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Skyrim SE for Beginners - V 3.2.6 (Outdated)


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Posted
On 4/13/2022 at 11:31 AM, Aylis said:

@wollboi

Can't do much atm. The site is totally bugging out for me.

 

Editing big posts takes so long that i get a 'can't be edited anymore'. Just adding a small screenshot takes 4-6 attempts, bigger files can't be uploaded (and i got a few updated files here). And it takes a minute (or two) to just open a notification or refresh the page...

 

Looks like Ashal finally found the reason for that. One of the fileservers on the way to say byebye.

Posted
On 4/13/2022 at 5:31 AM, Aylis said:

@wollboi

Can't do much atm. The site is totally bugging out for me.

 

Editing big posts takes so long that i get a 'can't be edited anymore'. Just adding a small screenshot takes 4-6 attempts, bigger files can't be uploaded (and i got a few updated files here). And it takes a minute (or two) to just open a notification or refresh the page...

 

New thread then? Would be fitting given the AE release mucking everything up.

Posted

I am looking at the Skyland AIO update to 3.0. It claims:

 

"Mountains - 3 color options including MM compatibility (All New)"

 

Then in the comments Skyking says to put Skyland AFTER MM. In this guide Majestic Mountains is installed after Skyland. Does anyone have some insight on how to install the latest Skyland?

 

Thanks!

Posted
On 4/10/2022 at 10:04 PM, safado said:

 

 

That is a normal occurrence and expected to happen sometimes. 

 

WryeBash was created originally for Oblivion, and it happened then too.  That it is why Wrye added the "BASH TAGS" feature, it is in the manual.

You need to read about bash tags. In the WryeBash manuals. 

You are not alone in this, the mod author also does not know about "BASH TAGS", or did not care.  I think most WryeBash users do not know about it. 

 

 

Excellent write-up @safado

 

Not sure if the newest Xedit ships with the latest version fireundub 's tag suggestion script but you can grab it here.

 

One thing that could help a bit with the untagged mod problem is to contribute what you find to the community.   Lots of folks have been contributing Bash Tags in the LOOT thread (last 10 or so pages) over at AFKMods if you feel like sharing.

 

Posted

The Sisterhood of Dibella seems to have a new converted update, located here: 

 

 

also on that note I've tried it with JK Skyrim the navmesh conflict isn't nothing to worry about,

 

but both JK Temple of Divines, and JK Temple of Dibella conflict, I believe a patch could be made all you have to do is move 15-20 objects around.

JK Temple of Divines would probably be easist, JK Temple of Dibella would be harder in terms of the most objects.

 

Posted
On 4/15/2022 at 3:18 PM, trgdolors said:

I am looking at the Skyland AIO update to 3.0. It claims:

 

"Mountains - 3 color options including MM compatibility (All New)"

 

Then in the comments Skyking says to put Skyland AFTER MM. In this guide Majestic Mountains is installed after Skyland. Does anyone have some insight on how to install the latest Skyland?

 

Thanks!

 

After installing Majestic Mountains, just install Granite Mountains from the Nexus. 

Posted
On 4/17/2022 at 2:05 PM, ARsparx said:

 

After installing Majestic Mountains, just install Granite Mountains from the Nexus. 

 

Regarding updating Skyland AIO v2.1 to v3.0, I see that in that mod's discussion page, Skyking2020 still plans to do some kind of update that will address some mountain issues. I see that the mod is compatible with Majestic, but Skyking seems to prefer their own Granite Mountains, which is also recently updated. I will wait for the pending hinted at Skyland AIO update before updating from Skyland AIO 2.1 and deciding mod order (MO2 left side), and whether to also install Granite Mountains. I have always only used Majestic.

 

Still open to other opinions... Granite? Mod order? Thanks!

Posted
2 hours ago, trgdolors said:

 

Regarding updating Skyland AIO v2.1 to v3.0, I see that in that mod's discussion page, Skyking2020 still plans to do some kind of update that will address some mountain issues. I see that the mod is compatible with Majestic, but Skyking seems to prefer their own Granite Mountains, which is also recently updated. I will wait for the pending hinted at Skyland AIO update before updating from Skyland AIO 2.1 and deciding mod order (MO2 left side), and whether to also install Granite Mountains. I have always only used Majestic.

 

Still open to other opinions... Granite? Mod order? Thanks!

 

If Majestic Mountains is overwriting Skyland AIO, all the the mountain files from Skyland AIO are going to be ovewritten by Majestic Mountains. I think I misunderstood what you wanted. If you want to stick to what this guide recommends, then select any of the mountain options from the Skyland AIO fomod, then continue onward with the list. Nothing needs to change in regards to the mountains, because the mountains from Skyland are redundant.

Posted (edited)
On 4/13/2022 at 5:31 AM, Aylis said:

@wollboi

Can't do much atm. The site is totally bugging out for me.

 

Editing big posts takes so long that i get a 'can't be edited anymore'. Just adding a small screenshot takes 4-6 attempts, bigger files can't be uploaded (and i got a few updated files here). And it takes a minute (or two) to just open a notification or refresh the page...

Time for a new post? Be honest, is it going to happen or nah?

Edited by ARsparx
Posted
3 hours ago, ARsparx said:

Time for a new post? Be honest, is it going to happen or nah?

No ETA.

 

I'm only one person doing all this and i can't work on two things at the same time. The last few days i've been typind and editing for 6-8 hours to get a mod to work. So nagging about updates doesn't help at all!

Posted
On 4/19/2022 at 5:44 PM, Aylis said:

No ETA.

 

I'm only one person doing all this and i can't work on two things at the same time. The last few days i've been typind and editing for 6-8 hours to get a mod to work. So nagging about updates doesn't help at all!

Apologies, that definitely came off as being rude and I didn't mean for it to! 

 

Happy to help where I can if you would like some extra eyes. I'm been on AE since release and have a pretty good idea of what works. 

Posted
6 hours ago, ARsparx said:

[...] a pretty good idea of what works. 

 

We already know that you can make it work with AE. However it is quite a difference between making it work for a single install and making sure it you can install it the same way tomorrow too. And the day after that etc etc etc.
Now remember that the months leading up to AE already were 'interesting' (i.e. the nexus fuss with mods flickin out of existance and back on a daily basis) I can understand someone wanting to take a break until the modspace reaches at least the pretence of equilibrium. I still believe at some point one of the bigger must have mods will flip to require AE-DLC and then it will cascade down.

Posted
21 hours ago, alaunus01 said:

 

We already know that you can make it work with AE. However it is quite a difference between making it work for a single install and making sure it you can install it the same way tomorrow too. And the day after that etc etc etc.
Now remember that the months leading up to AE already were 'interesting' (i.e. the nexus fuss with mods flickin out of existance and back on a daily basis) I can understand someone wanting to take a break until the modspace reaches at least the pretence of equilibrium. I still believe at some point one of the bigger must have mods will flip to require AE-DLC and then it will cascade down.

and don't forget, most of the authors do it just to do it, it's not a job to them. But when people start treating you like a drone in a cubicle to churn out the mods.. well.. i can see why some are dragging along and not converting it over.

Posted
On 4/21/2022 at 2:01 AM, alaunus01 said:

 

We already know that you can make it work with AE. However it is quite a difference between making it work for a single install and making sure it you can install it the same way tomorrow too. And the day after that etc etc etc.
Now remember that the months leading up to AE already were 'interesting' (i.e. the nexus fuss with mods flickin out of existance and back on a daily basis) I can understand someone wanting to take a break until the modspace reaches at least the pretence of equilibrium. I still believe at some point one of the bigger must have mods will flip to require AE-DLC and then it will cascade down.

 

I was simply asking if there was going to be a new post or if this post was going to be updated and it was taken the wrong way. Perhaps I said it the wrong way. 

Posted

Holy shit, upgrade mods from SE to AE is more of a bitch than I thought. When I believe I cover every CC's conflict could throw at me, I am proved to be terribly wrong.

 

My suggestion: trim down the mod list to the bare minimum of mods that adds things to worldspace, ie town mods, building overhaul mods, custom player home mods. For the mods that you insist to keep, read the comment sections, there could be old sticky posts about compatibility patch or link to one.

 

Also use this link https://srmap.uesp.net/ to see if the mods place somethings that conflict with existing CC.

Posted
On 4/13/2022 at 6:10 PM, remodel said:

I'm getting a ton of errors from the Mod Torch Remover whenever a public sex animation occurs during the night.   I'm deactivating it for a test run to see if my papyrus log calms down.  Game doesn't crash but the script load can't be good.

Removing the mod "Torch Remover" has removed a lot of my repeating papyrus log errors.  I'm also getting far fewer random CTD's that came from faulty animation loads; this was a nice surprise.  My frame rates also remain more stable.

 

I recommend removing this mod if you are seeing repeating errors from it in the papyrus log.

Posted
On 4/23/2022 at 11:38 AM, akadeadpool said:

Holy shit, upgrade mods from SE to AE is more of a bitch than I thought. When I believe I cover every CC's conflict could throw at me, I am proved to be terribly wrong.

 

My suggestion: trim down the mod list to the bare minimum of mods that adds things to worldspace, ie town mods, building overhaul mods, custom player home mods. For the mods that you insist to keep, read the comment sections, there could be old sticky posts about compatibility patch or link to one.

 

Also use this link https://srmap.uesp.net/ to see if the mods place somethings that conflict with existing CC.

 

Have you tried the unofficial skyrim creation club content patch? Like USSEP, it fixes a bunch of bugs related to CC content. 

Posted

I have another repeating papyrus log animation error that is causing a drop in frame rates that I could really use some help with.  I'm wondering If I loaded or built something wrong in FNIS or NEMISIS.  In game all the animations appear to work fine except for occasional slower frame rates due to the errors. I just don't have a clue what to do to fix this.

 

I'm getting the following XMPS AA variable type errors repeatedly in the papyrus logs:

   [04/25/2022 - 06:52:08PM] error:  (000D0FF6): cannot fetch variable named FNISaa_1hmeqp of type int, returning 0.

 

_1hmeqp is an XPMS AAGroup variable, one of 16. 

The error reapeats 12 times for each of the 16 variables for a total of 192 times. 

   

Example of the full error:



............................Something like the following occurs multiple times.

 

[04/25/2022 - 06:50:13PM] error:  (0001A68A): cannot fetch variable named FNISaa_shout of type int, returning 0.
stack:
    [ (0001A68A)].WIDeadBodyCleanupScript.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 5 on  (0001A68A)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1627
    [Active effect 5 on  (0001A68A)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1633
    [Active effect 5 on  (0001A68A)].XPMSEWeaponStyleScaleEffect.SaveFNISaas() - "XPMSEWeaponStyleScaleEffect.psc" Line 534
    [Active effect 5 on  (0001A68A)].XPMSEWeaponStyleScaleEffect.CleanupFNISaa() - "XPMSEWeaponStyleScaleEffect.psc" Line 498
    [Active effect 5 on  (0001A68A)].XPMSEWeaponStyleScaleEffect.CleanupAll() - "XPMSEWeaponStyleScaleEffect.psc" Line 418
    [Active effect 5 on  (0001A68A)].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ?

[04/25/2022 - 06:50:13PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 4, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:13PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:13PM] Nemesis CompareAnimVar (AnimGroup: _dageqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:13PM] Nemesis CompareAnimVar (AnimGroup: _sprint, Value: 0, Priority: 0, Mod: XPMSE, Group: 3
[04/25/2022 - 06:50:13PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:13PM] Nemesis CompareAnimVar (AnimGroup: _dageqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:13PM] Nemesis CompareAnimVar (AnimGroup: _dageqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:13PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 4, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:13PM] Nemesis CompareAnimVar (AnimGroup: _2hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:13PM] Nemesis CompareAnimVar (AnimGroup: _dageqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:13PM] Nemesis CompareAnimVar (AnimGroup: _axeeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 4, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1
[04/25/2022 - 06:50:14PM] Nemesis CompareAnimVar (AnimGroup: _1hmeqp, Value: 0, Priority: 0, Mod: XPMSE, Group: 1

 

................................... Later for each of the 16 variables I get 12 repeats for 192 entries 

 

[04/25/2022 - 06:52:08PM] error:  (000D0FF6): cannot fetch variable named FNISaa_1hmeqp of type int, returning 0.
stack:
    [ (000D0FF6)].Actor.GetAnimationVariableInt() - "<native>" Line ?
    [Active effect 10 on  (000D0FF6)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line 1627
    [Active effect 10 on  (000D0FF6)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line 1633
    [Active effect 10 on  (000D0FF6)].XPMSEWeaponStyleScaleEffect.SaveFNISaas() - "XPMSEWeaponStyleScaleEffect.psc" Line 519
    [Active effect 10 on  (000D0FF6)].XPMSEWeaponStyleScaleEffect.CleanupFNISaa() - "XPMSEWeaponStyleScaleEffect.psc" Line 498
    [Active effect 10 on  (000D0FF6)].XPMSEWeaponStyleScaleEffect.CleanupAll() - "XPMSEWeaponStyleScaleEffect.psc" Line 418
    [Active effect 10 on  (000D0FF6)].XPMSEWeaponStyleScaleEffect.OnCellDetach() - "XPMSEWeaponStyleScaleEffect.psc" Line ?

 

I have rebuilt FNIS and NEMISIS multiple times to no effect.

 

FNIS log excerpt:



Affected Variables Excerpt:
AA files: 0 slots: 0 missing:  0  clips: 0  unused clips: 0  wasted clips: 0
Reading XPMSEAAgroup XPMSE _1hmeqp: 0:3/2 1:3/2 2:3/2 3:3/2 4:3/2
AAgroup XPMSE _2hmeqp: 0:2/2
AAgroup XPMSE _2hweqp: 0:2/2
AAgroup XPMSE _axeeqp: 0:2/2 1:2/2 2:2/2 3:2/2 4:2/2
AAgroup XPMSE _bowatk: 0:4/4
AAgroup XPMSE _boweqp: 0:2/2
AAgroup XPMSE _bowidle: 0:3/3
AAgroup XPMSE _maceqp: 0:2/2 1:2/2
AAgroup XPMSE _dageqp: 0:2/2 1:2/2 2:2/2 3:2/2 4:2/2 5:2/2
AAgroup XPMSE _magatk: 0:39/39
AAgroup XPMSE _magcastmt: 0:20/20
AAgroup XPMSE _magcon: 0:10/10
AAgroup XPMSE _magidle: 0:2/2
AAgroup XPMSE _magmt: 0:20/20
AAgroup XPMSE _sprint: 0:13/12
AAgroup XPMSE _shout: 0:12/12
FNIS AA Trigger xpe3_Dag_Unequip.hkx group: 43 iAnim: 1 triggers: /Unequip_OutMoving/-0.333/Unequip_Out/-0.00/BeginWeaponSheathe/0.00
FNIS AA Trigger xpe4_Dag_Unequip.hkx group: 43 iAnim: 1 triggers: /Unequip_OutMoving/-0.333/Unequip_Out/-0.00/BeginWeaponSheathe/0.00
'Mod:XPMSE b:0 s:0 so:0 fu:0 fuo:0 ch:0 +:0 pa:0 km:0 ofa:0 aa:164 aaclip:483 !md:0 av:0 av+:0 s+:0
 V7.2 ...     ChAnims:164(164)     CTD:2.2%     pOpt:0.0%
AA files: 164 slots: 170 missing:  6  clips: 483  unused clips: 11  wasted clips: 0
Reading ZaZAnimationPack'Mod:ZaZAnimationPack b:490 s:39 so:14 fu:261 fuo:15 ch:0 +:803 pa:0 km:0 ofa:43 aa:0 aaclip:0 !md:14 av:0 av+:0 s+:122
 V8.00 ...     ChAnims:1665     CTD:7.9%     pOpt:0.1%
AA files: 0 slots: 0 missing:  0  clips: 0  unused clips: 0  wasted clips: 0

 

................  Final log lines looks successful to me.

 

 6889 animations for 24 mods successfully included (character)
 b:789 s:806 so:18 fu:263 fuo:15 ch:0 +:3692 pa:4 km:1 ofa:58 aa:1233 aaclip:5862 !md:1045 av:0 av+:0 s+:3006
 patch:9 Fmods:19 Emods:5 SAfiles:17 selectors:777 magmt:1 magcastmt:1
ChAnims: 6889(1233)  CTD:59.5%  pOpt:8.0%  max: 11576  LC: 15569 (max. 26162)
 

 

From the NEMISIS PatchLog:



Examples of the WARNING Listings. All of them come from Devious Devices or ZAZ.  These animations do work in game, so I think the working animations are from FNIS.  


[10-04-2022 13:27:13] WARNING(1003): Alternate animation file doesn't exist. Current alternate animation file will not work | Mod: DD | Animation File: abc2_dw_sprintforwardsword.hkx

 

[10-04-2022 13:27:13] WARNING(1003): Alternate animation file doesn't exist. Current alternate animation file will not work | Mod: DD2 | Animation File: hbc0_dw_sprintforwardsword.hkx

 

[10-04-2022 13:27:30] WARNING(1013): Animation has not been registered in defaultfemale.hkx file. The animation will not work. Please contact the mod author | Animation: animations\dd\abc1_h2h_locomotionpose.hkx

 

[10-04-2022 13:27:30] WARNING(1014): Duplicated animation file has been detected | File: defaultfemale | Animation: zazappillsxhip01a.hkx | Mod: ddc, zazanimationpack

 

..............Final log lines looks successful to me.

[10-04-2022 13:27:30] Global reset all: FALSE
[10-04-2022 13:27:31] Running script: SexyMove detector.py
[10-04-2022 13:27:31] Running script: XPMSE detector.py
[10-04-2022 13:27:31] Number of animations: 12836
[10-04-2022 13:27:31] Behavior generation complete: 21 second(s) taken

 

 

 Does anyone have any ideas?

 

Posted
22 hours ago, asebw said:

 

Have you tried the unofficial skyrim creation club content patch? Like USSEP, it fixes a bunch of bugs related to CC content. 

It's one of the first I install when upgrading to AE. Unfortunately, it only fix problems in vanilla skyrim. My problems is more about mods like JK skyrim that add/change stuff in world.

Posted
2 hours ago, akadeadpool said:

It's one of the first I install when upgrading to AE. Unfortunately, it only fix problems in vanilla skyrim. My problems is more about mods like JK skyrim that add/change stuff in world.

 

Haven't run into too many issues yet, but, admittedly, I've so far been focused on trying to deal with some of the non-CC AE-related issues.

 

I know there's a patch for majestic mountains and bloodchill manor, and another for gray cowl and JK's skyrim. There was another patch for the CC necromancy animations as well. Will have to check if any more patches have popped up since the last time I looked. 

Posted
23 hours ago, asebw said:

 

Haven't run into too many issues yet, but, admittedly, I've so far been focused on trying to deal with some of the non-CC AE-related issues.

 

I know there's a patch for majestic mountains and bloodchill manor, and another for gray cowl and JK's skyrim. There was another patch for the CC necromancy animations as well. Will have to check if any more patches have popped up since the last time I looked. 

The problem is the patches are very fragmented. An author usually can only cover so much with how much contents are added in AE.

You may think this patch collection has covered everything until you encounter a conflict somewhere in your playthrough. Turns out the patch for it is in another mod.

For example, JK skyrim has patches for Gray Cowl and Fishing in its optional mods. But JK Skyrim also conflicts with Pets of Skyrim which is cover in  Pets of Skyrim - JK's Skyrim Compatibility Patch instead.

Posted

Which mod should I deactivate to increase my gameplay FPS? Currently, my FPS sucks really bad.

 

Actually, no. Idk if it's my fps or script. But nevertheless, which mod should i deactivate?

Posted
1 hour ago, Wapoww said:

Which mod should I deactivate to increase my gameplay FPS? Currently, my FPS sucks really bad.

 

Actually, no. Idk if it's my fps or script. But nevertheless, which mod should i deactivate?

 

Anything the list flags as FPS is going to hurt it. Other than that, lighting mods are usually the biggest culprit. If you're using an ENB, turn off Ambient Occlusion. And make sure you're running DynDOLOD. It usually boosts my outside FPS by ~5.

Posted
1 hour ago, Wapoww said:

Which mod should I deactivate to increase my gameplay FPS? Currently, my FPS sucks really bad.

 

Actually, no. Idk if it's my fps or script. But nevertheless, which mod should i deactivate?

 

Its probably not one mod.  I'd look in the list for anything that has a warning about FPS, if that's not enough you could look for lower res texture versions of the mods (a number of the mods here have on their download page different res versions), and try optimizing and compressing major texture mods with a tool like Cathedral Assets Optimizer.  If your really stuck for performance you could remove the ENB (and any mods that require it).

 

What are the specs of your system?  (Particularly but not only what video card do you have an how much memory does it have).

 

Last time I did a test with this list it ran very slow  for me.  Almost unplayably slow.  I followed some of the steps above (lower res versions and used CAO on some mods) and it was still slow but playable.  I play on a laptop with an i5 skylake, and a 960M with 4GB.

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