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 Post subject: Re: TES Skyrim 0.200
PostPosted: 07 Aug 2013, 21:23 
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*master*
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Joined: 04 Jan 2012, 18:05
Posts: 154
Quote:
you know you might be right, he probably got the skyrim.ini and skyrimpref.ini files in his game folder, instead of deleting them.


You will have to find something else. Or return to shitposting, fits you incredibly well.

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Tomoko
 Post subject: Re: TES Skyrim 0.200
PostPosted: 07 Aug 2013, 21:31 
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*blah-blah-blah maniac*
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The Skyrim engine has a tendency to work different on different computers so I'm not surprised that some being able to use higher uGrids and some that can't.

But it can also be a combination of ini settings, background software running and mods that can cause things to not function as it should and also cause stress on the game in different ways so it might render things useless with a bad combinations of such things.


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 Post subject: Re: TES Skyrim 0.200
PostPosted: 07 Aug 2013, 21:34 
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Maybe JawZ. Still surprised that the problem poped up when i updated my game to 1.9.

Anyway, it's ok, it doesn't bother me that much.

Someone should give what the guy said on UESP a try, though. About animated waterfalls and such.


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 Post subject: Re: TES Skyrim 0.200
PostPosted: 07 Aug 2013, 21:40 
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*sensei*

Joined: 30 May 2012, 15:40
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Ugrids working for me as well.

BTW Dorak, with a value so high for Interior cells do you find certain interior locations become a slide show? I had a problem like that a while ago, fixed it by resetting Skyrim.ini back to default. Although I am not sure it was the Interior cell buffer setting, I have a hunch that it was. I never did go back to verify. Just something to keep an eye on if you experience the issue. Mine is back to 3.


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 Post subject: Re: TES Skyrim 0.200
PostPosted: 07 Aug 2013, 21:41 
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with a value so high for Interior cells do you find certain interior locations become a slide show?


Not that i'm aware of, no.

But thanks for the tip.


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 Post subject: Re: TES Skyrim 0.200
PostPosted: 07 Aug 2013, 21:46 
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About them being static meshes because the engine renders the waterfalls LOD's instead of the full mesh?

Test what and how exactly?


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 Post subject: Re: TES Skyrim 0.200
PostPosted: 07 Aug 2013, 21:52 
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*sensei*
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Joined: 03 Mar 2013, 18:42
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Boris
Noticed small files getting made inside enbseries folder sometimes. They got really short names 2 or 3 letters/symbols, got no file type name and they contain 1 line or so from enbseries.ini :>
Still yet to find cause, but I suspect it is similar to the enblocal bug when clicking save config inside the enb gui.
edit: Cant upload it since extension is not allowed :>
edit2 : forgot I could just zip the file :>

EDIT: file deleted

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 Post subject: Re: TES Skyrim 0.200
PostPosted: 07 Aug 2013, 21:56 
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Joined: 05 Jun 2012, 14:47
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Using uGrids 9 with uExteriorCellBuffer at 100. Without ENB, I actually haven't crashed at all yet. Compared to crashing when using uGrids 7, but I didn't edit the cell buffer, which was probably my main reason of crashing, now that I think on it.

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 Post subject: Re: TES Skyrim 0.200
PostPosted: 07 Aug 2013, 22:17 
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I do have a quick question.

What values for cell buffer are best for the different ugrids settings?


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 Post subject: Re: TES Skyrim 0.200
PostPosted: 07 Aug 2013, 22:20 
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Joined: 18 Jan 2013, 17:01
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Location: Switzerland
joshezzell wrote:
I do have a quick question.

What values for cell buffer are best for the different ugrids settings?


(uGridsToLoad-Value + 1 )^2 they say. :)


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