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thisisbleep

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Everything posted by thisisbleep

  1. After completing Unbound at the beginning of the game and starting to head to Riverwood with Hadvar, it started to rain and this is what happened. Looking up at the sky. Looking forwards, down to the ground. minty's lightning mod MCM menu, with a strange weather ID. I have tried to search for that code and no results come up, so I presume that it was a glitch. Do you think that it is a mod conflict or I was just unlucky? I have a save which was taken during the rain and I have tried to remove the three rain textures in the textures>effects folder, but that made no difference. I can force the weather to change in the console or through the lightning mod MCM menu and it changes correctly. Is there a console command or easy way to check the weather ID? Load order of mods: I use BOSS to sort the load order. There are a few unrecognised ESPs at the end, which I have bolded.
  2. This mod has been deleted from the Nexus, it says "file not found". I was able to download it on the 27th of August, but it is not gone. I have tried searching on Nexus and it gives no results for "chimneys" and "chimneys for skyrim"
  3. This mod is currently marked as hidden on the Nexus. It was available on the 27th of July when I originally downloaded it, but is now hidden.
  4. That is a shame, when using the maximum compression in DDSopt it reduced the ~20 GB of BSA files by about 3 GB. I will check the Papyrus logs later and see if it is recording any errors or giving a reason why it is not loading them. Would there be a performance benefit from unpacking all of the files?
  5. I have been compressing all of the files after installing the STEP mods, to see if I can improve the performance, but I have been encountering problems. I used DDSopt to compress the texture files using the default settings and maximum compression (6.07 GB reduced to 5.45 GB), SMCO to compress the meshes (524 MB reduced to 512 MB) and DDSopt to compress the BSA files, which has caused problems. The BSA files which were compressed using the maximum compression do not work, when launching the game it shows the Skyrim logo and nothing else happens. I also tried to use the 8 compression setting, after seeing a comment when searching on this forum about the same issue, but that causes repeat errors with reading the BSA files in DDSopt. I found that checking the "forced" option helps, but does not entirely eliminate it. The Dragonborn.bsa has problems, it processes the file and when re-constructing has the error every time at the end, when using the 8 compression setting and the file is an onimous 666 MB. BSAopt is the same as DDSopt, it outputs the same file sizes with the same problems. I tested a few of the first BSA files, which were compressed with the 8 setting (Chesko_WearableLanterns.nsa, Chesko_WearableLantern_Candle_DG.bsa, Clanking Armor.bsa, ClimatesOfTamriel.bsa and Convenient Horses.bsa), but the game still does not load. Is it possible to optimise BSA files which come from the modding community or can I only optimise the official files? Also, since using SMCO to compress the meshes one of the meshes on the loading and start screen is broken, it has added a nice red box. I presume that this is caused by one of the meshes, I have re-run the SMCO NIF program, but it says that all of the files have been already optimised. When starting a new game I did not notice any other damaged textures or meshes. EDIT: As I suspected, it was the "No Smoke on Loading Screen" which was effected and replacing the original NIF file has fixed that. So I just have a problem with compressing the BSA files now.
  6. Thanks for the help. Is the load order important? Should the patch come at the end to overwrite both ESPs?
  7. Bumping this to check that I have followed the instructions correctly. I could not drag the "Enchant Shader" from Advanced Weapon Enchants, the option that I did find and seemed to work was "deep copy as override", then selected the patch ESP file and added it to that. My problems: 1. The conflict information for each ESP is still in the original ESP files; 2. I do not know where the patch should be in the load order. 3. I am not sure where I should put the ESP. So far I have the patch below both of the ESPs and saved in the Skyrim data folder. The game launches to the menu without any errors or a crash, but I have not tested the enchants out yet to see if that will crash the game. One option would be to upload a correct version of the ESP patch file, so we can avoid this issue, but then people will not learn how to fix things themselves. Below is a link to a ZIP file which has the three ESPs in it, could someone check it and let me know if that is correct? Sorry if I should not be posting links, I am aware that it is other peoples work and will remove it if it is against the rules. ESPs.zip (11 KB) https://mega.co.nz/#!uQYjwIxb!DoPmCDaD4zjLu22M_pR7JARLnNckt_AEt1L0-pytgiA EDIT: I am using TES5Edit v3.0.30 if that is relevant.
  8. Thanks for the quick reply. I tried changing some values which were mentioned in the comments of the first video and have found that I only need to modify "fSplitDistanceMult" to remove 95% of the effect, with a FOV of 80. I changed the value from a default of 1.5 to 2.5 as suggested in the comments and it has no noticeable impact on performance, with less than 1 FPS loss if there is one. Has anyone else had any luck with just modifying "fSplitDistanceMult"? I recommend that you try it and leave the rest as the default in the INI files. Below is the INI settings which I have, those with // in front are not loaded, but I have left them in the INI to re-activate later if needed and for future reference. Skyrim.ini ========== [Display] // fNearDistance=15 SkyrimPrefs.ini =============== [Main] // fSkyCellRefFadeDistance=150000 [TerrainManager] fTreeLoadDistance=75000 fBlockMaximumDistance=250000 fBlockLevel1Distance=70000 fBlockLevel0Distance=35000 fSplitDistanceMult=2.5 bShowLODInEditor=0
  9. I recently purchased Skyrim for the PC and have been following the STEP guide for the modding, so far I have gone through the list up to the end of "Characters & Creatures". One thing which I did notice today was z-fighting, with popping textures on distant mountains, so I tried to edit the INI files to include the changes which used to be on the z-fighting page, but have found that they cause infinite/endless loading screens, so have had to disable them for now. I followed these video guides (GophersVids) My GPU is an AMD 6770 and I am running the 13.6 Beta2 driver, I had to update from 13.4 because of the HDMI bug which disabled the screen input and forced me to turn the input back on by clicking the mouse or pressing a key, during some situations such as opening/closing FRAPS. I currently get 24 FPS during the benchmark test and when running around outside of Whiterun the FPS is 20-30. Both versions of the drivers have had the same amount of z-fighting. Are people still working on this and how can I reduce it? I have noticed that increasing the FOV to 80 makes it less obvious, but it does not reduce it.
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