Nelmas Posted October 8, 2021 Posted October 8, 2021 Whoah, JK's Skyrim causes massive fps drops, huh. No (FPS) on this one? Or is it just for me?
blsrazor Posted October 8, 2021 Posted October 8, 2021 (edited) @Aylis Thank you. I looked up the formid in SSEedit and it points to Breezehome by Lupus, However there is no conflict present in edit of MO2. I am not sure what the deal is. Edited October 8, 2021 by blsrazor
bandygirl1 Posted October 8, 2021 Posted October 8, 2021 (edited) On 10/7/2021 at 5:15 PM, remodel said: I've ordered a prebuilt desktop with a RTX3080 to replace my crashed boat anchor. What kind of performance are you getting with Skyrim SE? And what level of textures are you using, 2k or 4k? lastly, what issues are you referring to, hot vram? RTX 3080 FE, i9-11900k, 32gb DDR4 ram, Samsung 980 pro NvmE boot, and a Seagate Firecuda NvmE for games. Skyrim SE runs sweet, and so does anything else I've thrown at it at the moment. Could've went with AMD cpu for the extra cores, but so far I haven't seen any need. I use mostly 2k textures with some 4k thrown in where I really want the quality. I will say to you though ( and anyone else reading ) that I've been modding for a long time. I use this guide as a reference, and to see what mods Aylis and others have checked out, problems they've encountered, ect. My personal set up is quite different. As for issues, there are reports of New World bricking GPUs. Edited October 11, 2021 by bandygirl1
wollboi Posted October 8, 2021 Posted October 8, 2021 (edited) @Aylis Awesome, thanks. That is also the route I'm going now. Hadn't considered the bashed patch messing with anything. I always delete it and recreate it before starting the entire DynDOLOD/LODGen process. @Nelmas It's just you. JK's adds architecture and a few NPCs and shouldn't effect FPS at all. Typically FPS drops are caused by lighting and very script-heavy mods that have processes running constantly. Have you finished the entire guide? Are you running Rudy ENB? What are your system specs? @bandygirl1 After all the issues, I would never trust any game Amazon makes near my baby. Edited October 8, 2021 by wollboi
Nelmas Posted October 8, 2021 Posted October 8, 2021 (edited) 10 minutes ago, wollboi said: @Nelmas It's just you. JK's adds architecture and a few NPCs and shouldn't effect FPS at all. Typically FPS drops are caused by lighting and very script-heavy mods that have processes running constantly. Have you finished the entire guide? Are you running Rudy ENB? What are your system specs? I haven't finished the whole guide, no. I'm about halfway through Textures, and was just doing some tests. Read the comments on JKs Skyrim and some people experience the same fps drops, so I was wondering. Did some quick tests around Riverwood and Whiterun with it on/off and concluded that was at fault. -i7 6700k -AMD Rx 5600 XT 6GB - 24 GB Ram - And Skyrim and the modlist running off an SSD. No ENB running, haven't gotten to that part yet. Also no lighting mods installed yet. Edited October 8, 2021 by Nelmas
wollboi Posted October 8, 2021 Posted October 8, 2021 @Nelmas Hmm. My first thought is that every mod that alters anything other than eye color is going to have people complaining about frame drops. I looked through the first 6 pages of JK's Skyrim's posts section and only saw one poster having issues (albeit the most recent poster). Your specs look fine, so that wouldn't be it. How big of a drop are you seeing? I honestly wouldn't worry about frame drops or anything else technical right now. Whenever I completely start over, I will launch a test save after completing every section (Textures, Override, etc.). But that's just to make sure I haven't messed something up along the way. I only really start to see framerate dips after the Lighting section, which is to be expected. TL;DR - I'd just keep going until you're done with the whole list before worrying about framerate. 1
axz2 Posted October 8, 2021 Posted October 8, 2021 I have the Particle Patch installed and checked in the left pane of MO2, but I have the esp disabled. Bashed patch creation results in a missing master of that esp. Should I leave the whole mod disabled, leave the whole mod including the esp enabled, or disable the mod, created a bashed patch, then enable the mod but disable the esp? @wollboi - Maybe I should look there for improved performance. Any mods in the weather and lighting section that hit the system particularly hard? I've used Cathedral before without problem. I'm guessing Windows Shadows, and DVLaSS, and just that I have an ENB for the first time, but those things are sort of foundational to this list. Maybe ENB light?
kesryth Posted October 8, 2021 Posted October 8, 2021 Anyone ever seen the Hall of the Vigilant "blue"... looks like maybe a missing texture on the mesh, but so far i have been unable to identify why it is happening.. very weird. The edges of the roof look normal, just the exterior walls and porch are blue
jaeos Posted October 8, 2021 Posted October 8, 2021 8 minutes ago, axz2 said: I have the Particle Patch installed and checked in the left pane of MO2, but I have the esp disabled. Bashed patch creation results in a missing master of that esp. Should I leave the whole mod disabled, leave the whole mod including the esp enabled, or disable the mod, created a bashed patch, then enable the mod but disable the esp? @wollboi - Maybe I should look there for improved performance. Any mods in the weather and lighting section that hit the system particularly hard? I've used Cathedral before without problem. I'm guessing Windows Shadows, and DVLaSS, and just that I have an ENB for the first time, but those things are sort of foundational to this list. Maybe ENB light? or go into the mod information and hide the esp.
axz2 Posted October 8, 2021 Posted October 8, 2021 Texgen64 always immediately errors out with "Old Dyndolod files detected". I disabled all the LOD mods like SSE Tamriel Terrain, and DynDolod resources) (I disabled the before generating LOD but I guess they have to be enabled after Texgen but for/before Dyndolod), but I still get the error.
trgdolors Posted October 8, 2021 Posted October 8, 2021 1 hour ago, axz2 said: I have the Particle Patch installed and checked in the left pane of MO2, but I have the esp disabled. Bashed patch creation results in a missing master of that esp. Should I leave the whole mod disabled, leave the whole mod including the esp enabled, or disable the mod, created a bashed patch, then enable the mod but disable the esp? Actually, I have this same issue. I think the sequence was: disabled the Particle Patch esp on the right side (as per my understanding of the guide), ran bashed patch, then got the missing master warning. I just re-enabled Particle Patch on the right, but that was just a guess, and the warning went away and I forgot about it. I am not sure I did the right thing.
Aylis Posted October 8, 2021 Author Posted October 8, 2021 (edited) @axz2 The 'DynDOLOD Ressources' have to stay enabled, only the 'xLODGen Resource - Terrain Tamriel' is the mod that has to be disabled after the first step. Btw. you did upgrade the 'DynDOLOD Ressources', right? The name stays the same, but the content changes for 3.0. @axz2 @trgdolors Quote I have the Particle Patch installed and checked in the left pane of MO2, but I have the esp disabled. You have to either delete the ESP or hide it via MO2 (either is to be done on the left side). Otherwise it can still be detected by some tools. Spoiler __________________________________________________ Starting a new day Spoiler The new dirt effects are more subtle in the beginning. Spoiler Edited October 8, 2021 by Aylis Added pic 1
alaunus01 Posted October 8, 2021 Posted October 8, 2021 6 hours ago, bandygirl1 said: [...]As for issues, there are reports of New World bricking GPUs. JayzTwoCents had some interesting observations on his youtube channel. a) apparently you can enable higher resolutions than your monitor can handle (without specifically telling the game that you want that) b) power draw is turned up to 14. (i.e. a card specced for 350w constantly drawing up to 400w)
Tiemphyx Posted October 8, 2021 Posted October 8, 2021 9 hours ago, Aylis said: 1. Yes, those have to be the same. 2. That doesn't really matter as long as the 'grass cache' feeds into the LOD creation of DynDOLOD. We only have to make sure it is after any changes to the landscape. In my last test-run i created the cache before the first step of DynDOLOD and it is working. The big unknown for me is the bashed patch. It is for conflict resolution so it could possibly contain changes to the landscape as well. This explains some issues and Wrye Bash does sweep up Worldspace conflicts. Sometimes you have to patch the Bashed Patch... ? 1
Aylis Posted October 8, 2021 Author Posted October 8, 2021 (edited) 2 hours ago, Temphyx said: This explains some issues and Wrye Bash does sweep up Worldspace conflicts. Sometimes you have to patch the Bashed Patch... ? Thanks for the confirmation, i expected that behaviour but wasn't sure about it. Will add something to the description and the DynDOLOD guide (just to make sure ;)). _________________________________________________ I also streamlined the process a little bit so you don't have to scroll that much anymore (was annoyed by that too). The results stay the same so it is more for new users or a future rerun of DynDOLOD. __________________________________________________ What i got so far (take it with a grain of salt) from all the different threads i've read: 1. Bashed Patch Conflict resolution and changes to the landscape 2. No Grass In Objects Adjustments to the positioning of grass. Requires input from 1. 3. Terrain LOD Output Creates texture LOD for the landscape. Might require input from 1. 4. Texture Output Creates all non-landscape textures and billboards Requires input from 1 and possibly 2 5. DynDOLOD Output Creates LOD files for everything except landscapes Requires input from 1, 2 and 4 6. AO Output Creates the AO Requires input from 1 Edited October 8, 2021 by Aylis
Nelmas Posted October 8, 2021 Posted October 8, 2021 9 hours ago, wollboi said: @Nelmas Hmm. My first thought is that every mod that alters anything other than eye color is going to have people complaining about frame drops. I looked through the first 6 pages of JK's Skyrim's posts section and only saw one poster having issues (albeit the most recent poster). Your specs look fine, so that wouldn't be it. How big of a drop are you seeing? I honestly wouldn't worry about frame drops or anything else technical right now. Whenever I completely start over, I will launch a test save after completing every section (Textures, Override, etc.). But that's just to make sure I haven't messed something up along the way. I only really start to see framerate dips after the Lighting section, which is to be expected. TL;DR - I'd just keep going until you're done with the whole list before worrying about framerate. Pretty severe ones. -25fps on average and in one spot near Riverwood I was seeing a -34fps. Could it be because I'm running an AMD? AMD is known to be...problematic.
Aylis Posted October 8, 2021 Author Posted October 8, 2021 (edited) @Nelmas It's more being basically a game engine from 2002 with so many additions patched on that it got 'a few' problems. Plus Bethesda is known to be somewhat sloppy with their programming. There's a reason many call them 'Bugthesda'. I wouldn't be surprised to see a lot of the old bugs return with Skyrim AE... Edited October 8, 2021 by Aylis
jaeos Posted October 8, 2021 Posted October 8, 2021 24 minutes ago, Nelmas said: Pretty severe ones. -25fps on average and in one spot near Riverwood I was seeing a -34fps. Could it be because I'm running an AMD? AMD is known to be...problematic. possible, your chip is 6 years old, your card is 3-ish years old (technology wise) and you might not be GPU bottling, you might be CPU throttling instead. Have you looked at any benchmarks for your setup to tweak it?
jaeos Posted October 8, 2021 Posted October 8, 2021 2 minutes ago, Aylis said: @Nelmas It's more being a game engine from 2002 with so many additions patched on that it got 'a few' problems. Plus Bethesda is known to be somewhat sloppy with their programming. There's a reason many call them 'Bugthesda'. somewhat sloppy.. that's like saying the grand canyon is a hole in the ground. technically correct, but way understated. 2
kackhaufen213 Posted October 8, 2021 Posted October 8, 2021 has anyone done some major changes to the combat mods in this modlist? I'm kinda interested in knowing how safe it would be to add mods such as Wildcat
jaeos Posted October 8, 2021 Posted October 8, 2021 3 minutes ago, kackhaufen213 said: has anyone done some major changes to the combat mods in this modlist? I'm kinda interested in knowing how safe it would be to add mods such as Wildcat i use it, i don't use the fancy chain attacks mods though, so ymmv, but i've used wildcat for awhile with no issues with ordinator or lupine(werewolf perks overhaul) so you are "probably" safe to add it. ?
kackhaufen213 Posted October 8, 2021 Posted October 8, 2021 11 minutes ago, jaeos said: i use it, i don't use the fancy chain attacks mods though, so ymmv, but i've used wildcat for awhile with no issues with ordinator or lupine(werewolf perks overhaul) so you are "probably" safe to add it. ? I see that sounds great, care to share a screenshot of your Left Panel of the override section with all the mods that you are using? That would be very neat!
kesryth Posted October 8, 2021 Posted October 8, 2021 12 hours ago, kesryth said: Anyone ever seen the Hall of the Vigilant "blue"... looks like maybe a missing texture on the mesh, but so far i have been unable to identify why it is happening.. very weird. The edges of the roof look normal, just the exterior walls and porch are blue Figured it out, had something corrupted in my dyn setup, so a reinstall and a rerun and it works. And since i couldn't sleep due to a work call at 3am, I got annoyed with turning off zaz, so just went in and fixed the missing meshes for candles and palacecage, as well as the invalid reference in zaz ESM.. now Dyn3 seems happy with it. yay for no sleep
Nelmas Posted October 8, 2021 Posted October 8, 2021 3 hours ago, Aylis said: @Nelmas It's more being basically a game engine from 2002 with so many additions patched on that it got 'a few' problems. Plus Bethesda is known to be somewhat sloppy with their programming. There's a reason many call them 'Bugthesda'. I wouldn't be surprised to see a lot of the old bugs return with Skyrim AE... 3 hours ago, jaeos said: possible, your chip is 6 years old, your card is 3-ish years old (technology wise) and you might not be GPU bottling, you might be CPU throttling instead. Have you looked at any benchmarks for your setup to tweak it? Are we still talking about the same thing? I was mentioning how JK's Skyrim is causing massive fps drops for me and how when I disable it, it runs fine.
axz2 Posted October 8, 2021 Posted October 8, 2021 (edited) 47 minutes ago, Nelmas said: Are we still talking about the same thing? I was mentioning how JK's Skyrim is causing massive fps drops for me and how when I disable it, it runs fine. I might want to do that test myself. I am getting low FPS. I'd like to keep it but if it causes a massive hit on slower hardware it might be better for me to drop it. Do you have a good idea about what specifically is causing the problem? If its textures taking up too much VRAM and/or GPU processing I might try reducing the textures with Cathedral, and see it that helps. I'll probably go ahead and do that before considering whether to pull the mod. Went ahead and downsized/optimized/compressed but JK's Skyrim doesn't have a lot of textures. I think it applies existing textures a lot, so I'm not sure how much reducing its own smaller set of texture's is going to help. I did the same for "Other" for Skyriim 2020, and I'll probably do the same for Skyrim 2020 Architecture, and Skyrim 2018 (even though it largely gets overwritten). Maybe that will be enough. Edited October 8, 2021 by axz2
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