "Details" and there's the version (coined "Product Version") *If* for some reason you needed to get an older or the current SkyrimSE.exe version, I found a good posting on how to get the files from Steam and I also found the two Steam DB pages containing all the info you'd need to piece together the command-line in Steam console. It works, I grabbed all the versions listed there just to have in a safe place. Here is the link to a good article on how to download ANY version of the SkyrimSE.exe from steam console (or EXEs for other games on steam as well):https://www.reddit.com/r/Steam/comments/611h5e/guide_how_to_download_older_versions_of_a_game_on/ Then for Skyrim SE specifically, here are the Steam reference database pages containing the values needed to complete the console download line mentioned from the article linked above.https://steamdb.info/depot/489833/apps/https://steamdb.info/depot/489833/manifests/ E~A~G~L~E~S~!!!
  11. Is it an old save or new character new start save you're using? If old, try cleaning with Fallrim Tools. What manager are you using to install mods? NMM or MO? Also you might need to use Wyre Bash and make a BASH patch, I'd suggest looking at a guide for using it first on here or youtube. Best case scenario, starting from scratch. You install 4-5 mods (some would even say that is too many at once around here), Test playthrough, if good - add 4-5 more, Test playthrough again. Rinse n repeat until you have an issue. Then each mod manager has a way to tell what mods were installed when via, for example, in NMM mod tab I can sort the listing by install date then if I know my game was perfect on Feb 1st then started goofing on me on Feb 2nd, then I sort the list and can see which mods I installed on the 2nd. Exceptions to that of course are some of the 'non-mods' that one must manually like SKSE, or run an extra tool or utility after installation like FNIS requires.... I've never been great at analyzing the papyrus logs but I see the instances of something not finding something else all over the place. Best of luck to your troubleshooting. I know a lot of the time it just comes down to trial and error after doing the obvious checks. If you're really feeling the desire to do so, check out on how to learn how to spot mod conflicts using TesEdit watching the youtube video(for SE it's called SSEedit). I've had great success using that tool to find causes for NPC gray face/purple hair or which mods were causing ordinator's perk trees to not appear. Great tool!
  12. Nice finds Vanderplate! I bookmarked this page because I intend to implement those mods into my precious current mod build. I've been happy with this one too: https://www.nexusmods.com/skyrimspecialedition/mods/12644
  13. Try porting it over? I believe in you, you can do it! Wanted to inform you about another huge DLC sized mod that hardly anyone has heard of. A slightly tropical, very desert-like world. A chinese-made mod that is not on nexus, called World of Rudra. An english version was ported to SE, tried it. The English translation was poor, probably not the author's native language but when I arrived to the port in that world, I was quite impressed. You first talk to a guy sitting inside the alchemist's shop in Whiterun to get things started.... Not sure if I can link non-Nexus mod sites but it's an easy google search. I have not been, so far, impressed with the quests but I've hardly gone through the world yet.
  14. I'm sorry, I didn't mean for you to watch and implement what was prescibed in the video, only to read the portion of my post concerning skyrim and skse versions. The implementation of SSE Fixes is a whole matter entirely and not one I recommend to use unless you are comfortable with manual modding, copy/pasting, compiling stuff... If you did implement SSE fixes, I'd remove that for now, no need to introduce new variables into the issues. Otherwise, I still stand behind the other points I made after "other considerations". This time, I noticed you have haste installed. I personally had some trouble with that one and ended up using the same author's lighter-weight "I didn't see nuthin' mod, but I also have a 170 plugin load order going too.
  15. Make sure alt start is last or near last in your load order.
×
×
  • Create New...