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Quick "doh!" scan during game if possible...


SplashDamage

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One oversight which bit me on this loadout was changing uGridstoLoad from 7 to 5 and not changing iGrassCellRadius accordingly. The results were, I could start and load a game just fine, but when my character died and the engine tried to reload from my last save point I'd get an ILS very consistently. The radius should be 1/2 of uGridsToLoad according to what I've read, and without adjusting it, it was too large for my current uGrids value.

 

It would be nice to have a "plugin" for something like Mod Organizer or NMM (on the menu where you save/load ini's to also have a check button, or do a consistency check for the obvious stuff) to check for mistakes like this.

 

This one took me awhile to track down, and I almost wrote it off as unexplainable. Why? Because when I mod I read up on some of the latest information. As much as I can given the time. This leads me to change something, that, when I do something different in a future loadout combined with a prior change.. problems. It gets kinda hard to remember all the little ins and outs after a few years and hundreds of combination/changes.

 

A simple "consistency" check would have caught that and informed me saving me quite a bit of time. I wouldn't over do this kind of mod though, and push personal preference off on someone, or overtax and existing rig causing very low fps or other engine anomolies; papyrus settings are a good example. I have mine modified some, and the game, at least for me, runs better - though I don't set things to "800ms-inity and beyond!" Lol. Just something to check and say this is a definite won't work.

 

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