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Showing results for tags 'cache'.
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Does anyone have anything in the works for AE and grass LODs? I know the authors of 2 important mods havent been updating and all I can tell is grass LODS are either unavailable for AE atm or you need to precache with SE and port to AE, and that just feels risky to me and very time consuming. I can settle with some clipping, but man do I detest grass fade in. I figured I'd ask before I cave and downgrade again... Any news, even hearsay letting me know the wait is not in vain would be very much appreciated! Thank You.
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Hello everyone, I have a technical question about how much disc space will be used, or cached, during a playthrough, modded or not. I am coming from an old console (XBOX 360) and moved from LE there, to AE here on PC. I use vortex and have a mod list of only 308 mods, but after only 3 sessions of gameplay, I have lost 4GB of hard drive space. I only had 48.8GB to spare at the start of my game. My questions are, 1) How does the game cache information, and where? 2) Will my game continue to cache at the same rate indefinitely, or will it slow down at some point? 3) Can that be cleared safely? 4) How much space do I need to plan on for a playthrough of the main story line? 5) Are there certain mods or mod types to avoid because of excessive caching? I have attached a couple files of my load order. Any help would be greatly appreciated, as I am new to modding. Thank you for taking the time.
- 3 replies
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- cache
- disc space
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Hello, I'm just wondering which hardware currently available on the market has by far the fastest rendering and processing results in CK - world creation, world zooming/moving, etc. to reach very high FPS during work in the CK. Which CPU/GPU/RAM would be advisable here? Thank you in advance. Edited post: Turned out FPS is not so trustworthy, far more interesting is rendering (real-)time. I found RAM to be the culprit and GPU is not so important, with the following applied: - DDR4/5 32 GB+ - L3 Cache 20MB+ - NVME/SSD File/Preferences...: - .../Render Window: Grids to load 1, which must be done after each startup, since it cannot be configured via INI, at least it does not work on my end when modifying the INI. Top Bar: - disable "Toogle Light (A)" - disable "Toogle Lights (6)" Show/Hide: - Markers/Misc Markers - disable "Decals" - disable "Object Hidden From Local Map" Render Window: - push "T" to set default angle on top of object
- 10 replies
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- creation kit
- hardware
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So I've been ripping my hair out recently trying to figure out what could possibly be causing my errors but things simply don't make sense for me when it comes to using grass cache for using extended grass. I have watched video after video, looked at forum post after forum post with similar issues, and I have yet to find anything that works for me to clear up the two main issues I have. I can fix one or the other individually, but I can not find a setting that will allow me to fix both. The issues are as follows Issue 1: When using DynDOLODGrassMode = 2 My grass looks great at distance and close up with good transitions from LOD to full rendered... until I go to certain cells notably in the falkreath area and around Helgen areas where the grass simply does not render in any way shape or form. Bushes and such which aren't considered grass obviously show up, but no grass objects Issue 2: When using DynDOLODGrassMode = 1 My grass looks amazing close up no matter where I go it seems. Absolutely beautiful! But then when I look off to the distance, I see a ring of cells with no LOD or rendered grass in them, but with LOD grass off further than that ring showing up just fine Things to note: - Yes, I precached the grass under each of these modes and didn't accidentally swap numbers between the config file and the mode selected in DynDOLOD for corresponding grass caches rendered under each mode - I have actually done this more than once for each mode once using Step Project recommendations and once using references from this video which really the only difference is the distance and fade ranges - Am currently using the newest NGIO, precachy, and DynDOLOD files
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Hello! Whenever I start up Skyrim and load any save, the game prompts me with the Sounds of Skyrim options and the Bag of Holding options. Also my entire inventory is missing except for Vanilla items and both my mod followers are no longer with me (Bag of Holding's inventory is also all missing except for the Vanilla weapons and armor). All modded locations have to be rediscovered and all the modded quests I had are gone. Everything loads vanilla but is still present in the game. I can still obtain all my modded items and quests, but it's like I never had them to start with. Basically what Star Wars did to all the Expanded Universe is what happened to my game. When I exit the game and start up again, regardless if I make a new save or not, all of this will repeat itself. All my story progress is still there and my skill tree is still the same, but I'm missing a LOT of the things that I had. I think I can either attribute this to my installation of Windows 10 or the new mod cache system for NMM, but this is just my speculation. Any help would be greatly appreciated!
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Wondering if there is an equivalent to Skyrim mem patch for FO3/FOSE, is there a plugin? Or some other way of increasing cache usage by FO3? Thanks.
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I'm a noob and I have a two questions: - What exactly does the "check cache integrity* " command in Steam? - If I start the cache control, could it interfere and generate problems with some installed mods? *I'm from Italy, my translation of the command could be incorrect