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Random CTDs - Usually when saving and traveling


JUNKdeLUXE

Question

Hey guys n' gals,

 

 

I'm having some irritating issues that I hope you can help me troubleshoot and hopefully fix.

 

I've never really tried to troubleshoot these issues before as I just got frustrated and undeleted Skyrim and hoped the next guide was going to be flawless (and installed flawlessly as well). Due to this there might be some (mis)conceptions that you take for granted so please ELI5.

 

 

 

I'm using the SRLE Extended LotD install + Arissa + mfg + grimy utils + unread books glow + SkyComplete.

 

I don't know if string count has anything to say as I have Crash Fixes installed, but my current string count is hovering around 64.000.

 

In game I'm level 17. Have around 20ish quests uncompleted, Explored most of the Falkreath hold and have otherwise only been to Whiterun and Solitude (for the museum and initial dragon quest only).

 

I started getting quicksave CTDs after I reached lvl 12ish and have since disabled my quicksave key and only hard save now. I still get CTDs quite often. Around every 1-2 hours.. sometimes more often, and it's usually when entering a new area (loading screen) or hard saving.

 

I don't (usually) get any crash reports from Crash Fixes (I'm told it's supposed to do that).

 

 

 

So what can I do? Please help a fellow Breton :)

 

 

Load Order - https://modwat.ch/u/JUNKdeLUXE

 

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GradientTopColorFilterSunset=1, 1, 1
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GradientTopColorFilterInteriorNight=1, 1, 1
GradientMiddleColorFilterSunrise=1, 1, 1
GradientMiddleColorFilterDay=1, 1, 1
GradientMiddleColorFilterSunset=1, 1, 1
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GradientMiddleColorFilterInteriorDay=1, 1, 1
GradientMiddleColorFilterInteriorNight=1, 1, 1
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GradientHorizonColorFilterSunset=1, 1, 1
GradientHorizonColorFilterNight=1, 1, 1
GradientHorizonColorFilterInteriorDay=1, 1, 1
GradientHorizonColorFilterInteriorNight=1, 1, 1
CloudsColorFilterSunrise=1, 1, 1
CloudsColorFilterDay=1, 1, 1
CloudsColorFilterSunset=1, 1, 1
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CloudsDesaturationDawn=0.0
CloudsDesaturationDusk=0.0
CloudsOpacityDawn=1.0
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CloudsColorFilterDawn=1, 1, 1
CloudsColorFilterDusk=1, 1, 1
GradientIntensityDawn=1.0
GradientIntensityDusk=1.0
GradientDesaturationDawn=0.0
GradientDesaturationDusk=0.0
GradientTopIntensityDawn=1.0
GradientTopIntensityDusk=1.0
GradientTopCurveDawn=1.0
GradientTopCurveDusk=1.0
GradientTopColorFilterDawn=1, 1, 1
GradientTopColorFilterDusk=1, 1, 1
GradientMiddleIntensityDawn=1.0
GradientMiddleIntensityDusk=1.0
GradientMiddleCurveDawn=1.0
GradientMiddleCurveDusk=1.0
GradientMiddleColorFilterDawn=1, 1, 1
GradientMiddleColorFilterDusk=1, 1, 1
GradientHorizonIntensityDawn=1.0
GradientHorizonIntensityDusk=1.0
GradientHorizonCurveDawn=1.0
GradientHorizonCurveDusk=1.0
GradientHorizonColorFilterDawn=1, 1, 1
GradientHorizonColorFilterDusk=1, 1, 1
SunIntensityDawn=0.3
SunIntensityDusk=0.3
SunDesaturationDawn=0.0
SunDesaturationDusk=0.0
SunColorFilterDawn=1, 1, 1
SunColorFilterDusk=1, 1, 1
SunGlowIntensityDawn=3.0
SunGlowIntensityDusk=3.0
SunGlowHazinessDawn=0.5
SunGlowHazinessDusk=0.5
MoonIntensityDawn=1.0
MoonIntensityDusk=1.0
MoonCurveDawn=1.0
MoonCurveDusk=1.0
MoonDesaturationDawn=0.0
MoonDesaturationDusk=0.0

[OBJECT]
IgnoreWeatherSystem=true
SubSurfaceScatteringMultiplierSunrise=0.69
SubSurfaceScatteringMultiplierDay=0.63
SubSurfaceScatteringMultiplierSunset=0.69
SubSurfaceScatteringMultiplierNight=0.75
SubSurfaceScatteringMultiplierInteriorDay=0.81
SubSurfaceScatteringMultiplierInteriorNight=0.81
SubSurfaceScatteringPowerSunrise=4.0
SubSurfaceScatteringPowerDay=4.0
SubSurfaceScatteringPowerSunset=4.0
SubSurfaceScatteringPowerNight=4.0
SubSurfaceScatteringPowerInteriorDay=4.0
SubSurfaceScatteringPowerInteriorNight=4.0
SpecularAmountMultiplierSunrise=1.0
SpecularAmountMultiplierDay=1.0
SpecularAmountMultiplierSunset=1.0
SpecularAmountMultiplierNight=1.0
SpecularAmountMultiplierInteriorDay=1.0
SpecularAmountMultiplierInteriorNight=1.0
SpecularPowerMultiplierSunrise=1.0
SpecularPowerMultiplierDay=1.0
SpecularPowerMultiplierSunset=1.0
SpecularPowerMultiplierNight=1.0
SpecularPowerMultiplierInteriorDay=1.0
SpecularPowerMultiplierInteriorNight=1.0
SubSurfaceScatteringMultiplierDawn=0.7
SubSurfaceScatteringMultiplierDusk=0.7
SubSurfaceScatteringPowerDawn=4.0
SubSurfaceScatteringPowerDusk=4.0
SpecularAmountMultiplierDawn=1.0
SpecularAmountMultiplierDusk=1.0
SpecularPowerMultiplierDawn=1.0
SpecularPowerMultiplierDusk=1.0

[VEGETATION]
SubSurfaceScatteringMultiplierSunrise=0.25
SubSurfaceScatteringMultiplierDay=0.25
SubSurfaceScatteringMultiplierSunset=0.25
SubSurfaceScatteringMultiplierNight=0.25
SubSurfaceScatteringMultiplierInteriorDay=0.25
SubSurfaceScatteringMultiplierInteriorNight=0.25
SubSurfaceScatteringPowerSunrise=2.0
SubSurfaceScatteringPowerDay=2.0
SubSurfaceScatteringPowerSunset=2.0
SubSurfaceScatteringPowerNight=2.0
SubSurfaceScatteringPowerInteriorDay=2.0
SubSurfaceScatteringPowerInteriorNight=2.0
IgnoreWeatherSystem=true
SpecularAmountMultiplierSunrise=1.0
SpecularAmountMultiplierDay=1.0
SpecularAmountMultiplierSunset=1.0
SpecularAmountMultiplierNight=1.0
SpecularAmountMultiplierInteriorDay=1.0
SpecularAmountMultiplierInteriorNight=1.0
SpecularPowerMultiplierSunrise=1.0
SpecularPowerMultiplierDay=1.0
SpecularPowerMultiplierSunset=1.0
SpecularPowerMultiplierNight=1.0
SpecularPowerMultiplierInteriorDay=1.0
SpecularPowerMultiplierInteriorNight=1.0
SubSurfaceScatteringMultiplierDawn=0.25
SubSurfaceScatteringMultiplierDusk=0.25
SubSurfaceScatteringPowerDawn=2.0
SubSurfaceScatteringPowerDusk=2.0
SpecularAmountMultiplierDawn=1.0
SpecularAmountMultiplierDusk=1.0
SpecularPowerMultiplierDawn=1.0
SpecularPowerMultiplierDusk=1.0

[EYES]
IgnoreWeatherSystem=true
SubSurfaceScatteringMultiplierSunrise=0.4
SubSurfaceScatteringMultiplierDay=0.4
SubSurfaceScatteringMultiplierSunset=0.4
SubSurfaceScatteringMultiplierNight=0.4
SubSurfaceScatteringMultiplierInteriorDay=0.4
SubSurfaceScatteringMultiplierInteriorNight=0.4
SubSurfaceScatteringPowerSunrise=2.0
SubSurfaceScatteringPowerDay=2.0
SubSurfaceScatteringPowerSunset=2.0
SubSurfaceScatteringPowerNight=2.0
SubSurfaceScatteringPowerInteriorDay=2.0
SubSurfaceScatteringPowerInteriorNight=2.0
SpecularAmountMultiplierSunrise=1.0
SpecularAmountMultiplierDay=1.0
SpecularAmountMultiplierSunset=1.0
SpecularAmountMultiplierNight=1.0
SpecularAmountMultiplierInteriorDay=1.0
SpecularAmountMultiplierInteriorNight=1.0
SpecularPowerMultiplierSunrise=1.0
SpecularPowerMultiplierDay=1.0
SpecularPowerMultiplierSunset=1.0
SpecularPowerMultiplierNight=1.0
SpecularPowerMultiplierInteriorDay=1.0
SpecularPowerMultiplierInteriorNight=1.0
SubSurfaceScatteringMultiplierDawn=0.4
SubSurfaceScatteringMultiplierDusk=0.4
SubSurfaceScatteringPowerDawn=2.0
SubSurfaceScatteringPowerDusk=2.0
SpecularAmountMultiplierDawn=1.0
SpecularAmountMultiplierDusk=1.0
SpecularPowerMultiplierDawn=1.0
SpecularPowerMultiplierDusk=1.0

[LIGHTSPRITE]
IgnoreWeatherSystem=true
IntensitySunrise=1.0
IntensityDay=1.0
IntensitySunset=1.0
IntensityNight=1.0
IntensityInteriorDay=0.77
IntensityInteriorNight=0.77
CurveSunrise=1.0
CurveDay=1.0
CurveSunset=1.0
CurveNight=1.0
CurveInteriorDay=1.0
CurveInteriorNight=1.0
IntensityDawn=1.0
IntensityDusk=1.0
CurveDawn=1.0
CurveDusk=1.0

[WINDOWLIGHT]
IgnoreWeatherSystem=true
IntensitySunrise=1.0
IntensityDay=1.0
IntensitySunset=1.0
IntensityNight=1.0
IntensityInteriorDay=1.0
IntensityInteriorNight=1.0
CurveSunrise=1.0
CurveDay=1.0
CurveSunset=1.0
CurveNight=1.0
CurveInteriorDay=1.0
CurveInteriorNight=1.0
IntensityDawn=1.0
IntensityDusk=1.0
CurveDawn=1.0
CurveDusk=1.0

[VOLUMETRICFOG]
IgnoreWeatherSystem=false
EnableShadows=true
IntensitySunrise=0.87
IntensityDay=0.83
IntensitySunset=0.7
IntensityNight=0.59
IntensityInteriorDay=1.0
IntensityInteriorNight=1.0
CurveSunrise=0.7
CurveDay=0.77
CurveSunset=0.71
CurveNight=0.75
CurveInteriorDay=1.0
CurveInteriorNight=1.0
LightingInfluenceSunrise=1.0
LightingInfluenceDay=0.87
LightingInfluenceSunset=1.0
LightingInfluenceNight=0.83
LightingInfluenceInteriorDay=1.0
LightingInfluenceInteriorNight=1.0
OpacitySunrise=0.9
OpacityDay=0.9
OpacitySunset=0.9
OpacityNight=0.9
OpacityInteriorDay=0.9
OpacityInteriorNight=0.9
IntensityDawn=1.0
IntensityDusk=1.0
CurveDawn=1.0
CurveDusk=1.0
LightingInfluenceDawn=1.0
LightingInfluenceDusk=1.0
OpacityDawn=1.0
OpacityDusk=1.0

[FIRE]
IgnoreWeatherSystem=true
IntensitySunrise=1.0
IntensityDay=1.0
IntensitySunset=1.0
IntensityNight=1.0
IntensityInteriorDay=1.0
IntensityInteriorNight=1.0
CurveSunrise=1.0
CurveDay=1.0
CurveSunset=1.0
CurveNight=1.5
CurveInteriorDay=1.5
CurveInteriorNight=1.5
AdditiveBlending=true
IntensityDawn=1.0
IntensityDusk=1.0
CurveDawn=1.0
CurveDusk=1.0

[PARTICLE]
IgnoreWeatherSystem=false
IntensitySunrise=1.0
IntensityDay=0.61
IntensitySunset=1.0
IntensityNight=1.0
IntensityInteriorDay=0.94
IntensityInteriorNight=0.78
LightingInfluenceSunrise=1.0
LightingInfluenceDay=1.0
LightingInfluenceSunset=1.0
LightingInfluenceNight=1.0
LightingInfluenceInteriorDay=1.0
LightingInfluenceInteriorNight=1.0
IntensityDawn=1.0
IntensityDusk=1.0
LightingInfluenceDawn=1.0
LightingInfluenceDusk=1.0

[DEPTHOFFIELD]
IgnoreWeatherSystem=true
Quality=-1
FadeTime=0.15

[sHADOW]
IgnoreWeatherSystem=true
ShadowCastersFix=true
UseBilateralShadowFilter=true
ShadowQualityFix=false
DetailedShadowQuality=1
ShadowFilterQuality=1
ShadowBlurRange=6.0
ShadowBlurRangeInterior=6.0

[RAYS]
IgnoreWeatherSystem=false
SunRaysMultiplierSunrise=0.5
SunRaysMultiplierDay=0.5
SunRaysMultiplierSunset=0.76
SunRaysMultiplierNight=1.0
SunRaysMultiplierInteriorDay=1.0
SunRaysMultiplierInteriorNight=1.0
SunRaysMultiplierDawn=0.4
SunRaysMultiplierDusk=0.4

[REFLECTION]
IgnoreWeatherSystem=true
Quality=1
FilterQuality=1
FilterBluriness=0.15

//50% scaling : 0.5 -> best performance
//60% scaling : 0.774596669241483
//80% scaling : 0.894427190999915
//100% scaling: 1.0
//150% scaling: 1.224744871391589
//250% scaling: 1.581138830084189 -> best quality

SizeScale=0.6
SourceTexturesScale=0.6
Amount=1.0
Power=1.1
GlosinessMin=0.15
GlosinessMax=0.85
EnableDenoiser=true
DenoiserType=0
EnableSupersampling=false
ExteriorEnable=false
InteriorEnable=true
AmountInterior=1.4
PowerInterior=1.1

[iMAGEBASEDLIGHTING]
IgnoreWeatherSystem=true
AdditiveAmountSunrise=0.0
AdditiveAmountDay=0.0
AdditiveAmountSunset=0.0
AdditiveAmountNight=0.0
AdditiveAmountInteriorDay=0.0
AdditiveAmountInteriorNight=0.0
MultiplicativeAmountSunrise=0.1
MultiplicativeAmountDay=0.1
MultiplicativeAmountSunset=0.1
MultiplicativeAmountNight=0.1
MultiplicativeAmountInteriorDay=0.0
MultiplicativeAmountInteriorNight=0.0
ReflectiveAmountSunrise=1.0
ReflectiveAmountDay=1.0
ReflectiveAmountSunset=1.0
ReflectiveAmountNight=1.0
ReflectiveAmountInteriorDay=0.0
ReflectiveAmountInteriorNight=0.0
AdditiveAmountDawn=0.0
AdditiveAmountDusk=0.0
MultiplicativeAmountDawn=0.0
MultiplicativeAmountDusk=0.0
ReflectiveAmountDawn=1.0
ReflectiveAmountDusk=1.0

[RAIN]
IgnoreWeatherSystem=false
Enable=false
EnableAntialiasing=false
EnableSupersampling=false
MotionStretch=0.5
MotionTransparency=0.55

[sUBSURFACESCATTERING]
IgnoreWeatherSystem=true
Quality=0
Radius=3.0
Amount=0.3
EpidermalAmount=2.0
SubdermalAmount=2.0
EpidermalDiffuseSaturation=0.15
SubdermalDiffuseSaturation=0.15
EpidermalMix=0.18
SubdermalMix=0.43
SubdermalTranslucency=0.35
SubdermalPhase=0.31
EnableTextureAlpha=true

[WATER]
IgnoreWeatherSystem=true
EnablePreCache=true
EnableDispersion=true
EnableCaustics=true
EnableParallax=true
EnableShadow=true
EnableVolumetricShadow=true
EnableLighting=true
EnableSelfReflection=true
EnableDisplacement=true
DisplacementQuality=1
DisplacementFilterQuality=1
ShadowQuality=1
EnableShadowNoise=true
ReflectionAmount=0.63
FrennelMultiplier=2.0
FrennelMin=0.36
FrennelMax=1.0
DispersionAmount=0.36
CausticsAmount=1.42
SunSpecularMultiplier=1.62
SunScatteringMultiplier=7.0
SunLightingMultiplier=0.55
WetMultiplier=0.55
WavesAmplitudeSunrise=0.62
WavesAmplitudeDay=0.63
WavesAmplitudeSunset=0.62
WavesAmplitudeNight=0.62
WavesAmplitudeInteriorDay=0.44
WavesAmplitudeInteriorNight=0.44
Muddiness=0.31
WavesAmplitudeDawn=1.0
WavesAmplitudeDusk=1.0

[uNDERWATER]
IgnoreWeatherSystem=false
EnableDispersion=true
EnableParallax=true
EnableDisplacement=true
EnableSilhouette=true
EnableBlurring=true
EnableReflection=true
EnableShadow=true
ShadowQuality=1
DispersionAmount=0.33
ReflectionAmount=0.7
TransparencyFade=0.78
TransparencyCurve=1.72
DeepnessFade=0.1
DeepnessDarkening=0.38
TintAmount=0.41
TintFade=0.61
SunScatteringMultiplier=3.39

[CLOUDSHADOWS]
IgnoreWeatherSystem=false
EnableAtNight=true
OpacitySunrise=0.0
OpacityDay=0.0
OpacitySunset=0.0
OpacityNight=0.0
OpacityInteriorDay=0.0
OpacityInteriorNight=0.0
OpacityDawn=0.0
OpacityDusk=0.0

[VOLUMETRICRAYS]
IgnoreWeatherSystem=false
Quality=1
IntensitySunrise=1.0
IntensityDay=1.0
IntensitySunset=1.0
IntensityNight=1.0
IntensityInteriorDay=1.0
IntensityInteriorNight=1.0
DensitySunrise=2.0
DensityDay=3.0
DensitySunset=2.070001
DensityNight=3.0
DensityInteriorDay=6.0
DensityInteriorNight=6.0
SkyColorAmountSunrise=0.3
SkyColorAmountDay=0.17
SkyColorAmountSunset=0.22
SkyColorAmountNight=0.3
SkyColorAmountInteriorDay=0.3
SkyColorAmountInteriorNight=0.3
IntensityDawn=0.2
IntensityDusk=0.2
DensityDawn=1.0
DensityDusk=1.0
SkyColorAmountDawn=0.5
SkyColorAmountDusk=0.5

[PROCEDURALSUN]
IgnoreWeatherSystem=false
Size=0.82
EdgeSoftness=0.64
GlowIntensitySunrise=0.84
GlowIntensityDay=0.64
GlowIntensitySunset=0.69
GlowIntensityNight=1.0
GlowIntensityInteriorDay=0.5
GlowIntensityInteriorNight=0.5
GlowCurveSunrise=5.0
GlowCurveDay=5.0
GlowCurveSunset=1.47
GlowCurveNight=5.0
GlowCurveInteriorDay=5.0
GlowCurveInteriorNight=5.0
GlowIntensityDawn=0.4
GlowIntensityDusk=0.4
GlowCurveDawn=10.0
GlowCurveDusk=10.0

[MIST]
IgnoreWeatherSystem=false
EnableAnchors=true
ColorFromEnvironmentFog=0.15
SkyLightingAmountSunrise=1.0
SkyLightingAmountDay=1.0
SkyLightingAmountSunset=1.0
SkyLightingAmountNight=1.0
SkyLightingAmountInteriorDay=1.0
SkyLightingAmountInteriorNight=1.0
SunLightingAmountSunrise=1.0
SunLightingAmountDay=1.0
SunLightingAmountSunset=1.0
SunLightingAmountNight=1.0
SunLightingAmountInteriorDay=1.0
SunLightingAmountInteriorNight=1.0
DesaturationSunrise=0.0
DesaturationDay=0.0
DesaturationSunset=0.0
DesaturationNight=0.0
DesaturationInteriorDay=0.0
DesaturationInteriorNight=0.0
ColorFilterSunrise=1, 1, 1
ColorFilterDay=1, 1, 1
ColorFilterSunset=1, 1, 1
ColorFilterNight=1, 1, 1
ColorFilterInteriorDay=1, 1, 1
ColorFilterInteriorNight=1, 1, 1

RelativeToCameraSunrise=0.0
RelativeToCameraDay=0.0
RelativeToCameraSunset=0.0
RelativeToCameraNight=0.0
RelativeToCameraInteriorDay=0.0
RelativeToCameraInteriorNight=0.0
VerticalOffsetSunrise=0.0
VerticalOffsetDay=0.0
VerticalOffsetSunset=0.0
VerticalOffsetNight=0.0
VerticalOffsetInteriorDay=0.0
VerticalOffsetInteriorNight=0.0

DensitySunrise=0.0
DensityDay=0.0
DensitySunset=0.0
DensityNight=0.0
DensityInteriorDay=2.0
DensityInteriorNight=2.0
VerticalFadeSunrise=0.0
VerticalFadeDay=0.0
VerticalFadeSunset=0.0
VerticalFadeNight=0.0
VerticalFadeInteriorDay=0.0
VerticalFadeInteriorNight=0.0
BottomTopSunrise=0.0
BottomTopDay=0.0
BottomTopSunset=0.0
BottomTopNight=0.0
BottomTopInteriorDay=0.0
BottomTopInteriorNight=0.0
ExponentialFadeSunrise=1.0
ExponentialFadeDay=1.0
ExponentialFadeSunset=1.0
ExponentialFadeNight=1.0
ExponentialFadeInteriorDay=1.0
ExponentialFadeInteriorNight=1.0

DistanceFadeSunrise=55.0
DistanceFadeDay=55.0
DistanceFadeSunset=1.0
DistanceFadeNight=0.1
DistanceFadeInteriorDay=0.1
DistanceFadeInteriorNight=0.1
AnchorsAmountSunrise=1.0
AnchorsAmountDay=1.0
AnchorsAmountSunset=1.0
AnchorsAmountNight=1.0
AnchorsAmountInteriorDay=1.0
AnchorsAmountInteriorNight=1.0
AnchorsAmountDawn=1.0
AnchorsAmountDusk=1.0
SkyLightingAmountDawn=1.0
SkyLightingAmountDusk=1.0
SunLightingAmountDawn=0.1
SunLightingAmountDusk=0.1
DesaturationDawn=0.0
DesaturationDusk=0.0
ColorFilterDawn=1, 1, 1
ColorFilterDusk=1, 1, 1
RelativeToCameraDawn=0.0
RelativeToCameraDusk=0.0
VerticalOffsetDawn=-10.0
VerticalOffsetDusk=-10.0
DensityDawn=1.5
DensityDusk=1.5
VerticalFadeDawn=4.0
VerticalFadeDusk=4.0
DistanceFadeDawn=0.0
DistanceFadeDusk=0.0
BottomTopDawn=0.0
BottomTopDusk=0.0
ExponentialFadeDawn=1.0
ExponentialFadeDusk=1.0

 
[spoiler=skse.ini]
[General]
   ClearInvalidRegistrations=1 
   [Display]
   iTintTextureResolution=2048

 
[spoiler=onetweak.ini]
[Version]
 
#Configuration file version, DO NOT CHANGE
Config = 14
 
 
[Global]
 
#Enable Borderless Window
BorderlessWindow = true
 
#Enable Double Cursor Fix
DoubleCursorFix = true
 
 
[Priority]
 
#-1 Disabled, 0 Idle, 1 Below Normal, 2 Normal, 3 Above Normal, 4 High, 5 Realtime
Foreground = -1
 
#-1 Disabled, 0 Idle, 1 Below Normal, 2 Normal, 3 Above Normal, 4 High, 5 Realtime
Background = -1
 
 
[borderlessWindow]
 
#Active in background
Active = false
 
#Window style flags
StyleFlags = 0
 
#Window style flags ex
StyleFlagsEx = 0
 
#Window X position
WindowPosX = 0
 
#Window Y position
WindowPosY = 0
 
#Window width, 0 = autodetect
WindowWidth = 0
 
#Window height, 0 = autodetect
WindowHeight = 0
 
#Rendering width, 0 = autodetect
RenderWidth = 0
 
#Rendering height, 0 = autodetect
RenderHeight = 0
 
 
[DirectInput]
 
#Allows Alt+F4 and multimedia keys
NonExclusive = false
 
 
[skyrim]
 
#Enable ShowRaceMenu Precache Killer
PrecacheKiller = true
 
#Disable intro video
NoIntro = true

 
[spoiler=crashfixplugin.ini]
[Patch]
 
; Info: Completely disable Skyrim's memory allocator and use regular C malloc. That means memory blocks will not exist anymore
;       and game will not crash at some arbitrary limit. Theoretically it should also be faster (especially loading screens)
;       and eliminate most ILS or freezing issues.
; IMPORTANT!!: You NEED custom plugin loader to run this so CrashFixPlugin.dll gets loaded before the game initializes!
;              Here is the link to "SKSE Plugin Preloader": https://www.nexusmods.com/skyrim/mods/75795/?
; When this is enabled then Safety Load and SSME/SKSE memory patch are not needed, but they don't cause any trouble if you do have them.
UseOSAllocators=1
 
; Info: When the game crashes unexpectedly then write the relevant information from crash to Data/SKSE/Plugins/CrashLog/crash_time.txt
;       If game crashes when running out of memory or has other issues it's possible for the file to not appear or become empty!
;       If the game crashes in SKSE dll or a SKSE plugin dll then it's possible for the crash information to not appear.
;       This setting's value is treated as flags where:
;       1 - enabled (TL;DR set this for normal enable)
;       2 - don't write timestamp into file name but instead always write to crash_last.txt (overwritten by default)
;       4 - don't ignore already known crashes, usually ones that display a message box are ignored
;       8 - append file if it already exists instead of replacing
;       16 - when the game crashes CTD without a message box about game stopped responding
RecordCrashInfo=1
 
; Write messages that appear in error box also to file in "Data/SKSE/Plugins/CrashFixPluginLog.txt"
LogMessageToFile=1
 
; Info: Warn user on startup if ENB settings are incorrect.
WarnBadENB=1
 
; Info: Crash happens unknown constructor (TESObjectLAND::unk_24 object), movaps instruction is used
;       but heap allocate did not allocate this object to have 16 align. Crash happens more frequently
;       with high Ugrids because more cells are loaded and greater chance to misalign.
; Solution: Could align only this object or align all objects. Trying with all to see what happens since
;       same error could be elsewhere as well and I think I have seen it elsewhere.
; Result: Fixes these type of crashes. Some people report longer loading times and higher memory usage with this enabled!
; Update: Disabled by default since it's incompatible with some ENB settings, higher memory usage and longer loading times.
;         It's safe and probably good to enable if you are ok with those downsides. I have not personally experienced
;         any incompatibility with ENB, some people say it messes up their game that's why I wrote it here.
AlignHeapAllocate=1
 
; Info: Game crashes when strcmp is passed NULL char*
; Address: D573A8
; Cause: Most frequently happens in TthkbClipGenerator::activate (0xBF2FB3),
;        tracked issue to skeleton was deleted in another thread while
;        this function is attempting to use it. Have seen in other places
;        too.
; Solution: Unknown. This doesn't really fix it for BF2FB3 because it just pops up in foot IK.
;        If patched in foot IK it pops up in hand IK, the problem is larger than just this.
;        Still enabled because it may fix crashes in other places too this is a very common function.
;        There's really no reason not to have it since the game would crash certainly with this off.
; Enable one. NoTry may be slightly faster but catches less crashes.
StrCmp=1
;StrCmpNoTry=1
 
; Info: Game crashes when strlen is used on NULL char*
; Address: 46EDF0
; Cause: NiNode names are compared, one of the NiNode's name is NULL.
; Code:
; NiNode ** v72 = NiNode::children.data - this is iterated until count
; NiNode * v69 = ...
; const char * v56 = v69->name;
; if ( v56 )
; {
; const char * v57 = v72[v49]->name; // <- v57 name is not checked for NULL for some reason ?
; _strnicmp(v56, v57, strlen(v57)); <- strlen on NULL, also result is not even used anywhere!
; }
; Solution: Unknown, temporarily bypass whole strcmp since it's unused.
; Result: Seems to have stopped the crash for me.
StrLen=1
 
; Info: Unknown, reported as loading save game.
; Address: 8B437C - vtable seems to be 0 or wrong pointer is used.
; Solution: Skip since this is the last part of the function and already has a check anyway
UnkUniqueId=1
 
; Info: Unknown, reported as loading save game. Possibly related to rendering. First
;       argument is gNiDX9Renderer->unk_650 which is a pointer.
; Address: CEC5EC - null pointer is passed as second argument to function, this function does not expect it
; Solution: Bypass using argument if it's null. Maybe doesn't fix.
Render650=1
 
; Info: Unknown, no info was provided. // char __thiscall TESObjectREFR::unk_4D4EB0(TESObjectREFR *this)
; Address: 4D4EB9 - vtable of base form is 0
; Solution: Bypass and pretend that base form is 0 since the function does this check itself already
UnkObjRef4D4EB0=1
 
; Info: Game is saving location's seen data to save game. The data is NULL.
; Address: 4C6031
; Cause: Game doesn't check for null pointer
; Code:
; TESObjectCELL * v3 = ...
; v5 = BaseExtraList::GetSeenData_40D980(&v3->extraData);
; result = (void *)(*((int (__thiscall **)(_DWORD, _DWORD))*v5 + 1))(v5, v2); // <-- v5 can be null! but not checked
; v5 is IntSeenData, size is known.
; Solution: Only solution seems to be temporarily creating an empty IntSeenData and writing this to stream instead.
NullSeenData=1
 
; Info: BSFixedString::Set is called with NULL argument.
; Address: A51285
; Solution: Ignore call when NULL argument. Not really a solution :P probably better than crashing though.
StringRefSetNull=1
 
; Info: This crash happens because StrLen crash was prevented.
; Address: 46EE1D
; Solution: Skip over it.
; Result: See StrLen.
SkipStrLenCrash=1
 
; Info: This crash happens because unknown reasons during loading. Something to do with behavior graph.
;       One of the more common crashes I get.
; Address: C27A8F
; Solution: Don't know, trying to let game think the value is 0 and see what happens.
; Result: Haven't had this crash since.
bhvGraphUpdateLoad=1
 
; Info: Crash happens during loading, no idea. Might be related to rendering.
; Address: D822D8
; Solution: Tried patch something but it probably doesn't work.
Unk11=1
 
; Info: Incompatible skeleton, but could be something else too.
; Address: 46ECF5 - NiNode children access
; Solution: No solution from here, but since it's going to crash anyway we could at least
;           warn user about possible incompatible skeleton and let them fix it. Shows messagebox
MissingNode=1
 
; Info: Crash, it's function array and index goes out of bounds which causes it to call invalid address.
; Address: 6F3A31
; Solution: Check index before calling.
; Result: Haven't had this crash since.
IndexError1=1
 
; Info: Crash happens in "MovementPlannerAgentWarp" function, unknown what it does. LookupFormById returns
;       NULL and game does not check or expect this to happen.
; Address: 76E358
; Solution: Game has a check for if returned isn't actor it sets 0 as value, we will do same if NULL is returned.
MovementPlannerAgentWarp=1
 
; Info: Crash happens in DDB0A0, seems to be used in some havok animated object's vtables.
;       Normally these crashes are fixed by aligning allocated memory with 16 bytes. But
;       this one isn't because it can be used on static memory locations which aren't using
;       Skyrim's allocator at all, this means that memory isn't guaranteed to be 16 byte aligned.
; Address: DDB0B2
; Solution: Use movups instruction instead of movaps.
UnallocatedMovaps=1
 
; Info: Weird crash with NULL ptr in TESWorldSpace::GetCellByCoordMask_4375D0, don't know why it happens.
; Address: 437604
; Solution: return 0 if this crash would happen.
; Result: Haven't had this crash since, but it's rare anyway so it could be coincidence.
CellNullCrash=1
 
; Info: Crash when trying to do: v14 = MagicItem::unk_406C70(a3)->properties.projectile;
;       This 406C70 function is something like "GetMainMagicEffect". Sometimes though it may return
;       NULL and in 90% of places the game expects this and checks for NULL result, this patch will
;       fix the remaining locations.
; Address: 7E39EC, 657677, 6577D5, 65FEEC, 8127CF
; Solution: Check for NULL and skip (depends on location) if it is.
GetMainMagicEffect=1
 
; Info: Crash when game searches node "NPC COM [COM ]" on actor but the node was not found. This is unexpected
;       for game because it uses the result without checking for NULL. This whole thing has something to do
;       with mounting. The function that does this whole thing is present in "StopMountCameraHandler" and
;       "MountInteraction" vtable. Also it seems that this has something to do with updating position.
; More info: Was reported that this could happen if non-humanoid tries to mount a horse. This is a rather specific
;            error with a mod. Instead we will show error message to user when this happens so they can
;            fix or uninstall that mod.
; Address: 6E7F85
; Solution: Check for NULL and if it is NULL then use base node of actor instead of this. It's fine because
;           we only take X and Y position from it.
; Solution2: Show error message and crash after.
MountNodeCrash=0
MountNodeWarn=1
 
; Info: Crash when game is trying to setup foot IK but there's a problem. Real cause is unknown but for me.
;       So we will display a message box when this crash happens. Seems related to the
;       StrCmp crash in BF2FB3, maybe. Try reducing the amount of installed animations.
; Address: BFECC1
; Solution: No solution from here, display warning with helpful tips.
IKCrashWarn=1
 
; Info: Crash happens when rendering and saving. I think this is when it renders the save game image.
; if ( v8 ) // <- not null
; {
;  if ( v8 )
;    v9 = *(v8 + 8); // <- *(v8 + 8) is null
;  else
;    v9 = 0;
;  v10 = *(v9 + 140) * *(a2 + 4) // <- crash because null
;    + *(v9 + 136) * *a2
;    + *(v9 + 144) * *(a2 + 8);
;  v21 = v10 - *(*(v8 + 8) + 148) * a3;
; }
; Address: CB051A
; Solution: We will skip this if block when *(v8 + 8) is null, as if v8 was null.
RenderSave=1
 
; Info: Crash was reported as casting spell. Only happens sometimes. Happens in movement controller.
;       Seems like vtable is NULL.
; Address: 76636B
; Solution: This happens in a for loop and it happens in if clause. We can skip if this crash would happen.
MoveControllerCast=1
 
; Info: Crash when saving game and trying to render (possibly save game image again?). It's trying to get
;       vtable of NULL pointer which will crash.
;   if ((*a2 + 76)(a2, a1)) // a2 is null
;   {
;     *(0x1BA9344) = a1;
;     *(0x1BA9340) = a2;
;   }
;   else
;   {
;     *(0x1BA9340) = 0;
;     *(0x1BA9344) = 0;
;   }
; Address: CAF9F7
; Solution: Skip function call and set return value to false so we don't have to use the NULL value.
SaveRenderCrash=1
 
; Info: Crash when game tries to get loaded node but it is set to NULL. Only ever seen this on two people.
;       It is most likely actually related to corrupted mesh being unable to be loaded and game does not expect it.
;       NiNode * node = a->GetLoadedStateNiNode();
;       v2 = node->(*(vtable+0x14))(); // <- node is NULL
;       if(v2) { *((int*)(v2 + 212)) = 0; } // <- we can skip this part since it has a check anyway
; Address: 4C119E
; Solution: Real solution would be to find the broken mesh and remove it. So lets notify user instead of ignoring this part.
; Enable one of the following, ignore problem and try to continue or show message box with object reference form ID and form Type.
NullLoadedNodeIgnore=0
NullLoadedNodeNotify=1
 
; Info: Crash in GarbageCollector::Add when actor argument's base form is NULL. Game does not check this, when in
;       some other places it does check for this possibility.
; Address: 690A69
NullActorBaseForm=1
 
; Info: Crash when modifying actor value but the pointer is bad, possibly due to actor being invalid. This happens often
;       when script engine is lagged and spells want to modify actor values a lot.
; Address: 6E07C6
AVSetCrash=1
 
; Info: If your scripts use more than 65535 different strings then the save game will be corrupt and not possible to load.
;       This fixes it by changing the save file format slightly if string count is higher than 65520. That means if you
;       have this option enabled and your save game would have become corrupt it changes format instead and vanilla game
;       or save game tools will not be able to open it! Opposite is true as well, if the count goes below 65520 after
;       and you save again then the format reverts to vanilla.
; Address: Around 30 different parts of code had to be patched.
StringCount32=1
 
; Info: Warn if SKSE memory patch is not active. This checks if default heap size is 256 or less and warns if you try to
;       click New, Continue or Load in main menu. Still lets you play the game, just shows a warning.
WarnSKSEMemoryPatch=1
 
; Info: If AlignHeapAllocate is disabled by user then fix that one movaps crash manually. There's no downside to having this enabled.
; Address: 4BD832
FixMovApsManuallyIfAlignedAllocateIsDisabled=1
 
; Info: Overwrite array allocator directly when UseOSAllocators is set to 1. Don't understand the code enough yet to
;       say if it's safe or not. At this point it's just here for testing.
OverwriteArrayAllocator=0
 
; Info: Player's NiNode (not necessarily same as loaded node) is NULL while drawing world.
; Address: 69B84B
NullPlayerNode=1
 
; Info: Function TESObjectREFR::CanBeMoved_4D9CF0 is called on an object reference that has NULL base form. This is not expected
;       and will crash. We will instead return false from that function if that's the case. The problem is most likely larger than
;       just this, if you prefer to crash instead disable it.
; Address: 4D9D09
NullBaseFormMove=1
 
; Info: Game tries to iterate child nodes of a NiAVObject but it's possible that the target is not a NiNode and can't have child nodes.
;       This ends up in a NULL pointer crash.
;  v26 = v22->vtable->sub_5EADD0(v22); // Returns "this" if v22 is a NiNode and returns "NULL" if not.
;  for ( i = 0; i < v26->children.emptyRunStart; ++i ) // crash because v26 is NULL.
; Address: 46CA06
NullRefNode=1
 
; Info: Something is done with outfit of NPC, but one or more entry is NULL and game crashes.
; Address: 561FF7
NullOutfitEntry=1
 
; Info: Actor is being deleted and base form is NULL.
; Address: 6BAC9A
ActorDeleteNullBase=1
 
; Info: Does two things:
;    1. Tracks the last X files opened by game.
;    2. If the game crashes while reading binary data stream (e.g. NIF file but could be others too) then show message box listing
;       those files.
; This can be helpful to track down a corrupted NIF file.
DebugStream=1
 
; Info: When the game fails to create texture in memory should we display a warning and exit game? Recommended yes because you will
;       see purple textures couple of seconds and then the game will crash anyway since it's not expected for this to be a NULL value.
WarnTextureFailure=1
 
; Info: Something is done with face gen animation on BSFaceGenNiNode but the parent node is NULL which is unexpected.
; Address: 5A8808
NullParentNode=1
 
; Info: For debugging purposes, on game startup run allocator benchmark and write results to "AllocatorBenchmark.txt" in Skyrim root
;       directory. This compares vanilla, aligned vanilla, malloc, aligned_malloc and custom memory block implementation. When you reach
;       main menu the game will start the test, wait for a message box to say the test is completed, then close game and disable this option.
RunAllocatorBenchmark=0
; Info: How many objects to allocate and free for each size (8, 12 and 16).
CountAllocatorBenchmark=1000000
; Info: How many times to run each test.
TimesAllocatorBenchmark=2
; Info: How many threads to run concurrently. Most accurate is only running one thread, although you can also try 2 to see the performance
;       of thread-safe code.
ThreadsAllocatorBenchmark=1
 
; Info: Enable custom block allocator for small sizes. May help with memory fragmentation problem. This option does nothing if UseOSAllocators
;       is not enabled.
CustomMemoryBlock=1
 
; Info: Set total megabytes allocated for the custom block allocators. This amount is sensibly divided between each block.
;       Has no effect if CustomMemoryBlock is not enabled. The more you allocate here the less memory you have for other stuff!
CustomMemoryBlockTotalSizeMb=115
 
; Info: Show usage of each memory block in per cent when you open console. Has no effect if CustomMemoryBlock is not enabled.
;       This can help you tweak the CustomMemoryBlockTotalSizeMb value.
MemoryInfoConsole=1
 
; Info: Fixes two crashes specific to Enderal mod. Seems like something to do with havok.
; Address: EBC0A6 and ECD92E
EnderalSpecific=1
 
; Info: Active effect list of actors is not thread safe but accessed and modified from multiple threads, this will add mutex to each actor's
;       effect list.
FixUnsafeEffectList=1
 
; Info: Game crashes when actor's combat style form is NULL for some reason. Warn the user and try to display the actor's reference and base ID.
; Address: 8368B1
WarnNullCombatStyle=1
 
; Info: Set OS update frequency to 1 millisecond (regular is around 16) and replace GetTickCount with timeGetTime. This is for debug only! Don't use.
;       May reduce performance.
HighFrequencyOSTimer=0
 
; Info: Make game's update timer more accurate. This is for debug only! Don't use.
HighFrequencyGameTimer=0

 

[spoiler=skyrim.ini]
[Actor]
fVisibleNavmeshMoveDist=12288
 
[Archive]
bInvalidateOlderFiles=0
sInvalidationFile=ArchiveInvalidation.txt
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa
sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa
 
[Audio]
fMenuModeFadeInTime=1.0
fMenuModeFadeOutTime=3.0
fMusicDuckingSeconds=6.0
fMusicUnDuckingSeconds=8.0
 
[Camera]
fMouseWheelZoomSpeed=10.00
 
[Combat]
f1PArrowTiltUpAngle=0.7
f1PBoltTiltUpAngle=0.7
f3PArrowTiltUpAngle=0.7
fMagnetismLookingMult=0.0
fMagnetismStrafeHeadingMult=0.0
 
[Controls]
fMouseHeadingSensitivityMax=0.0625
fMouseHeadingXScale=0.0200
fMouseHeadingYScale=0.8500
 
[Decals]
bDecals=1
uMaxSkinDecalPerActor=40
uMaxSkinDecals=50
 
[Display]
bAllowScreenshot=0
fDecalLifetime=300
fDefaultWorldFOV=85.00
fLightLODMaxStartFade=7250
fLightLODRange=33750
fShadowLODMaxStartFade=1000
fSpecularLODMaxStartFade=2000
fSunShadowUpdateTime=0
fSunUpdateThreshold=2.0
iPresentInterval=0
 
[General]
bBackgroundLoadVMData=1
fFlickeringLightDistance=8192
sIntroSequence=
sLanguage=ENGLISH
uExterior Cell Buffer=36
uGridsToLoad=5
 
[GeneralWarnings]
SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.
 
[Grass]
bAllowCreateGrass=1
bAllowLoadGrass=0
bDrawShaderGrass=1
fGrassFadeRange=7500
fGrassWindMagnitudeMax=125
fGrassWindMagnitudeMin=5
iGrassCellRadius=2
iMaxGrassTypesPerTexure=15
iMinGrassSize=75
bGrassPointLighting=1
b30GrassVS=0
 
[interface]
bShowTutorials=0
 
[LightingShader]
fDecalLODFadeEnd=0.6
fDecalLODFadeStart=0.5
fEnvmapLODFadeEnd=0.7
fEnvmapLODFadeStart=0.6
 
[LOD]
fDistanceMultiplier=1.00
 
[MapMenu]
fMapWorldMaxPitch=90
fMapWorldMinPitch=0
fMapWorldYawRange=400
 
[Papyrus]
bEnableLogging=1
bEnableProfiling=0
bEnableTrace=1
bLoadDebugInformation=0
fPostLoadUpdateTimeMS=2000
 
[Trees]
bEnableTreeAnimations=1
bEnableTrees=1
fUpdateBudget=1.5
 
[Water]
bReflectLODLand=1
bReflectLODObjects=1
bReflectLODTrees=1
bReflectSky=1
 

 
[spoiler=skyrimprefs.ini]
[AudioMenu]
fAudioMasterVolume=0.5500
fVal0=1.0000
fVal1=0.8000
fVal2=0.2000
fVal3=1.0000
fVal4=1.0000
fVal5=1.0000
fVal6=1.0000
fVal7=1.0000
uID0=1007612
uID1=554685
uID2=466532
uID3=94881
uID4=3123112702
uID5=410705
uID6=106685
uID7=522251
 
[Clouds]
fCloudLevel0Distance=16384.0000
fCloudLevel1Distance=32768.0000
fCloudLevel2Distance=262144.0000
fCloudNearFadeDistance=9000.0000
 
[Controls]
bAlwaysRunByDefault=1
bGamePadRumble=1
bInvertYValues=0
fGamepadHeadingSensitivity=1.0000
fMouseHeadingSensitivity=0.0100
bMouseAcceleration=0
bUseKinect=0
 
[Decals]
uMaxDecals=200
 
[Display]
bDeferredShadows=1
bDrawLandShadows=1
bDrawShadows=1
bFloatPointRenderTarget=1
bFull Screen=0
bFXAAEnabled=0
bMainZPrepass=0
bShadowMaskZPrepass=0
bShadowsOnGrass=1
bTransparencyMultisampling=0
bTreesReceiveShadows=1
fDecalLOD1=1000.0000
fDecalLOD2=1500.0000
fGamma=1.0000
fInteriorShadowDistance=3000.0000
fLeafAnimDampenDistEnd=4600.0000
fLeafAnimDampenDistStart=3600.0000
fLightLODStartFade=3750.0000
fMeshLODFadeBoundDefault=256.0000
fMeshLODFadePercentDefault=1.2000
fMeshLODLevel1FadeDist=10240.0000
fMeshLODLevel1FadeTreeDistance=8960.0000
fMeshLODLevel2FadeDist=7680.0000
fMeshLODLevel2FadeTreeDistance=5376.0000
fShadowBiasScale=1.0000
fShadowDistance=4000.0000
fShadowLODStartFade=200.0000
fSpecularLODStartFade=2000.0000
fTreesMidLODSwitchDist=8960.0000
iBlurDeferredShadowMask=4
iMaxAnisotropy=0
iMaxDecalsPerFrame=120
iMaxSkinDecalsPerFrame=250
iMultiSample=0
iScreenShotIndex=2
iShadowFilter=3
iShadowMapResolution=2048
iShadowMaskQuarter=4
iShadowMode=3
iSize H=1050
iSize W=1680
iTexMipMapMinimum=1
iTexMipMapSkip=0
iWaterMultiSamples=0
sD3DDevice="NVIDIA GeForce GTX 980 Ti"
 
[GamePlay]
bShowFloatingQuestMarkers=1
bShowQuestMarkers=1
iDifficulty=2
 
[General]
bEnableStoryManagerLogging=0
iStoryManagerLoggingEvent=-1
 
[Grass]
b30GrassVS=0
fGrassMaxStartFadeDistance=6500.0000
fGrassMinStartFadeDistance=0.0000
fGrassStartFadeDistance=2500.0000
 
[imagespace]
bDoDepthOfField=1
 
[interface]
bDialogueSubtitles=1
bGeneralSubtitles=1
fMouseCursorSpeed=1.0000
bShowCompass=1
 
[Launcher]
bEnableFileSelection=1
 
[LOD]
fLODFadeOutMultActors=5.2500
fLODFadeOutMultItems=5.2000
fLODFadeOutMultObjects=14.3000
fLODFadeOutMultSkyCell=1.0000
 
[MAIN]
bCrosshairEnabled=1
bGamepadEnable=1
bSaveOnPause=1
bSaveOnRest=0
bSaveOnTravel=0
bSaveOnWait=0
fHUDOpacity=0.6000
fSkyCellRefFadeDistance=600000.0000
 
[Particles]
iMaxDesired=6000
 
[saveGame]
fAutosaveEveryXMins=15.0000
 
[TerrainManager]
bShowLODInEditor=0
fBlockLevel0Distance=32500.0000
fBlockLevel1Distance=47000.0000
fBlockMaximumDistance=94000.0000
fSplitDistanceMult=1.1000
fTreeLoadDistance=40960.0000
 
[Trees]
bRenderSkinnedTrees=1
uiMaxSkinnedTreesToRender=120
 
[Water]
bUseWaterDepth=1
bUseWaterDisplacements=1
bUseWaterReflections=1
bUseWaterRefractions=1
iWaterReflectHeight=1024
iWaterReflectWidth=1024
 

 

Thanks in advance !

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12 answers to this question

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  • 0

Thanks Dark.

 

Seems I went about it the wrong way.. I used SPM to start MO and MO to start Skyrim.. seems the correct way was MO => SPM > Skyrim.

 

 

So.. I've gamed an hour or two when I got my first CTD. During my gaming I was keeping a tight eye on the VRAM.

 

Here are the stats:

 

VRAM: Max 4490, Average 3440, crashed 4253

RAM: Max 5565, average 3901, crashed 3828

CPU%: Max 92%, average 43%, crashed 1%

GPU%: Max 99%, average 61%, crashed 1%

GPU Heat: Max 87, average 76, crashed 79

FPS:  max 60, average 53, crashed 58

 

 

Any other infor I can help with?

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  • 0

lovely.. I was told that I would have no problems running the SRLE Ext LotD with Win 10.. and now it turns out I can't :S

 

 

Back to the drawing board it seems.

 

 

Is it possible to just disable the DynDOLOD Texgen output and DynDOLOD Worlds Output? Or do I need to redo my install order etc?

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first things first what setting for Dyndolod did you choose?

 

and yes i have just checked myself and even I am peaking at 4.2GB so I guess things in the change have push to guide over the threshold. We didn't notice cos we have Windows 7 thus can use all our VRAM. 

Edited by DarkladyLexy
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Hi Phazer,

 

thanks for your reply, but I think I (mostly) have it fixed. I was/is on a new save, but I was running win 10 and according to Skyrim Performance Manager I used upwards of 4.300Gb of VRAM. 

 

I still have some random CTDs now that I migrated to Win 7, but not nearly as much.

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