Jump to content

Nearox

VIP-Supporter
  • Posts

    1,391
  • Joined

  • Last visited

  • Days Won

    13

Everything posted by Nearox

  1. Have to agree with DanimalTwo here... I'll try not to be offensive :P In the academic world I have never met anyone who believes in this nor has there been anyone been able to succesfully claim evidence for such conspiracies. On the contrary, you will find that the vast majority of theories, empircal evidence and also in powerful people's biographies and memories that there is actually a major lack of any kind of authority or half-decently organized international organization and/or community. There are complete academic disciplines dedicated solely to the study of power in social, political or economic life. Yet throughout all those decades, not even the most critical and renowned doctors & professors (of which there are literraly thousands if not ten thousands in the Western world alone) have come up with a credible conspiracy theory. If there even were such an overarching secret organization which supposedly holds trillions of dollars according to said theories, there is extremely little chance they'd be able to hide it in this modern age. Power is measurable, power is visible and with increasing globalization has come increasing visibility of power. I don't want to sound mean , but in university we were always laughing our asses off when some more 'common' folks from the city joined a discussion about global politics or financial structures etc. and started throwing around baseless theories of conspiracy. As far as the 'evidence' of 'testimonials of miltiary officers' is concerned... Complete and utter ********. If this were true, it would have been in an academic journal and would be on all our newspwaper front pages. The closest to any kind of empiral evidence you will find on a shadow organization is probably the work of so-called [https://en.wikipedia.org/wiki/Critical_theory 'critical theorists] (note that wikipedia is pretty bad at explaining it), to which Marxism etc belongs and where the likes of Noam Chomsky have found their fundamentals in. Even Noam Chomsky would not claim that the billionaires of this world are an organized clique, because in truth, they are far from it. There's a major difference between thinking outside the box (a so-called paradigm shift) - which is a nice endeavour - and providing actual evidence. Too many people claim a lot of things about governments when they have never read a decent book or a proper academic journal on governance. At least half of the citizens in most countries (and in particular in the US, no offense) have absolutely zero knowledge about the functioning of government, the state or international relations... and the huge constrains on any kind of power that arise out of human competition.
  2. Sorry guys I haven't finished updating the wiki yet regarding SRLE compatibility. Quite a few changes were made to SRLE's Conflict Resolution section by Neo plus there is now the new REGS version 3, which is a complete remake of some areas. Going to work on it soon (today or tomorrow). Thank you btw Kelmych for point that out about SHT. Also now that you are talking about EFF compatibility. I believe that kryptopyr's Nightinggale Hall Restored doesn't work 100% with EFF. Karliah will be your follower but some stuff doesn't work. There's a workaround at the description page I think, will add some notes about it.
  3. keith, once you get everything up and running, please let us know how REGS is working out with your particular setup :)
  4. Sounds and looks great! I do hope that you will keep the current version in the old files section though, just in case someone wants to go back as 4.x is also wonderful.
  5. I honestly haven't done a full playthrough or seen all areas since installing SRLE + REGS. Last month was mainly testing cities and villages with REGS + USKPs. Most improtant thing is, you will not experience any crashes related to elfx with regs. Also there's a very low chance that you will encounter any bad looking lighting in either exteriors or interiors. As long as ELFX is loaded after the regs mods (i.e. do not touch elfx BOSS order position) it will overwrite what is important. The only area which comes to midn that I haven't seen with ELFX + the mod form REGS, is Sky Haven Temple. I'd say, just play the game and if you do encounter any lighting looking weird... Please report here. It is nigh impossible for CJ and I to go through all the lighting that ELFX adds, removes or alters. 99% of the time everything will work. In the end, there aren't THAT many areas which have been altered by REGS. Our pack is more of an addition rather than an alteration. The only drawback is that you won't have ELFX lighting for the interiors of the new houses. But if you are using SRLE you will have ELE, and the imagespace changes by ELE have a big effect on how the interior lighting looks so you might not even notice :)
  6. By the way the pack wiki is currently undergoing some maintenance, we're sorting things in different categories... Hold on for a (short) while :)
  7. Well I use Vividian ENB. It has a preset for ELFX in the optional files section, which dims the lantern lights a bit so I haven't noticed that. In any case, if you notice it ingame you can always disable them via the console and/or write down the lantern's FormID and then remove it via tes5edit if it is that disturbing.
  8. ELFX is compatible with REGS as it currently stands though.
  9. Not advertising, just saying that in case you haven't started Steam yet today or yesterday, there's an awesome sale on Steam this weekend with 80% discount on Rockstar games. The best deal imo is GTA 3+ Vicy City + San Andreas + IV + Libery City for 10 Euro, which I just bought. https://store.steampowered.com/sale/rockstarpublisherweekend2014 I never played L.A. Noire, not sure if I should buy that game now.
  10. ENBoost's primary function is to get rid of the 3.1GB RAM cap of Skyrim. Directx9 mirrors VRAM to RAM so it is easy even for users with 2GB GPUs to reach the 3.1GB cap (as RAM is also used for other functions within Skyrim). It shouldn't increase VRAM at all. If you use the memory patch by Sheson/SKSE 1.7/SSME, then your RAM use will be increased by the extra amount you set in the values for the blocks. If you would increase the 1st block by 256MB over the default of Skyrim, then you can immediately see in SPM/VMMAP that the RAM usage of the Skyrim.exe process has gone up by an identical amount because this is now 'reserved'. Therefore if you use the memory patch, you will generally speaking hit that 3.1GB RAM cap earlier. At 3.1GB RAM you will almost always CTD. ENBoost simly offloads some of the RAM (the part that is mirrored of the VRAM) to the enbhost.exe process, thereby preventing this CTD. This is my understanding at least. I'm sure keitinhanoi could go into a lot more detail if you were to ask him :)
  11. I have everytging sorted exactly as srle and regs instructions. LAL has no special override and is henceforth sorted after after the regs patches.
  12. We looked at LAL in the beginning of the pack development and it only had an inconsequential conflict with ETaC (Dawnstar) as far as I remember. Since we cut out all the non-vanilla- matching stuff from ETaC (in morthal, dawnstar and falkreath) there shouldn't be any issue running LAL at all. Pretty sure we can add LAL to the list of confirmed compatible mods. I know 100% sure that the Unbound quest works, as it is essentially the same in all starts. SRLE (which includes LAL) so far works flawless with REGS in all my testing. Each time I started a new char with LAL (like 2x a day last month) to test out some stuff (not a fan of coc anymore) I tried to chose a different start and haven't had an issue with it yet. But CJ can give a definite answer as he (probably) knows how LAL looks in the CK :P As for 3DNPC.esp, I believe BOSS (quite erroneously) sorts that to near the top of the load order. I haven't used it myself for quite a while but I know that REGS has been made inherently compatible with it so the load order shouldn't matter. I am not that knowledgabel on this topic though.
  13. Sorry about that confusion abotu children records :)As for the following: I never specicially forwarded, or intended to forward, VMAD if it is the case as you describe. There should also be another type of record which needed to be the conflcit winner. I say should because I might have made a mistake, or two :). If you can put me to a specific FORMID I will check it out.As for Navmesh, it is my understanding from CJ that navmesh should generally not be touched in TES5edit but only in the CK. You shouldn't need to worry about it if you use REGS (or SRLE + REGS) because all the navmeshes have been manually fixed/redone by CJ in the CK and have been tested by the both of us.I should have made a note that the SRLE Conflict Resolution isn't completely finished yet. I've been wanting to wait until the updates from Neo to SRLE's CR part slow down. It could also use a bit more revision, so thanks for your input :)
  14. If you're going for SRLE, I'd strongly suggest to start fresh. You can always add modifications after you have a pure SRLE working. This will rule out any other issues that might result of mixing non-SRLE mods with SRLE.
  15. Is it working for you now? In either case, after all the testing we have done over the past few weeks, this has never been an issue for us. I still think there is something slightly off with your install... Well I hope CJ's suggestion worked out :)
  16. Did you install the Skyrim Sewers 411 Main File following the REGS instructions? If so, the necessary meshes and textures should be in your install list in MO (but not the .esp). You cannot ignore the REG Patch - Cities if you use Skyrim Sewers. It has loads of important navmesh (and other) fixes which will otherwise break your game at some point.
  17. I'm going to wait a bit with updating the SRLE - REGS CR guide until the frequency of additions/changes that Neo makes to the SRLE CR section has gone down a bit. Do keep in mind that generally speaking, the majority of conflicts should not need patching.
  18. Ah nice I didn't know that about DDSopt previewer. Yeah I am also slightly surprised that so far at least the quality difference ingame between 2k and 1k is negligible and largely non-existent, as you can see from the screenshot album I linked. Also, the facedetail files with the paints etc. are originally 1K in Better Males. If you compare this to STEP baseline, where even some big exterior textures (e.g roads) are 1k, then I think an equal texture size for a small facedetail is disproportionate. Surely, there's a good reason for facial (and to some extent body) textures to have a bit more detail - after all we want them to look like actual actors. But BMs uncompressed texture sizes of the MSN files are way too heavy especially considering that probably all of those files loose very little (if any in-game) quality when reducing their size to 1k. I don't know. I probably shouldn't be making a big point out of this all... Better Males is IMHO a great mod and I use it in every setup, but in its original form it is relatively extremely taxing on average systems.
  19. I'd prefer more than 10 as well, either 15 or 20. Also, there's a higher chance for some posts to get 'lost' to the second-to-last or even third-to-last page within a very short time.
  20. My DDSopt always crashes (true story) when viewing the difference between source and destination (primary/alpha, on all mods). No idea why but as I said I use mostly the viewer of MO nowadays. I focus on the end-result really. Judging from the way you're posing the questions, I get the sense that you already looked at these (though I didn't see a post about it) and that you came to different conclusions. Anyways, I quickly made 4 screenshots. I can make more of each race tomorrow. See the album here for screens of Bretons and Dark Elfs: https://imgur.com/a/hW28x Edit: I missed the edit from your post at the 11th of february :P EDIT2: Oh yeah, forgot to say another point: use the R8G8B8 only on the face MSNs. On the body and hand MSNs (4 textures in total), you have to use DXTx or R5G5B5. R8G8B8 will mess up the textures.
  21. I've seen some of them ingame, I'll make some screenshots later and post them here. The DDSopt preview gives different results than the preview function of MO. Not sure why that is, though I suspect it could be because the files aren't actually processed when DDSopt views them. I've had DDSopt showing incorrect previews before in other mods (SIC comes to mind) so i don't really use that anymore.
  22. I've started to re-optimize my mods and I thought I could report the following here about DDSOpting Better Males, to support the statement I made earlier in this thread. 1. All the *_msn.dds are in uncompressed format. These 15 textures are 16mb in file size each and take up the majority of the total texture load of this mods. When changing their format, leaving resolution intact, to DXTx and R5G6B5, the quality changes dramatically. However I found that there is little to none quality loss when you keep the uncompressed format R8G8B8 but reduce the texture size to 1k. See a few examples: Bretton male head uncompressed 2048x0248 Bretton male head DDSopt uncompressed 1024x1024 Dark Elf male head uncompressed 2048x2048 Dark Elf male head DDSopt uncompressed 1024x1024 Reducing those 15 MSN files from 2k (16mb size) to 1k(5mb size) uncompressed saves more than 150mb in potential VRAM use. 2. The only other textures which I think are worth optimizing are: Malemalebody_1.dds DDSopt from 4k DXTx to 2k DXTx. MaleFacedetails all files in the folder except skinpores_n.dds. DDSopt from 1k DXTx to .5k DXTx. Little to none quality loss. Not noticeable in game unless you zoom in all the way in to the skin of face. 3. I didn’t find it worthy to reduce the diffuse textures further as they are already 2kx2k DXTx or 2kx1k DXTx. 4. DDSopting the tintmasks gave bad results regardless of the format or resolution used.
  23. #1 rule for INI tweaks: less is more.
  24. Console for testing. Once you settled on a ugrids value, put it in the ini.
  25. Well in that case, first thing I'd suggest is to make sure that STEP Extended without REGS (or any other packs/mods) is running 100% stable and only then move on to REGS.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.