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CamonnaTong

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About CamonnaTong

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    United States
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    Skyrim, Morrowind, and Fallout 3.
  • Favourite Game
    Morrowind

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  1. If anyone is using SkyUI 2.2, remove it. I'm not sure about the other versions, but after realizing today that after I installed it was when my issues started, I had the idea of removing it. I no longer, as far as I can tell, have this issue. It wasn't really bad at first, it started about 3 or so hours in while playing, but the more I played, the worse it got. Eventually, it became about 10 - 15 minutes in that would have the issue, and so I devoted myself in the last couple of days to trying to solve this. I've been playing a few hours and still have yet to run into the problem. Not sure if this will solve the issue entirely, as it probably has several reasons for it to happen, but hopefully it helps with most.
  2. In response to post #50666337. #50668842, #50669047, #50674842, #50677502, #50689872 are all replies on the same post. I've ran the Steam version multiple times with no problems on W10, at least compared to W7. You are right about the >2GB memory address, but that's not hard to fix. Only time Fallout 3 has any problems is with a bunch of mods, and that's just because the engine is unstable in general. I get more null saves than anything else, and even on Windows 7 that still happened. It seems to vary for users. Some experienced problems with Oblivion running post WinXP, but I never did. And a simple .ini tweak isn't really a hack.
  3. In response to post #43579020. #43579810, #43579820, #43579830, #43579945 are all replies on the same post. I'm restarting my saves myself. I can't get Skyrim to run well for me with my 150+ "essential" mods. I approach the 3.2Gb limit really easily even with all of the memory patches and combinations of them. It'll run well for most areas, and then certain areas will CTD. I can fix that by changing up the memory allocation, but then other areas will CTD that didn't before. It's a mess.
  4. In response to post #43579020. #43579810 is also a reply to the same post. It's a separate game than Skyrim. When you install Skyrim Special Edition, Skyrim and all of your mods will still be intact. From what I hear, the game runs really great and is very well optimized. It features some pretty nice things graphically and immersion wise. For example, according to youtube videos and MrMattyPlays, there is rain and snow clipping now. In other words, there's no need for Real Shelter which can heavily slow down Skyrim because of its script heaviness.
  5. In response to post #37025410. #37053255 is also a reply to the same post. Seeing as Fallout 4 will use Bethesda.net not Steam Workshop, this doesn't really matter. They removed the Steam Workshop API back in December.
  6. In response to post #36933110. #36934215, #36937610, #36938095, #36951420, #36963935, #36967545 are all replies on the same post. There's still a bit left (Ie, NIF), but it's more Bethesda's coding of Gamebyro than Gamebyro itself. The engines before were Bethesda's custom coding plus Gamebyro. With the CK, Gamebyro was replaced with more of Bethesda's custom coding, but there's some things that they barely changed for their own code. CK is pretty much 99% Gamebyro free, but in a way, because the coding is based on the older coding in bits, it isn't. Though when you get down to it, that's how engines work. John Carmack said most engines copy other engines one way or another. The only way that wouldn't happen is if the engine uses a completely foreign programming language, but then it won't be compatible with most things. Why Skyrim and Fallout 4 looks like the older Bethesda games is because of Bethesda's custom coding, not Gamebyro. Gamebyro is also used in games like Civilization, and Civilization looks nothing like what Bethesda does. It comes down to what Gamebyro binaries (because Gamebyro is a bunch of binaries) the developers use, and the developer's custom coding on top of it.
  7. In response to post #36933110. #36934215, #36937610, #36938095 are all replies on the same post. Fallout 4 uses an updated Creation Engine. The Creation Engine is based on Gamebyro but heavily rewritten. Bethesda's Gamebyro was a lot of their own code, so with the Creation Engine, they rewrote the rest of it, and even replaced quite a bit of their own stuff. Here's the thing, a lot of the bugs people call Gamebyro bugs aren't actually Gamebyro bugs because you can't find them in other Gamebyro games. Most of the bugs were introduced with Bethesda's coding.
  8. In response to post #36924460. #36937585 is also a reply to the same post. It's obvious Todd wasn't expecting us to adapt Skyrim's tools so fast to Fallout 4. It took longer with Skyrim than Fallout 4 though.
  9. In response to post #36664880. If you put a "*" in front of a mod in your plugin.txt, your mod will work. For example, If there's a mod called mod1.esp, then under the other plugins you will put *mod1.esp and so on. Bethesda never disabled mods, they just changed the way the mods are loaded in preparation for the CK and the Bethesda.net uploading. If I were to guess, the game will remove the asterisk to disable the mod.
  10. In response to post #35510435. #35514960, #35525990 are all replies on the same post. Automaton has a new questline and new locations, so it's more like Dawnguard. Wasteland Workshop is more like Hearthfire 2.0, but it seems like it might add more things than we think.
  11. In response to post #35510435. Far Harbor is more like Dragonborn, albeit WAY bigger, as Shivering Isles is the biggest landmass they've ever done as a DLC (a third of the size of Oblivion's gameworld) and Far Harbor is going to be bigger than that. Wasteland Workshop is like Hearthfire, and Automaton is like Dawnguard.
  12. In response to post #35365155. #35365730, #35365740 are all replies on the same post. It's actually between the first and second DLC according to the article, so early April or mid-April. Between the second and third DLC would probably have it released in May.
  13. In response to post #34912955. #34953895 is also a reply to the same post. The funny thing is that Bethesda is one of the few that does it, and yet they get criticized for it. I see way too many that think that we're entitled to the modding kit. We're not. When it comes down to it, it costs millions (resources, licensing, manpower) for them to release the modding kit. I'm a big fan of Witcher 3, but I'm still waiting on the modding tools for that. I don't really see too many complaints for that though. According to them, the SDK isn't really mod friendly at all though, so they might still be working on making it user friendly. Overall, one thing I hate hearing is, "Bethesda shouldn't use mods as a DLC". First of all, even the small DLCs from Oblivion had uses with modding, you know, scripts and such. Second of all, I'd rather have BGS do things, because us modders will have to work around it. It will allow for less conflicts and allow things to be more uniform. Another thing is that Wasteland Workshop and the Automaton DLC were heavily requested features, and I am definitely looking forward to the modding possibilities with them. Generally though, quite a few of us hate to use mods as a base so we can reach as many people as possible. Hearthfire had an awesome building base for certain mods like Skyhaven Temple - Recruit More Blades. To sum things up, I just hate the entitlement and such I see here and other places. Bethesda is a company that likes to make money, and gives us modding tools, which is something they don't have to do. It's something they themselves invest in, and don't have to. It might increase the longevity of the game, but it doesn't help sells throughout. It does on the PC side, and they probably get a couple more million sales because of it, but overall most of the sales are on the consoles. I'm speaking until now, so console modding is definitely a benefit now.
  14. In response to post #33485500. #33489495, #33492560 are all replies on the same post. So Witcher 3 isn't a RPG? As far as I knew, it was one of the best RPGs around. However, it has a perk-like system and I disagree with them calling it skills. Then again, maybe my definition is different. They can call it a Talent tree, a perk tree, so on and so on, but you don't get better in anything except through unlocking the perks and setting them as active.
  15. In response to post #33505620. I liked having the wires require copper too, however, quite a few people hated it, and thought it was a waste of copper. You know how it goes, if enough people don't want it, they remove it.
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