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I recently got a new monitor and graphics card. I installed my graphics card and ran Skyrim on my old monitor and the game ran fine. I got my new monitor and tried to play skyrim to find that my FPS is now suffering. When I first boot up the game the FPS is as it should be but as soon as I load a save it drops down to 15 and then after a few seconds to 10 and then to 5 where it is then stuck. I have ran other games including Fallout 4 and not had a performance issue with them. The FPS drop happens no matter where I am, however, it drops the most and becomes so unplayable when indoors. Any ideas or help will be appreciated thanks. PC specs: (2047MB NVIDIA GeForce RTX 2060 (Gigabyte) DELL S2721HGF (1920x1080@144Hz) 16.0GB Dual-Channel DDR3 @ 799MHz Load order: Skyrim.esm=1 Update.esm=1 Dawnguard.esm=1 HearthFires.esm=1 Dragonborn.esm=1 Unofficial Skyrim Legendary Edition Patch.esp=1 Skyrim Project Optimization - Full Version.esm=1 ApachiiHair.esm=1 AOM.esm=1 Campfire.esm=1 ZaZAnimationPack.esm=1 SexLab.esm=1 SexLabAroused.esm=1 Devious Devices - Assets.esm=1 Devious Devices - Integration.esm=1 notice board.esp=1 Apachii_DivineEleganceStore.esm=1 hdtHighHeel.esm=1 daymoyl.esm=1 RaceCompatibility.esm=1 ApachiiHairFemales.esm=1 ApachiiHairMales.esm=1 SGHairPackBase.esm=1 BeeingFemale.esm=1 Heels Sound.esm=1 Amputator.esm=1 CreatureFramework.esm=1 HentaiPregnancy.esm=1 Skyrim - Utility Mod.esm=1 SexLab - Sexual Fame [SLSF].esm=1 Schlongs of Skyrim - Core.esm=1 Devious Devices - Expansion.esm=1 Heretical Resources.esm=1 ZazExtensionPack.esm=1 Devious Devices - Contraptions.esm=1 Simply Evie.esp=1 XPMSE.esp=1 Hothtrooper44_Armor_Ecksstra.esp=1 RealisticRoomRental.esp=1 CollegeOfWinterholdImmersive.esp=1 Devious Devices For Him.esp=1 SimplyKnock.esp=1 MilkModNEW.esp=1 Devious Adventures.esp=1 Immersive Jewelry.esp=1 TreasureHunterWhore.esp=1 Skyrim Immersive Creatures.esp=1 Real Wildlife Skyrim 0.1.esp=1 MilkMod_MilkPumpsFancy.esp=1 ZaForswornStory.esp=1 DealingwithDaedra.esp=1 ethereal_elven_overhaul.esp=1 xazPrisonOverhaulPatched.esp=1 ShenkThieveryOverhaul.esp=1 Immersive Interiors.esp=1 Civil War Overhaul.esp=1 SexLab_DibellaCult.esp=1 zThingsInDark.esp=1 Skyrim Immersive Creatures - DLC2.esp=1 Captured Dreams.esp=1 SexLab-Stories.esp=1 Hothtrooper44_ArmorCompilation.esp=1 Immersive Weapons.esp=1 JobsofSkyrim.esp=1 Guards_Armor_Replacer.esp=1 troublesofheroine.esp=1 AOM.esp=1 RealisticNeedsandDiseases.esp=1 CalienteVanillaArmorTweaks.esp=1 Better Vampires.esp=1 RaceMenu.esp=1 RaceMenuPlugin.esp=1 SkyUI.esp=1 SkyrimConfigMenu.esp=1 XAC.esp=1 Owning Houses Without Being a Thane.esp=1 dD - Realistic Ragdoll Force - Realistic.esp=1 zzEstrus.esp=1 CharmingHighHeels.esp=1 HDT Maid Outfit.esp=1 HearthfireMultiKid.esp=1 MoreNastyCritters.esp=1 Mortal Enemies.esp=1 BFT Ships and Carriages.esp=1 sanguinesDebauchery.esp=1 SkyrimSewers.esp=1 SexLabSkoomaWhore.esp=1 Cloaks.esp=1 Slaves of Tamriel.esp=1 One handed Crossbow.esp=1 HeljarchenFarm.esp=1 THGF.esp=1 Immersive Wenches.esp=1 Immersive Patrols II.esp=1 Hunterborn.esp=1 Laura's Bondage Shop.esp=1 zTrap.esp=1 DeviousFollowers.esp=1 SexLab_Dialogues.esp=1 Religion.esp=1 S_L_U_T_S.esp=1 1nivWICCloaks.esp=1 DovahBlingJewelryReplacer.esp=1 FarmerClothes.esp=1 ImperialFineClothes.esp=1 NS_NobleDress.esp=1 EnhancedCharacterEdit.esp=1 submissivelola_est.esp=1 kal_LolaAddon.esp=1 DeviouslyPink.esp=1 CollegeDaysWinterhold.esp=1 DeadlyMutilation.esp=1 Stormblade.esp=1 Apachii_DivineEleganceStore_Patch.esp=1 CUYC_CleanUpYourCorpses.esp=1 Dr_Bandolier.esp=1 Schlongs of Skyrim.esp=1 RND_HearthFires-Patch.esp=1 Midas Magic Expanded.esp=1 SexLab-StoriesDevious.esp=1 SimpleSlavery.esp=1 Champion of Kynareth.esp=1 zzMaidOutfits.esp=1 SL99Exchanger.esp=1 Prison.esp=1 Sorceress Supreme.esp=1 SOS - Shop.esp=1 mihailsuccubus.esp=1 daymoyl_DawnguardAddon.esp=1 Sweet&Sexy Lingerie.esp=1 Veil Recoloring.esp=1 HearthfireMultiKid_LastName.esp=1 KS Hairdo's.esp=1 CharacterMakingExtender.esp=1 KS Hairdos - HDT.esp=1 RND_Dawnguard-Patch.esp=1 RND_Dragonborn-Patch.esp=1 DeviousCarriages.esp=1 huansAdventures.esp=1 TemptressVixen.esp=1 GuildStarter.esp=1 alcoholiceffect.esp=1 Sneak Tools.esp=1 SexLab_RelationshipDialougeSystem_v2_.esp=1 Brevi_MoonlightTales.esp=1 InnDoors.esp=1 PrvtIRoyalArmory.esp=1 FMEA Skyrim.esp=1 Equipping Overhaul.esp=1 zDarkArena.esp=1 RohZima_AnimObjects.esp=1 DestructibleDisplayCases.esp=1 My Home Is Your Home.esp=1 Wrath Of Nature.esp=1 Apocalypse - The Spell Package.esp=1 NMRobeFancy1.esp=1 LovelyHairstylesCE.esp=1 SGHairPackAIO.esp=1 TheEyesOfBeauty.esp=1 Ultimate NPC Overhaul II.esp=1 anyonefollows2.esp=1 Milante.esp=1 Gigaduex_Outfit.esp=1 SGEyebrows.esp=1 Change Follower Outfits Redux.esp=1 MainMenu.esp=1 TwoRapiers.esp=1 Disciplinary-Switch.esp=1 UIExtensions.esp=1 SlaveTats.esp=1 DD_Helpers.esp=1 DeviouslyHelpless.esp=1 SexLabDefeat.esp=1 SLAnimLoader.esp=1 SlaveTatsEventsBridge.esp=1 Devious Devices - BRRF.esp=1 AmputatorFrameworkRecipe.esp=1 TavernGames.esp=1 Elisabeth.esp=1 FS_UltimateAssortment.esp=1 R18pn - lingerie Set.esp=1 R18Pn - Inner Wear Set.esp=1 Bathing in Skyrim - Main.esp=1 SL_Kidnapped_Redux.esp=1 Draw!!.esp=1 Sneak Tools Vanilla Masks.esp=1 Sneak Tools Vanilla Hoods.esp=1 BeeingFemaleBasicAddOn.esp=1 Shiny Catsuits.esp=1 SD Addons.esp=1 Devious Devices - Equip.esp=1 SLSO.esp=1 MilkModNEW CF.esp=1 MilkModNEW HF.esp=1 SLALAnimObj.esp=1 FNIS.esp=1 AnubAnimObj.esp=1 SOS - Smurf Average Addon.esp=1 Ballet Boots.esp=1 pchs_loansharks.esp=1 RideSharing.esp=1 Gatti12Jewelry.esp=1 Salome.esp=1 SexLab_DibellaCult_Sisters.esp=1 EsturkBooze.esp=1 Slaves of Tamriel - iNeed.esp=1 huansAdventures_TwinPlugin.esp=1 SexCrime Redux.esp=1 HuansResourcePack.esp=1 MultiStageTransform.esp=1 AMatterOfTime.esp=1 [YS]Mur Cow Girl.esp=1 EnhancedAtronachs.esp=1 Princess_Aylen.esp=1 mcgDwarvenDeviousCuirass.esp=1 The Bastard.esp=1 kimono's witcher silver swords.esp=1 Bathing in Skyrim - Hunterborn.esp=1 PunishingLashes.esp=1 SexLab TDF Aggressive Prostitution.esp=1 UltimateCombat.esp=1 BabyDolls.esp=1 NewmLongHeels.esp=1 DeviousCarriagesBFTPatch.esp=1 DW.esp=1 Ordinator - Perks of Skyrim.esp=1 Apocalypse - Ordinator Compatibility Patch.esp=1 Alternate Start - Live Another Life.esp=1 da_alternate_start_extension.esp=1 ccas_starts.esp=1 Alternate Start -- New Beginnings.esp=1
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Intro/Thread Concept: This is an idea I've had for a long while, having a place to collect various tips that aren't necessarily limited to any specific mod (there's enough info on Passion/KW in those mods' download threads). I'd rather this not turn into a repeating of info, but I'd also like it to slowly grow to a fairly complete list of tips. My hope is that we might all be able to learn something from each other. Edit: Apologies in advance (at least for further readers) for any opinionated comments/posts that may come out of this OP. I'm striving to do better, so feel free to PM me ways to make delivery better. That said, what are some things you've learned over the months/years/decades of playing TS3? Do you have a base set of mods you can't live without? Do you have a save-strategy? Do you find doing X or Y is better than Z? Have you learned to never do A, B, or C? Have you tested out various game options? Edit: Some of the posts had this article (or, rather, the more popular song based on it) as inspiration. The meter and choice of words I used failed to reflect such inspiration, but it was there. (also trying to lighten the mood a bit) ToC: Backups Memory Mods (part 1, part 2, part 3) Limiting Bad CC Broken Sliders Re-populating Worlds with your Sims Batch File to Automate Cache Cleanup Custom Music (OP) Alien Relationships after Abduction Reduce Traffic to reduce lag Bad CC part 2: Removing known bad cc packages
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Hello LoversLab community, I created this topic to ask for your help so we can try together to solve a problem I face every day playing this amazing game that is Skyrim, the problem is that I constantly suffer from freezes and sometimes CTDs, freezes happen to the vast in the most times in the open world, for example, i'm walking around the map and after a few minutes or seconds game freezes and i have to force the computer to restart (CTRL + ALT + DEL DOESN'T WORK). Sometimes I'm walking around the map, and then all sounds suddenly stop and the game immediately freezes... and then I go and restart the game one more time. Maybe I have one or more problematic MODS and I need your help identifying them. Today I did a test playing without any mod, walk around the map without problems, I was even excited, because it's likely that the problem is some mod, or several (or not...) PC Specs: Intel(R) Core(TM) i3-3217U CPU @ 1.80GHz 1.80 GHz 8,00 GB Intel HD Graphics 4000 64 Bits Windows 10 LOAD ORDER: My MOD List (Generated by Mod Organizer 2): Any help is welcome and I appreciate everyone's attention and patience as well. Note: In the MODS List you will see things like: "Pack de Roupas e Armaduras HDT" "Pack de Armas e Armaduras" "Pack de Musicas e Trilhas Sonoras" "Coisas Nemesis" It's written in my language because I'm from Brazil. Note(2) I don't know if it's important, but I use BethINI
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PART I: Concepts. _________________ Much has been said about "script heavy" mods and how they can break your game. But over the years, the notion that scripts can break your game has become less and less of an understood phenomenon, and more of a creepy boogeyman to scare children away from using scripted mods. I'm here to shed some light on this matter, not because I'm an expert nor because "I know it all", but instead, because I've investigated this phenomenon, I've witnessed how it works with my own eyes, and I've learnt to take measures on how to solve it most of the times. This article may be of beginner level to some, but I intend it both, to help beginner modders learn something, and to attempt to make normal users understand a bit more about why their game could be "broken" and why it's not because of "script heavy mods' fault". First of all I have to say one very important thing: THERE ARE NO SCRIPT-HEAVY MODS. - "But Myst, everyone knows if you install mods with scripts, you can break your game" Lies. Scripts won't break your game. Bad coding, however, can, and it poses a real danger, but that's not something that happens because of "scripts being scripts", it happens because a modder makes a mistake and publishes a mod with bad coding. Second, we should clarify what does people understand by "breaking one's game". Because this notion may seem generic and common, but it may be different for everyone. Some people says it relates to having frequent CTDs, while others, such as myself think it relates to when the game's scripts seemingly stop working and you can't do anything because scripts dont do what they're supposed to do. I have experienced this kind of "broken game" myself as well, and I also fought to understand the reasons for it, and ultimately, fix them. Script lag, is one thing, but CTDs and broken quests are a completely different one, and it's usually related to stuff such as a bad load order, mod incompatibilities, corrupt assets (IE missing textures or broken nifs) or bad graphic settings but neither of these has anything to do with scripting. Alternatively, some scripts can cause CTDs, but that's a rare thing and it's usually related to other types of bad coding which I wont refer to on this article. Third, there is another misconception on what a "script heavy mod" even is. Because it can be A mod with many scripts. A mod with LONG scripts. A mod with complex scripts that interact with many things A mod with scripts that never stop running in the background And here's the shocker, because NONE of the above constitutes ANY kind of danger to the game. A friend developed an entire mod to test the effects of scripts on the game and try to pinpoint an exact cause of script issues, it was designed to overload the game in every possible way as described by the "script heavy" myth, and his results concluded that the game can candle thousands and thousands of instances of scripts simultaneously in the background, and keep running without even coming close such a thing a s "limit". The mod was designed to push Skyrim's script engine's limits beyond what any combination of mods can ever achieve. PART II: How It Happens ________________________ What was found after such testing, however, is that there is a situation that DOES exist, and can be mistaken for a "broken game" because in practice, it is. I will not describe every possible case of "bad code", because I'm certain there's more than one screw up that can cause game issues, but I will talk about one of the most frequent ones which is by far, one, if not the most common reason of script issues. And now, I'm referring to something I call "script saturation" although I'm not sure if that's the correct term. This phenomenon, occurs when the game is receiving lots and lots of simultaneous script calls per second. As a result, a chain of events begins to occur. First,you'll notice the game can start lagging in terms of scripted events. If something was supposed to happen when you get hit, you'll notice it happens later, if you use a scripted spell, the effect will also come with a delay. This lag can be something tolerable, or it can be massive and you end up seeing the effects of a script, as far as 5 minutes later, or more. Second, if you have enabled the log in your Skyrim.ini, you'll notice the existence of the infamous stack dumps. Stack dumps, arent a problem per-se, but they are warning you of the current script saturation you're experiencing. Script saturation, in the internal mechanics of the game, means you're getting too many script calls and the game isn't capable of answering them all in time, so it stores pendant calls for the next frame in hope it can finish in time, so as described by the wiki (somewhere I can't recall), the game delays the execution of scripts. The visual result was evident since you started seeing script lag occur and stuff happening seconds, to minutes after they were supposed to. PART III: Why it Happens - Section A): Fundaments of Script Lag ________________________ - "I knew it!, I knew script heavy mods existed, you're just trying to confuse me!" Technically, a form of "script heavy" mod can exist, but I just call that BAD CODE. See, the thing is, it doesnt happen because "a mod has many scripts" or because "the scripts run in the background" or "are too long". It doesnt happen either because "you have too many mods" or "you combined more than 2 or 3 script-heavy mods in one install". It happens EXCLUSIVELY for the action of a single, lone script, which can come from anywhere, at any time. Any script can have bad coding, and size doesnt matter. If you want an example, here is one: The pevious script, has only 2 events, and does absolutely nothing in practice. But what it does do, is cause an event to get locked on processing as soon as it arrives. Now, during a battle, a concentration spell can spam these events dozens of times each frame, and the longer such concentration spell is held on the bearer of this script, the more script calls that begin to accumulate on them, until at a given moment, the barrier will be breached and your papyrus log will generate a stack dump. When that happens, if you were expecting something to happen with the script, say a shader apply, you'd notice shaders begin being applied later. And this is how a single script with 2 spammy events and no precaution, can generate script spam and slow down your script engine. Notice it's not long, it's not complex, it doesnt even do anything it just spams events. The probem is that the more events that get spammed, the more likely the game gets saturated, and other scripted mods will suffer the script lag as well. PART III: Why it Happens - Section B): "A Broken Game" ______________________ The game, can normally recover from these kinds of situations, after all, no mod is going to have a concentration spell casted on an actor during the entire game... right?... Wrong. Some mods, use mechanics that do apply constant effects on the player, ALL the time. And if you have a mod that's set to respond to these events, if it's not set correctly, there's a chance it will get saturated. The first part was correct, the game DOES try to recover from stressful scripting situations, and it does this by simply finishing answering all the script calls untill the demand is back to what it can answer on a single frame, AKA a relaxed environment. It's simple, the stress rises up, the game deals with it as best as it can, then the stress ends and the engine can relax again. But what if it never relaxes? This is when the real danger of event spammers comes into play. It happens when you have a stressful situation that generates enough script calls to saturate the engine, and you dont ever get to the moment when it finishes answering them all. I dont know the exact number, but as a mental exercise, lets say the game can answer 100 script calls per second, from a single concentration magic effect. Now, picture that you have a combination of mods, that allows an event spammer as described above, coupled with a stressful situation, say a dragon, 2 companions and 6 mages. Suddenly, you're no longer receiving 100 script calls or less per second but 400 instead. The game will queue 300 to be answered on the next time, but when that time comes, we will get another 400 By the third time it checks, you will be getting a total sum of 900 delayed calls because it can only answer 100 each time. And the lower your framerate, the less actual execution time the script engine has to catch up with the increasing demand. Now imagine the "battle" never ends, and you get this eternal event spam. You're never ever going to see scripts working again because the lag is infinite. This is close to what happens when you have an event spammer mod combined with a mod that creates a concentration, or cloak effect, being permanently applied to the player, since more than a few mods apply unseen effects on the player. This is the reason why scripts stop working and people say their game is "broken". PART IV. How to Fix It ________________________ The solution, for mod makers, is simple, for mod users, not so much as they have yet to learn to identify a troublesome mod and either fix it or remove it. But for modders, it begins by knowing the first rule, which is: BEWARE of event spammers. Try not to use those kinds of events at all, avoid effects that cause repeated calls such as cloaks or concentration type effects if possible, but if you absolutely MUST use those kinds of events/effects, you should always use an EVENT FILTER, like this: The above example is a State filter, and it will ensure only one event is processed at a time, and when it's done, the gate will be opened for another event. Alternatively, a Bool filter also works The second example is not as effective as the first one since it still has code inside, but it will reduce script spam. Note that none of these methods is flawless. Even when using them, mods are still likely to get a stack dump or two every once in a while, but by reducing their capacity to spam, you will ensure that the game's load can be overcome more than 90% of the times. So you see, scripts are not evil, but we have to be careful about how we design our mods because it's very easy to screw up and end up regretting it later. Most people never bothers to understand the mechanic of this phenomenon, and when their game malfunctions, they look for the causes of it on myths such as "scripts being evil" when it's not about having many scripts, or complicated scripting. A single mod is more than capable of "breaking" one's game under certain circumstances.
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This is a trivial little hack that stops HDT HH overloading your Papyrus with its crazy 0.3 second interval updates. You might see a bit more lag on heel height updates, but overall I don't notice any difference. hdtHighHeel-performance-patch.7z Overwrite files in your existing HDT HH to install.
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This is a catalogue of solutions for non-trivial problems: fixes for issues that can plague even experienced Skyrim modders. The guide assumes a certain level of competence and familiarity with modding the game and editing settings, and focuses on problems that can remain even after properly following the instructions of all the mods that are installed. This is primarily about general issues; if you are having problems with a particular mod, make sure to check its instructions and FAQ first. Q1. Lag when scripts equip items, mod initialization takes a long time in-game Not enough system resources are allocated to the Papyrus scripting system. Check if you have a [Papyrus] section in Skyrim.ini , and replace/add the following: Q2. Significant lag or low FPS outside, but decent performance in inside cells The most likely culprits are grass and tree mods. Uninstall mods that enhance the detail or add more trees or grass. Explicitly performance-focused mods that simplify or remove grass or trees can be okay to keep. Replace/add the following to SkyrimPrefs.ini : Replace/add the following to Skyrim.ini: If the issue persists, check your [LOD] settings in SkyrimPrefs.ini and lower them as needed. Q3. Some random textures appear to be missing (purple), even though other textures from the same mod appear just fine The most likely issue is running out of video memory: textures that are loaded later in-game may no longer fit in memory and a placeholder (purple) texture may be displayed instead. Some mods do not offer textures lower than 4k resolution; this can be an issue on weaker systems. The solution is to reduce the size of the textures using DDSopt or Ordenador (use just one of them after searching for and reading an up-to-date guide) to 2k, or if really necessary, to 1k. Make sure you are not immediately skipping to mipmaps in your in-game settings: if you are resizing textures using one of the tools above, you presumably want to use by default the size you optimized for, not a (half-sized) mipmap of it. So change/add the following line in SkyrimPrefs.ini : Q4. Some buildings abruptly change shape when getting closer to them Force-disabling mipmapping can have such an effect on a weaker system, as the computer struggles to load and display full-sized texture data even at a distance. This can be especially noticeable when approaching windmills and stables. The ideal is to use higher-level (lower-resolution) mipmaps for distant objects, and lower-level (higher-resolution) mipmaps for nearby objects. "iTexMipMapMinimum" controls how low-resolution to get when necessary (distant things), while "iTexMipMapSkip" controls how high-resolution to get when necessary (nearby things). Higher numbers mean lower resolution, with 0 being the highest resolution (full-size textures). To allow distant things to render more efficiently, change/add the following line in SkyrimPrefs.ini : Q5. Trees or buildings appear jarringly abruptly in the distance Mods that add new objects to the outside world tend to not include LODs. This means that such newly-added objects just suddenly appear when they are close enough to be loaded into the cell. With LODs, lower-resolution versions of such new objects can be seen even from a greater distance, which then change into their normal-resolution forms as you get closer. Use DynDOLOD (better) or TES5LODGen (simpler) to generate LODs. Q6. Eyes sometimes look weird after texture optimization Avoid mipmaps for eye textures; they tend to look terrible. Most mods that provide eye textures do not include mipmaps in those files for a reason. Replace your optimized eye textures with the original ones from the mods, or use a texture optimizer to remove mipmaps specifically from eye textures. Q7. NPCs struggle to climb stairs or get stuck while walking on uneven terrain This can happen with mods that adjust stairs or NPC walk speeds. Assuming the navmeshes are fine (they are heading in a direction that makes sense, just struggle to actually make progress), this can be fixed by using a speeds mod that slightly increases NPC walk speed, such as Movement Speeds Fixed. Use TES5Edit to check how your preferred speeds mod interacts with other mods that affect speed (e.g. if you use combat mods like Mortal Enemies), and make a patch to use the best parts of both mods if necessary. Q8. Lag or low FPS using ENB or ENBoost and Wine While most guides strongly recommend using at least ENBoost to get better performance, this can have a surprisingly detrimental effect on some setups under Wine. Try running Skyrim without any ENB (no d3d9.dll) and see if the performance improves - e.g. Elys Meminfo can be used to compare the FPS. Q9. Limiting FPS without ENB under Linux Limiting FPS can improve overall performance on weaker systems, with lower graphical demands resulting in less frequent and less severe stutters. Libstrangle can be used to effectively limit FPS under Linux. Q10. SKSE memory tweaks not recognizing Steam This can be an issue with Wine/Linux, and possibly on other systems too. To fix it, append a command line argument: skse_loader.exe -forcesteamloader Q11. Missing meshes or missing textures under Mac or Linux Filenames and folders are case-sensitive under Unix-like systems, but case-insensitive under Windows and Wine. This means that after installing mods under Mac or Linux one may end up with multiple folders or files that differ only in the letter case of their name. When starting Skyrim under Wine, it will (randomly?) pick one of the (from a case-insensitive perspective) "identically named" folders or files and ignore the others. With files split between folders that differ only in the letter case of their name, this can result in a large number of important files being effectively ignored by Skyrim under Wine, producing all kinds of weird errors. To check if you have this issue, run the following command in a OS terminal (outside of the game) when the current folder is your wine-prefix for Skyrim: This will list all files and folders that differ only in the letter case of their name. To then fix the issue, you will have to manually merge the "identical" folders and make sure that for each pair of files located in the same directory that only differ in the letter case of their name, you only keep the one you prefer. Q12. Unable to sell certain items to vendors Some mods include non-quest items that vanilla vendors do not buy, which may then accumulate endlessly in your inventory. To remove item category-based vendor restrictions (e.g. selling a weapon to an alchemist, etc), enter the following in the in-game console ("~"): Note that this command plays nice with mods and does not break things: untradeable/quest items will still be untradeable; vendors who refuse to buy stolen goods will still refuse to buy them; if a mod specifically prevents you from selling certain things to certain vendors, that restriction will still remain. Q13. Player or follower cannot draw weapon, stuck in an endless bleedout state Some mods that offer death alternative or surrender options may get you or your follower stuck in a bleedout state when that is not appropriate (e.g. you managed to flee from the attackers, no hostiles are nearby, but the character still refuses to recover). To fix this issue, open the in-game console ("~"), select the character in the inappropriate bleedout state as your target, and use the command: If it is your own character who is in the bleedout state, you can use "player.resethealth" instead. Close the console and wait a few seconds.
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Hello, Suddenly i got this XPMSEWeaponStyleScaleEffect loop in save game (checking with FallrimTools), last time i had over 5k undefined elements, i cleared the save, but after some time it went to 2k or even more... and scripts got noticeably slow (even SL animations starts slower than before), even tho my system is very much capable.... How can i fix this, i mean i don't really wanna start over from 0, any solutions?
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Help my modded Skyrim (newest version) is running at like 20fps with huge frame dips i understand that modded skyrim is unoptimized and demanding but i would like to reach a stable 30fps atleast. My gpu is being used about 50% and my cpu around 60% and my vram isn't maxing out either so i dont understand why it is running so poorly... Here is a video with fps, cpu+gpu usage, vram+ram usage: https://www.youtube.com/watch?v=cUHwTiXJcvY&feature=youtu.be Some mods and settings i have: SSEengine fixes, TAA, ugrids=5, large refgridsize=13, imingrasssize=60, bethINI ultra with no vsync, 4k-2k textures, 2k shadows, custom optimized enb + amd cas reshade, rustic weathers, unbelivable grass 2 redux, smim, high poly project, hdt physics, unpb, skysight, fair skin, 3d trees, rw2, sselodgen, etc. (edit: i forgot i use skse 2017, mo2, loot to fix the load order + some manually, i use project optimization, tkdodge, elfx+ele, lanterns of skyrim 2, papyrus, uiextensions,skyui, animation mods + fnis. Game is located in g: drive (G:\SteamLibraryG\steamapps\common\Skyrim Special Edition) and a lot of free space. (I can post modlist if needed!) PC specs: 1080p/1920x1080 144hz monitor I have an rtx 2060 super overclocked at 133% powerlimit, +70mhz core, +700mhz memory and an i7-4770k constantly running at 5ghz (i know it's old) with 16gb 2000mhz ram the game is being played on a samsung evo ssd. (Driver: 445.87 + newest enb binary, ultra performance windows + maximum performance in nvidia settings) My main suspicion is the old cpu is bottlenecking my gpu but if you know some performance tweaks for skyrim se or what the problem is please comment.
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the Lusty Argonian Maid was originally meant to be a play that actors can perform, has anybody ever made a mod that lets someone watch a live performance of the play? it seems like such an obvious thing, yet I've never heard of such a thing being made yet.
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Did you ever wonder why SMP physics in Skyrim is so performance intensive? Surprisingly, it could be because it is not set up to take full advantage of your hardware. OpenCL is extremely good at performing the kind of calculations used by a physics engine which runs on dozens or hundreds of paralell entities, but the way HDT-SMP is set up by default is not tuned to make use of it. <configs> <opencl> <!--warning : not finish yet--> <!--warning : this can be slower because of the bad PCI-E transfer and bad schedule--> <enable>false</enable> <platformID>0</platformID> <numQueue>16</numQueue> </opencl> <solver> <numIterations>20</numIterations> <groupIterations>1</groupIterations> <groupEnableMLCP>true</groupEnableMLCP> <erp>0.2</erp> <min-fps>60</min-fps> </solver> </configs> This is the default config for HDT-SMP that would be found in your skse\hdtSkinnedMeshConfigs folder. As you can see, the openCL section is commented with warnings. After messing around with it in my spare time I have discovered a couple of things. 1. These numbers are no where near what OpenCL should be run at. 2. This is probably 99% of the reason why OpenCL seems to have bad performance. So how can you tweak this to fully make use of OpenCL? For starters, you are going to need a tool that lets you see the OpenCL profile for your CPU/GPU, called "GPU caps viewer". You can find the link to it on this page When you download and install it, open it up and you will see a screen that looks like this Click over to the tab marked "OpenCL" and you will see a screen that looks like this Depending on your CPU, GPU, motherboard, and bios, you may have multiple entries here. For this example, you can see that I have my GPU listed, a Nvidia RTX 2080 TI I also have the "intel HD graphics" platform profile, which is essentially the on-board display portion of my CPU chipset. A lot of skylake/coffeelake or newer CPUs will have this. You may want to come back and try this platform later, but for right now, let's stick with the GPU platform. There are a few things we want to know from the profiler. The first is the platformID. Take a look at the default config again, and you should notice this line. <enable>false</enable> <platformID>0</platformID> The platformID, 0, actually denotes NOT using an OpenCL capable platform on my device, and the OpenCL capable platforms are 1: GPU, and 2: CPU graphics. If you enable OpenCL but don't select the correct platformID, you will almost certainly see a drop in performance. This may explain the commented section. Since my GPU is platform 1, I will change my config to look like this <enable>true</enable> <platformID>1</platformID> Right away this gave me a pretty sizable performance boost. It actually gets better though. Next you want to determine the maximum number of queues you can scale up to. One of the biggest bottlenecks for HDT-SMP is actually not how quickly it can perform the calculations, but the fact that physics engines are designed to calculate in real time! If the physics calculations are not completed for whatever reason before the GPU completes a given frame, the frametime render may actually be throttled until the physics solver can keep up. This means that even if your system can easily handle the calculations, if the solver is not able to process enough calculations simultaneously, it will create a bottleneck! And due to how world physics seems to work, this bottleneck may actually throttle your FPS down to keep the time-based physics calculations accurate. Note: This is my own speculation, however, I am not 100% certain that the implementation of SMP works the same way, but it certainly seems to be the case. Back in GPU caps viewer on the OpenCL screen, you want to find the value for maximum parallel work-item/work-group sizes As you can see from my GPU, it is capable of 1024 x 1024 x 64 array calculations with a max workgroup size of 1024. I'm not exactly a programmer, nor particularly familiar with multi-threaded architecture, but I think this may be where some of the confusion originally came from. Intel describes the maximum workgroup per slice of 16, and the calculation to determine maximum necessary work groups as ( work items ) / (work items / work group). However, this is per slice of CPU graphics, NOT the total, which Intel recommends as 256. When I went back to look at my CPU HD graphics platform, this is exactly the max work group size listed, 256. So going on that value, and using my GPU max work group size value of 1024, I changed my config to look like this now <opencl> <!--warning : not finish yet--> <!--warning : this can be slower because of the bad PCI-E transfer and bad schedule--> <enable>true</enable> <platformID>1</platformID> <numQueue>1024</numQueue> </opencl> The first time I tried this I was sure this would cause a crash. After all, the default value for queues is 16, and this is 64 times larger. Not only did it not crash, but it ran absolutely flawlessly! I even stress-tested it a bit by loading up a huge number of NPCs in a single cell, all of which were wearing HDT-SMP outfits that required calculations. Previously this would drop my framerate considerably, but not so anymore! You may want to experiment with this a bit, but there are two things to keep in mind. You shouldn't set your numQueue higher than your maximum workgroup size, and whatever value you do set needs to be a power of 2. Let's go back to the intel CPU platform for a second. If you run a very demanding ENB, you might already have your GPU close to maxxed out with just post-processing enhancements. In which case, you might find more benefit out of using your CPU to perform the calculations, since skyrim LE almost never taxes modern CPUs anywhere close to what they are capable of. If I wanted to use my CPU instead, I would go to the OpenCL tab back in GPU Caps viewer Based on these values, I would then set my config like this <opencl> <!--warning : not finish yet--> <!--warning : this can be slower because of the bad PCI-E transfer and bad schedule--> <enable>true</enable> <platformID>2</platformID> <numQueue>256</numQueue> </opencl> You may need to experiment a little to see which option gives you better performance. In my case, my GPU is powerful enough to be able to handle both ENB and physics, but your results may differ. With that set up, you can either be satisfied with the performance improvements, or you can try and tweak the solver calculations too. The default values for these vary from what I have seen, but generally it looks like this <solver> <numIterations>20</numIterations> <groupIterations>1</groupIterations> <groupEnableMLCP>true</groupEnableMLCP> <erp>0.2</erp> <min-fps>60</min-fps> </solver> There are a few things we can try changing here. The first one is the ERP value. What is ERP? It is the error reduction parameter, and it represents the % of error that is corrected with each frame of time that is calculated by the physics solver. When Physics engines run a calculation on a joint of two connected bodies(bones), there is a natural divergence from the imposed constraints that happens to occur. This is a good reference It ranges from 0.1 to 1.0 (in theory), but most references I have found say 1.0 is impossible, and 0.9 is the limit. It is how quickly (closer to 1.0) or how smoothly (closer to 0.1) the error is corrected. This is relevant for outfits and hair that has a long chain made out of multiple joints. I have found that I prefer setting this a bit higher, so errors are corrected quicker, and I set mine to 0.4. Setting it to 0.5 or higher introduced some instability that made my game start crashing, although you may get different results. Next you can try increasing the iterations. Most of the physics engine references I have found suggest that 20 is already on the high end of iterations, but what about the group iterations? What I have found suggests this is performed on a connected group (such as every joint in a strand of cloth, a tail, or hair, for example) that is performed in addition to the total quick-step world iterations. So, since using OpenCL allowed for a huge expansion of the number of calculations that can be performed, I changed it to match the total iterations (which may be overkill) and now my config looks like this <solver> <numIterations>20</numIterations> <groupIterations>20</groupIterations> <groupEnableMLCP>true</groupEnableMLCP> <erp>0.4</erp> <min-fps>60</min-fps> </solver> This worked pretty well! I decided to push the total iterations up a little until I started getting stability/performance issues, and ended up with the final values of num 32 and group 20 and adding the previous section, my overall configs.xml is now <configs> <opencl> <!--warning : not finish yet--> <!--warning : this can be slower because of the bad PCI-E transfer and bad schedule--> <enable>true</enable> <platformID>1</platformID> <numQueue>1024</numQueue> </opencl> <solver> <numIterations>32</numIterations> <groupIterations>20</groupIterations> <groupEnableMLCP>true</groupEnableMLCP> <erp>0.4</erp> <min-fps>60</min-fps> </solver> </configs> This has not only given me a SIGNIFICANT performance boost, especially when surrounded by many actors all wearing HDT-SMP outfits, but it has also improved the accuracy (ie realism) of the physics quite a bit. Give it a try and let me know what you think. It may take some experimenting to find the ideal values if your system is already strained by other parts of your Skyrim build, but hopefully this will make SMP physics more appealing and minimize whatever performance impacts it may have on your system. If you experience problems or have stability issues and need to undo any changes, the default settings are shown in the first box.
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Hi, Last time I was trying to optimize skyrim because my procesor is bottleneck for my GPU. I figured out that reducing draw distance is good for extra fps. The problem is that I can't see npc far away. This isn't a problem in cities but in dungeons , world etc. And then I started to thinking about mod that would allow to dynamically change draw/fade distance according to location. I tried to fing if anybody tried or made that kind of mod but unfortunately not. I come across only this thread from 2014 . I Have no experience in modding (I can only do some minor tweaks in TesVedit) so I wanted to ask if somebody from this site could do something like that or answer if this is possible.
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FPS goes down from 144 to between 5 and 15 and stays there when either there are multiple actors with SMP-enabled clothing that are in a SexLab scene or randomly after a period of time. Restarting the game fixes the issue until one of the causing factors happens again. Opening any kind of menu or the console temporarily fixes the issue until I close that menu or the console. I've tried locking the game to 60 FPS, thinking that the problem may be caused by the high FPS but I ran into the same problem. I've tried both (not at the same time) the ini edit fMaxTime=0.0069 and the Havok Fix mod for the FPS, thinking that maybe one would be better over the other but I get the lag with either one. I've also noticed that if I encounter multiple naked actors (dead or alive), after spending some time in-game, certain body parts start stretching all over the place at very high speeds. Again, I was able to reproduce this at both 144 and 60 FPS so that is not the cause. Mod list and loadorder: modlist.txt loadorder.txt On another note, but maybe somewhat related, I am using Mannequins Revamped AB and whenever I go into a cell with a lot of mannequins I get the same FPS drop.
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I am playing Skyrim at 4k with OrganicENB+Vivid Weathers+ELFX, as well as tons of sexlab mods/DD mods (slaverun, sexlab survival, spank that ass, cursed loot, milk mod), essentially assume my game is as bogged down with scripts as a game possibly could be. My PC Specs are as follows: CPU: Ryzen 5 3600 4.2Ghz OC CPU Cooler: Hyper 212 Evo Black Edition Mobo: Asus B450-F Gaming RAM: 32gb (4x8gb) 3200Mhz Corsair Vengeance GPU: Gigabyte RTX2080 Gaming OC Drive running Skyrim: 500gb Samsung 860 Evo I would've thought that an RTX2080 would've been enough to run such an old game at 4k60fps, but I'm only getting 60fps in interiors, inconsistently. Generally in cities my performance tanks the highest, I don't have JK's Skyrim or anything like that but I do have Populated Cities (the new devious one by Corsec), getting around 20fps when standing in the middle of Whiterun. Turning off the ENB does not seem to improve fps, which seems to indicate I'm CPU-bound, but what I've left out is I've just upgraded from an old i7-4790(non-k), and my fps was virtually the same! Please someone tell me what I can throw money at to get 60fps
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