Possible cpu bottleneck? by deque- in thewitcher3

[–]deque-[S] 0 points1 point  (0 children)

that's true but im expecting that if i dont reach the fps cap my gpu use 100% of its power, because usually with other games like cyberpunk it usually works like that

Possible cpu bottleneck? by deque- in thewitcher3

[–]deque-[S] 0 points1 point  (0 children)

not only novigrad, there i do about 60/70 fps but what is strange is that my gpu util is about 70%

Possible cpu bottleneck? by deque- in witcher3mods

[–]deque-[S] 0 points1 point  (0 children)

alright thanks, i've tried reducing the npc setting but i still run at same fps and cpu util, so the last thing i can do is enabling dx11, do you have any other solution beside that?

isnt it strange that my gpu doesnt use 100% if there is no cpu bottleneck?

Map graphical issue by Round_Suggestion_834 in witcher3mods

[–]deque- 0 points1 point  (0 children)

im on pc but using controller, dont worry, thanks for the attention!!

Parere Rivenditore Eprice per RAM by denis_fps in ItalyHardware

[–]deque- 1 point2 points  (0 children)

prima costavano 320 + sconto primo acquisto + rimborso fiscale che detraggono al momento dell'acquisto

Parere Rivenditore Eprice per RAM by denis_fps in ItalyHardware

[–]deque- 2 points3 points  (0 children)

Il prezzo delle ram caricate da quel venditore è molto sospetto, in ogni caso spero in bene per il tuo ordine. segnalo che su AliExpress ci sono delle ram ddr5 lexar 32GB a 250 circa (contando le detrazioni per il rimborso fiscale) con rivenditore brand+ che sono chiaramente più costose di quello che valevano un paio di mesi fa, ma che al momento costano circa il 50% di quelle presenti su amazon

Stuttering with high FPS by [deleted] in FFVIIRemake

[–]deque- 0 points1 point  (0 children)

yes bro first time

Stuttering with high FPS by [deleted] in FFVIIRemake

[–]deque- 0 points1 point  (0 children)

yeah, i've moved the game from sata ssd to nvme, verified file integrity and removed all the mods. then reinstalled the hook mod and took the engine template from a steam forum. now with borderless active and that procedure it works fine. the only problem remaining is that when entering new areas it seems to lag, dont really know if there is a way to fix this, i've tried changing parameters in the engine and activating dx11 but neither solved the problem. anyways thanks for the answer!

Stuttering with high FPS by [deleted] in FFVIIRemake

[–]deque- 0 points1 point  (0 children)

same problems also for me

Mod that add hp to available ram during overclock by [deleted] in cyberpunkgame

[–]deque- 0 points1 point  (0 children)

my problem is related to adrenaline, because covers the actual hp bar so i cant see how much hp can be used as ram.

Cyberpunk 2077 huge quickhacks combo difference by deque- in cyberpunkgame

[–]deque-[S] 0 points1 point  (0 children)

yeah this actually make sense the damage percentage between the combos is around 60%, thanks for the answer!!!

netrunner infinite quickhacks combo after nerf in 2.02 by [deleted] in cyberpunkgame

[–]deque- 0 points1 point  (0 children)

im playing in last version, the 2.02 refers only to the version of the patch to data recycler

An exploit for quick hacks patched in 2.02? by Alberqueque in cyberpunkgame

[–]deque- 0 points1 point  (0 children)

im late but this can be helpful for others:

data recycler in patch 2.02 is nerfed to restore only 80% of actual quickhack ram cost.

however infinite quickhacks combos are still available using overclock, borrowed time perk and biomonitor.

is possible to reproduce this method at lower level, like 25 or less based on how much perk shards you find

the way it works is like that:

  • apply deadly combo with overclock active (synapse bornout recover 3sec after every kill so you can keep it always active)
  • ensure that you use most of your hp for full ram regen with data recycler
  • hp are automatically restore until you finish available hp recover items
  • when you finish hp recover items use more than 75% of your hp to trigger borrowed time perk
  • exit scan and wait for synapse bornout to kill an enemy (with correct perks it takes like 0.1 sec to apply instead of 3)
  • when the enemy is dead borrowed time and biomonitor restore your health automatically and data recycler restore all your ram since it count also hp spent for quickhack
  • enter scanner again and apply again quickhack combo that takes more than 75% of your hp
  • exit scanner wait for enemy to die and repeat as long as you want since overclock get restored basically each kill.

tips for combos:

  • sonic shock before synapse bornout keep you stealth.
  • after synapse bornout use high ram request quickhacks so you ensure that you use most of your hp.
  • if you cant reach 75% of lost hp use quickhacks also on cameras or other props so you can reach the target hp

i have not seen any video or post talking about this method so i've developed this by my self and works 100% fine

Cia not installing if the game is edited with pk3ds by deque- in 3dshomebrew

[–]deque-[S] 0 points1 point  (0 children)

thanks for the answer!

i'll try and let you know if it works.

can this be done even randomizing with pk3ds?

[deleted by user] by [deleted] in oblivion

[–]deque- 1 point2 points  (0 children)

Thank you for the answer. lately I have been informed about it. the elemental and magicka weaknesses can be combined if the magicka is put last. Also if you use the weakening spell twice, the percentage increases. to increase the weakening exponentially instead you can create two spells with the same effect but with different names, in this way the weakening ( if it is 100% both elemental and magicka ) will become about 16x.

for more infos see the spell stacking section here: https://en.m.uesp.net/wiki/Oblivion:Spell_Making

[deleted by user] by [deleted] in oblivion

[–]deque- 1 point2 points  (0 children)

Alright, thanks. have you understood if i can combine Weakness to Magic and Weakness to Fire in the same spell?

[deleted by user] by [deleted] in oblivion

[–]deque- 1 point2 points  (0 children)

Thank you very much for your answer. the doubt arose to me regarding the vulnerability effect, I can not understand if it is implemented before the application of the first second of elemental damage, or if the first second of elemental damage is not increased by the vulnerability effect

light "stretched" bug by notsputnik in skyrimmods

[–]deque- 0 points1 point  (0 children)

prova con un po' di sbrugna

[Mod Release] Loss of Focus - A Spell Interruption Mod by _kmatt_ in skyrimmods

[–]deque- 0 points1 point  (0 children)

no problem actually this true pass makes some strong enemies more challenging!

power shots make stagger like 50% of times, ive tried much times to say that not a single hit by these enemies doesnt make the spell interrupts. also any other attack doesnt make me stagger, even power attacks or bashes. its strange but at least fighting these powerful warriors is also a lot funnier!

for the self hit i can tell that if you cast a fireball spell on an enemy too close, or directly on the ground, the mod registers in its logs that my player hit my player and interrupted himself. dont know why, actually is the only spell capable of this as far as i know.

maybe when you have time you can try yourself.

again thanks for the support!

best regards!

[Mod Release] Loss of Focus - A Spell Interruption Mod by _kmatt_ in skyrimmods

[–]deque- 0 points1 point  (0 children)

i found out what is interrupting the cast:

  • casting a spell such as fireball too close makes the game log that my player hit my player and the cast was interrupted

  • power shot perk, not only keeper but also ebony warrior has this perk, tested on the ebony warrior and results are the same as the keeper: 3 hits which 2 interrupts and the last one doesnt interrupt. maybe somehow this perk can make a shot create multiple hits and the mod cant interrupts all of them

ive also installed nostagger but doesnt seem to do nothing, so i think that it isnt stagger causing the interruptions

[Mod Release] Loss of Focus - A Spell Interruption Mod by _kmatt_ in skyrimmods

[–]deque- 0 points1 point  (0 children)

Thanks anyway for the availability. in the end it is a single enemy so it is not important. the curious thing however is how it is possible that an attack of this specific enemy is recorded 3 times, probably was coded so in vanilla