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BelGarion
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ENB and weapon scopes

Hello! As of recently I've noticed that if I zoom into a scope it starts off clear but quickly fills in with white and I can't see through the scope. If I hit Ctrl+F12 it disables the ENB and that fixes the issue. How do I fix the ENB so it doesn't break the view through the scope?

TTW Version Compatibility: 

v2.9

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BelGarion
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Update: Just ran through this

Update: Just ran through this list - https://wiki.nexusmods.com/index.php/Fallout_NV_Mod_Conflict_Troubleshoo... - No luck, same thing.

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I usually use the 'boost'

I usually use the 'boost' part to offload the textures without using the 'enb' part. Which version of the enb are you using? Which graphics card do you use? If I get a chance this evening, I'll try a few tests here and see if I'm getting the same problem- maybe we can figure it out from there.

BelGarion
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Latest, 3.2.2, an Nvidia 970

Latest, 3.2.2, an Nvidia 970 4gb , and I've backed up, deleted, and changed the ENB to Nevada ENB and same difference. Oh and I'm using the FNV4gb so everything is installed in the /exe folder (though my old ENB was just the D3D dll was in the /exe and the rest in the root Fallout New Vegas folder. The Nevada ENB installation instructions said to put it all in the /exe folder) and same difference.

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K. I've got 3.2.2 Also. Give

K. I've got 3.2.2 Also. Give me just a bit to switch on ENB and use the Varmit rifle scope and see if the transparency meshes up. Be back here shortly...

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For a quick test, I changed:

For a quick test, I changed:

1) "UseENBoostWithoutGraphics=false" in the "enblocal.ini"

2) "UseEffect=true" in the "enbseries.ini"

My setup, normally, is using Reshade for color and other 'corrections', then ENB boost to handle higher res textures. After the two changes, I was able to use the Varmit Rifle scope without the transparency causing a problem. But that's just using the 'default' enb settings without anything custom enb presets like you'd find on the Nexus (some proxy out to things like SweetFX). Maybe one of those is what's causing the problem. The only things I can think of right off, without more testing, is either a shader, graphics card and, or driver, or something in the custom enb settings that might be causing the problem.

I know Boris usually programs for NVidia, so that's more than likely where you'd have your best compatibility; though that's probably not the issue. It kinda made me think of... when Bethesda switched over to NVidia libraries which caused transparency issues with AMD cards (quite awhile back).

Which ENB preset are you using?

BelGarion
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Nevada ENB, it's compatible

Nevada ENB, it's compatible with Realistic Wasteland Lighting and TTW. And it's really weird, it starts off clear then white spots appear and grow until it's solid white.

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I kept everything the same

I kept everything the same with my modded setup, except I swapped the Nevada ENB(enbseries.ini) with my current one, and changed the:

"UseENBoostWithoutGraphics=true" in the "enblocal.ini"

The one thing I noticed was the scope had a noticeable dof effect and the sky was a bit brighter, but I didn't see any weird transparency issues. I toggled the effects on and off a few times, then retested the scoping; I was testing the scoped Varmint Rifle. One thing though, I don't 'proxy' to SweetFX, I proxy to 'Reshade' instead.

You might toss MajiinCry a note and see if he can offer some additional insight; he has a bit more insight with ENB that I have. I usually just use it for the 'boost'.

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BelGarion
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Except there is one tiny

Except there is one tiny problem, I went to send MajiinCry a private message and it says that name is invalid. O.o

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Are you using ModOrganizer?

Are you using ModOrganizer? If you are, stop using it. It's buggy software and wouldn't surprise me if it's the source of your issues.

Are you using ReShade or SweetFX as a proxy with ENB? If you are, stop using them and port the shaders to ENB instead.

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Nope, using NMM. And how do I

Nope, using NMM. And how do I port the shaders from SweetFX to ENB? Be easy peasy to set "EnableProxyLibrary=False" but after that I am a bit lost. >.< Later tonight I'll at the very least disable it and test the scope with out Sweetfx, moving over the shaders to ENB once I get instructions for dummies. >.<

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Now that Majin mentioned it,

Now that Majin mentioned it, I remember playing around once with an ENB preset (it was awhile back, testing out the 'mod' manager I'm working on) which used SweetFX along with the 'enb', and it did cause some kinda color problem where quite a few in game objects appeared really dark, almost 'black' (not related to low memory); including npcs and my character. So there's something 'off' about how the shaders were interacting with each other. That seems like it'd be a good point to start testing wise.

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[quote=BelGarion]<p>Nope,

[quote=BelGarion]<p>Nope, using NMM. And how do I port the shaders from SweetFX to ENB? Be easy peasy to set "EnableProxyLibrary=False" but after that I am a bit lost. &gt;.&lt; Later tonight I'll at the very least disable it and test the scope with out Sweetfx, moving over the shaders to ENB once I get instructions for dummies. &gt;.&lt; </p>[/quote]

For the simpler shaders, it's merely a case of creating the GUI variables and renaming the colorinput variable to color. But first, test the ENB without SweetFX active.

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Ok, you lost me with the GUI

Ok, you lost me with the GUI variables and renaming color variables. I've never configured an ENB beyond dropping the files into the /exe folder and fiddling with the ENBLocal.ini file. And, yeah, with out shaders installed it seems to be working fine. So it's a shader issue. >.<

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Update: Ugg, someone shoot me

Update: Ugg, someone shoot me now. Ok, so, I deleted everything of the ENB and SweetFX and installed ENB 0.322 again and installed Enhanced Shaders since Enhanced Shaders is strictly ENB and no SweetFX. Makes things easy peasy for me, no conversion of SweetFX to ENB. Though, eventually, I will want Nevada ENB to be converted since it works with Realistic Wasteland Lighting and TTW. So, at first, it looked like "Yay! It's fixed." but quickly realized it's location based. I didn't need to use the Metal Blaster in Vault 101 (the revisit when you help Amata get the Vault open permanently ) but outside it was fine. Then I went to Little Lamplight and, again, didn't really have to use it *in* Little Lamplight. When I got into Vault 87 it was all close quarters so I wasn't using the scope. When I first woke up in Raven Rock and got released I quick checked and it was back. And at various points through out Raven Rock I'd just check it and sometimes it was there, sometimes not. My cell was one of those places it was broken. Sometimes it was doing it with my Pipboy light was on and wasn't with the light off. The light is modded, I use "BrighterPipBoyLight+ and Pipboy Nightvision mods both. FYI in case that is relevant. If it's location based, oy, that's going to make it harder. :(

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enable

enable useoriginalpostprocessing

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Ok, so, went into the

Ok, so, went into the ENBSeries.ini , under [Effect] I changed that option from false to true, saved, loaded my last saved game, was in the Citadel outside area, checked my scope, seemed fixed, walked through the door to the Laboratory, checked, and nope, white growing splots that filled the entire scope. >.< Thanks, though, Roy.

Went back, for the giggles, and shift+enter to make sure it had and UseOriginalPostProcessing wasn't check marked, oddly, check marked it, saved config, apply, shift+enter and, while in the Laboratory at the Citadel I checked my scope, nope, no effect. >.<

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Just curious... if you

Just curious... if you basically install your enb of choice, but edit out of the "enblocal.ini" file "EnableProxyLibrary=false" do you still get the same problem? If not (since I don't know that much about the coding for 'enb'), try setting the "InitProxyFunctions" to true, then to false and see if the problem corrects itself either test; I've noticed that setting having a effect on the rendered images.

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Oh, I reinstalled the ENB and

Oh, I reinstalled the ENB and used Enhanced Shaders as it doesn't use SweetFX at all, so no Proxy settings in the ENBLocal.ini.

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[quote=BelGarion]<p>Oh, I

[quote=BelGarion]<p>Oh, I reinstalled the ENB and used Enhanced Shaders as it doesn't use SweetFX at all, so no Proxy settings in the ENBLocal.ini. </p>[/quote]

So, no SweetFx and it works ok. That's good to hear.

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[quote=Mystical Panda]

[quote=Mystical Panda]
So, no SweetFx and it works ok. That's good to hear.[/quote]

He still has the issue when the ENB isn't using SweetFX.

OP, did you do that shader package "tweak", where you take the 3.0 shaders and replace the 2.0 shaders? If so, undo the tweak as it fucks up ENB.

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No? Didn't know the tweak

No? Didn't know the tweak existed and I don't know if the ENB author of Enhanced Shaders did that neither.

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[quote=BelGarion]<p>No? Didn

[quote=BelGarion]<p>No? Didn't know the tweak existed and I don't know if the ENB author of Enhanced Shaders did that neither. </p>[/quote]

It's got nothing to do with an ENB. A common tweak for performance is to swap the shader package files in the Data folder, but it fucks up the game.

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[quote=MajinCry]<p><b

[quote=MajinCry]<p><b>BelGarion wrote:</b></p><blockquote class="bb-quote-body"><p>No? Didn't know the tweak existed and I don't know if the ENB author of Enhanced Shaders did that neither. </p></blockquote>

<p>It's got nothing to do with an ENB. A common tweak for performance is to swap the shader package files in the Data folder, but it fucks up the game.</p>[/quote]

I'm not positive, but he might be referring to switching the 'shader' packages by copying one of the vanilla game's shader files (found in "<game install folder>\data\shaders\" over another.

When looking at "renderinfo.txt" (in your "My Documents\My Games\FalloutNV" folder) you can see which shader package the game wants to use. By finding a higher one, that's provided with the vanilla game, you can copy that one over the one the game is looking to use thereby forcing or tricking the game into using a different shader package. I've tried this before and I have noticed some anomolies during game play, especially when rendering transparency and water based reflections; my game was heavily modded and never took the time to pin-point the cause.

There's also another shader package option which is supposed to force the game to load and use a test shader package, but that's configured by and provided with (or through another download link) NVSR.

However, I've heard that an update to Windows 10 broke some of NVSR's functionality to the point of making the game completely unstable- so that might not be a viable option. Though I've seen references to disabling certain features so as not to hit the incompatible code. I haven't tested it to see if the test shaders can still be used while disabling some of NVSR settings.

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Maybe this post was the

Maybe this post was the reference at step 6):

https://taleoftwowastelands.com/content/ttw-performance-guide

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Well, my renderinfo.txt is

Well, my renderinfo.txt is

[spoiler]
Renderer Device Information:
NVIDIA GeForce GTX 970
nvldumd.dll
RenderPath : BSSM_SV_2_A
PSversion : 300
VSversion : 300
VStarget : vs_2_0
PStarget : ps_2_a
PS2xtarget : ps_2_a
maxPS20inst : 512
3.0 Support : yes
3.0 Lighting : yes
Nonpowerof2textures : yes
FP16ARGB blending : yes
FP16ARGB filtering : yes
High dynamic range : yes
Bloom lighting : no
Refraction : yes
2.0 hairw : yes
SLI mode : no
Water shader : yes
Water reflections : yes
Water displacement : no
Water high res : no
Multisample Type : 1
Transparency MS : no
Shader Package : 13
HW Thread Count : 16
[/spoiler]

And, yes, I am on Windows 10.

Edit : And it seems the Spoiler tags don't work, so apologies for the spammage. Anyway. Taking a peek, all the shader packages are there, none missing, and no _backup ones, so I'll have to assume, at the risk of making an ass of you and me, that I didn't do the performance renaming of 13 to 13_backup and 19 to 13.

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Someones only appears to be

Someone only appears to be an ass when viewing them with 'hind' sight - :D

I was just pointing you to the post Majin was probably referring to about 'switching' shaders; thought it might answer the questions you were having.

You'll know if you changed them since it's done manually, and not automatically with the installer.

I'm actually using the 'test' shader that came with NVSR for now (just while testing), but did try manually switching the shaders in the TTW performance guide awhile back; in some instances there was game data corruption and weird reflective textures, but I didn't take time to pin point the cause, so Majin is probably correct with the fubarring of your game.

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Aye, that was the tweak I was

Aye, that was the tweak I was talking about. It may boost performance, but it breaks ENB as it doesn't hook those shaders, so I assumed that might be the cause.

At this point I've no idea what could be causing the issue.

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Ugg. So, maybe disable all

Ugg. So, maybe disable all lighting mods, like Realistic Wasteland Lighting, and start a new game to test to see if it's one of the lighting mods? As I use RWL for TTW, a pipboy nightvision mod and a pipboy brighter light mod . And I know disabling something like RWL during a playthrough is asking for trouble. >.< So if I did it would have to be a new game with out those mods already running. Hmm...

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It's not someone's fault that

It's not someone's fault that Boris doesn't hook the shaders, it's ENBs problem. People can and will continue to use the shader package that comes with NVAC which contains all the shader code, and eventually other people will rewrite the shaders to be much better which some people have already started to do, the cube map shader is one such example.

ENB breaks the game, not the other way around.

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So, Roy, your saying I should

So, Roy, your saying I should just UseENBoostWithoutGraphics=true and be done with it?

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If you're gonna use it, that

If you're gonna use it, that's what I would do. But there's no reason to unless you are using 4K retextures.

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4k textures on a 970 4gb ?

4k textures on a 970 4gb ? Yeah... Only if I want to melt the card. >.<

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Just ditched enb(enboost).

Just ditched enb(enboost). Started using reshade. The game looks really cool with it. No texture packs are needed. (does f4 pa replacer on somewhere count as a texture pack?) Downside is it makes the gpu a little warm (about 70c), so i turn on the gpu fan and goes around 50c.

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Well, I am mostly trying to

Well, I am mostly trying to get the game to recognize all of the video memory and reduce lag as much as humanly possible. I'm already running the Stutter Remover and the FNV4gb hacked exe but it still, occasionally, hiccups when I turn and it's not as smooth as it could be. I'm only running 89 plug ins counting the base ESMs.

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If you get a chance, could

If you get a chance, could you post your enblocal.ini and any configs you might be using with NVSE, NVAC and NVSR?

I remember seeing something like that (hitching when turning) during one of the mod outs I was testing; I think I had the reserved graphics memory (enblocal.ini), or the heap set too high (NVSR). I want to say the latter. That cause lag when either paging in and out, or allocating, de-allocating heap space on the fly (if the engine does that something like that). The larger the value the more noticeable the hitch.

The increase heap size really helped frame-rate wise when really stacking out the game with loads of scripts, but there seems to be a knifes-edge where it tips between 'not as efficient to it's over done and causing a problem elsewhere'.

I was using: NVAC, NVSE and NVSR along with the enb boost part, and all of those 'hook' something somewhere, so it's possible somewhere along the lines they're not 'playing nicely' with each other. I really didnt' take time to exhaustively test it and find out what might be causing that issue.

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NVAC? I nuked that when I

NVAC? I nuked that when I went to Win 10, was reading it's broken and can cause more issues. But, let me see...

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I think it was NVSR that wasn

I think it was NVSR that wasn't playing nice with Windows 10; NVAC was updated (but you might want to double-check me on that).

The only differences I see between your configurations and mine (other than logging and logging levels is:

[Memory]
DefaultHeapInitialAllocMB=450
scrapHeapSizeMB=128

and in the enblocals.ini:

[MEMORY]
ExpandSystemMemoryX64=false
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=false
DisablePreloadToVRAM=false
EnableUnsafeMemoryHacks=true
ReservedMemorySizeMb=128
VideoMemorySizeMb=6144
EnableCompression=false
AutodetectVideoMemorySize=true

I think I tried setting the reserved really high, and around 64mb; it was either that or the heap that was causing the lag when looking around. Another thing it might be is the memory usage, where the game is caching data in and out of memory which are more than likely controlled by these:

ExpandSystemMemoryX64=false
ReduceSystemMemoryUsage=true
DisableDriverMemoryManager=false
DisablePreloadToVRAM=false
EnableUnsafeMemoryHacks=true

other than LAA enabled in the executable and a few ini settings to free unused data when fast traveling, etc.,.

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You might try setting just

You might try setting just this one value when testing and see if it makes a difference:

ReduceSystemMemoryUsage=true

Edit: check this thread towards the end of page #4 where I was running a memory monitoring utility and checking the results of different enb settings: https://taleoftwowastelands.com/content/ttw-performance-guide?page=3

You can see the memory usage maps I posted.

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scrap heap is ignored, 400 is

scrap heap is ignored, 400 is probably more stable than 450.

NVAC is fine, NVSR is a bit unstable under windows 10

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[quote=RoyBatty]<p></p><p

[quote=RoyBatty]<p></p><p>scrap heap is ignored, 400 is probably more stable than 450.</p>

<p></p><p>NVAC is fine, NVSR is a bit unstable under windows 10</p>[/quote]

Thanks. Didn't know about scrap heap being unused.

------------------------------------------------------------------
The one's you'd be looking at are:
------------------------------------------------------------------

[test #1 (reducesystemmemoryusage = false)...]
https://taleoftwowastelands.com/sites/default/files/Mystical%20Panda/tes...

[test #2 (reducesystemmemoryusage = true)]
https://taleoftwowastelands.com/sites/default/files/Mystical%20Panda/tes...

See how when I set "ReduceSystemMemoryUsage = false", the virual memory(Total Memory Usage in the graph) was peaking out?, then when it was 'enabled' was staying under the 'yellow' line? If the game engine starts reaching saturation, it'll have to page things in and out as you look around or load new cell data; that might cause a brief lag.

Hope some of that helps.

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Alright, I set my inis to

Alright, I set my inis to those settings and had to change a few. First, I had to turn off unsafememoryhacks as the game kept locking up. I disabled autodetectvideomemorysize since it kept getting it wrong, it kept saying I have 12.1gb of video memory when my 970 is a 4gb model, so I also set videomemorysize to 4095 to. Otherwise so far it seems better but time will tell. Just need to get back to the Citadel to see if the scopes will continue to break, as that one spot in the Laboratory is guaranteed to break things if things are still broken.

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Fingers cross here too!

Fingers crossed here too!

Different applications from different authors can often times be extremely picky, or just not play nice at all. Sometimes it's a total hassle just trying to figure out what they did, and how to make it work(if at all), then for them to just have a 'meeting of the minds' and work it out together.

The memory detection show's way above the graphics card memory on mine too; he calculates it based on video card memory + available system memory, since he's using that(available system memory-ram) when off loading graphics from the game's virtual memory space to instances of enboost.exe processes (each able to house 2gb of shadowed graphics, mesh and other types of data).

The 'EnableUnsafeMemoryHacks' attempts to access the card directly, outside of any external driver (or something like that), and can cause problems. If it works, it can increase framerates a bit.

The 'DisableDriverMemoryManager' was supposed to be used for older graphics drivers that wouldn't work as good, or had other problems when used with enb. The newer, up to date graphics drivers should work ok and better than the ones enb incorporates in the code.

The 'ExpandSystemMemoryX64' flips around how windows handles memory, iirc, and can cause problems, so I always disable that; at least from my tests.

If you get NVAC back in the mix, watch for any 'hits' in the log. It's a good indication of something being wrong mod, asset or even load order wise. A lot of people use NVAC to keep going 'hit' after 'hit', but I often times find it better used as a 'early warning of problems' detector, then try and go back in and figure out what's causing the problem, rather than a 'WE ARE SPARTA!" "HOLD THE LINE!" lol! kinda thing.

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Well, **** biscuit, all of a

Well, **** biscuit, all of a sudden I am getting an occasional Runtime Error but, since the main game window is covering it, I can't read it. Tried all the key shortcuts to make the little pop up move to the other monitor with no success. When I force the game to close (as it's frozen) it closes the error window too. >.<

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[quote=BelGarion]<p>Well, ***

[quote=BelGarion]<p>Well, **** biscuit, all of a sudden I am getting an occasional Runtime Error but, since the main game window is covering it, I can't read it. Tried all the key shortcuts to make the little pop up move to the other monitor with no success. When I force the game to close (as it's frozen) it closes the error window too. &gt;.&lt;</p>[/quote]

It might be an 'out of memory' notification. Try pressing CTRL-ALT-DEL and bring up the task manager. That should switch you out of the game, then hold down ALT and press TAB to cycle through the open windows until you see the one your looking for. If you get task manager up, you can kill the game, but if the prompt came from there it'll close then game exits.

BelGarion
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Yeah, I alt-tab to the error

Yeah, I alt-tab to the error pop up but it's not coming to the fore front so I can read it and when I close the game window in the task manager it closes the error pop up to. And out of memory? I got 16gb of memory. O.o And, presently, with out the game running, it's only using 33% according to the task manager. It's why I use the FNV4Gb exe so it'll be aware of all that memory.

jlf65
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A 32-bit app cannot take

A 32-bit app cannot take advantage of all the ram, so you can still run out of ram. The 4G fix can maximize the amount it can use, but it still can't go beyond about 3.8GB. Using ENB to move textures to another task's 4G space helps if your card doesn't have much vram, but otherwise you're stuck even if you had a terabyte of ram.

Mystical Panda
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[quote=jlf65]<p>A 32-bit app

[quote=jlf65]<p>A 32-bit app cannot take advantage of all the ram, so you can still run out of ram. The 4G fix can maximize the amount it can use, but it still can't go beyond about 3.8GB. Using ENB to move textures to another task's 4G space helps if your card doesn't have much vram, but otherwise you're stuck even if you had a terabyte of ram.</p>[/quote]

This ^. When an application runs out of memory, it's not referring to actual system memory (physical ram) since the OS can usually 'page' memory to and from an external device (such as an hdd, or ssd) to cover that, it's referring to the virtual memory space allocated to it by the OS. 32bit programs can have about 3.5gb (4gb is the max) of usable virtual space (the number is limited to a 32bit value), while 64bit programs can use in the terabytes (for each program!). Not only does user data and the program's data share that same 3.5gb but also everything the OS needs to run and manage that application (including shadowed DirectX 9 textures- which is why we generally run out of memory when using lots of texture mods without using something like 'enboost').

If 'enboost' is configured and, for some reason, not offloading textures from the game's virtual space, when it starts to max out, you'll get 'out of memory' errors. It can also be caused by a malformed texture- when the system looks at it, it thinks it needs a ton of memory to load it (the header info is corrupt, as an example)- or things similar to that.

An 'NVAC' log might show the "OUT_OF_MEMORY" when trying to decompress texture references. It'll look like this:

16143451 ! _OUT_OF_ _MEMORY_ FalloutNV.exe

in the "nvac.log".

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Another thing that can cause

Another thing that can cause an "out of memory", which is counter intuitive, is when a texture (or image such as a bitmap) is loaded, then disposed of, then trying to copy or clone it when it's size is now 0,0; freeing up a resource and trying to reuse it after it's freed.

Speaking of how memory is paged in and out... you'd think you'd have the entire memory of your machine for 32bit programs instead of locking them into a 4gb virtual memory space. We can constantly page in and out way past 4gb, but the problem happens when trying to address it programmatically. The OS treats it, address wise, like everything is loaded in at once; especially if it's being 'executed' from anywhere other than the cpu's cache or system ram (ie hdd), all addresses have to be unique.

If that makes any sense.

BelGarion
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Ok, so the latest version of

Ok, so the latest version of NVAC is installed, wish me luck on that. Also never peer at the FalloutNVError.log file, that way lies madness. It's vague enough to drive you crazy, like it reports an armor needs it's bipedal slots set but doesn't list which armor, as an example. >.<

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Armors without biped slots

Armors without biped slots are usually used as tokens.

Most of those errors are from NVBII, there's a copy of chets store used in it, and someguy didn't delete the radio talking activator from it.

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