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Everything posted by Nearox
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Depends. If you follow STEP, then the recommendation is to only install the Hi_Res Meshes (due to the normals causing seams on some people's systems). If you are using SRLE, then then recommendation is to use the meshes + normals. Neither recommends a texture pack, probably ebcause they don't fit in well. I've tried them long ago, can't remember why I stopped using them, but there was something about the textures that wasn't good.
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Skyrim Revisited Pre-Release Feedback
Nearox replied to Neovalen's topic in Skyrim Revisited (retired)
Thx CJ2311. @statmonster: extracting or not extracting from BSA desn't matter with regards to ESP, unless it is a 100% texture mod -
DROPPED Enhanced Distant Terrain 2 - Trudgement Day (by SparrowPrince)
Nearox replied to torminater's topic in Skyrim LE Mods
No need for HDET, it'll probably screw up the way HD Detailed Terrain is supposed to look. SDO has no relation to these mods :) -
Skyrim Revisited Pre-Release Feedback
Nearox replied to Neovalen's topic in Skyrim Revisited (retired)
By the way the Chargen Morphs.esp is empty. -
I don't know about Better Mills, but Better Town works without issues with ETaC.Â
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DROPPED Enhanced Distant Terrain 2 - Trudgement Day (by SparrowPrince)
Nearox replied to torminater's topic in Skyrim LE Mods
Yeah I stopped using EDT & EDT2. HD Detailed Terrain includes all the textures needed. Only other distant terrain mod I use in conjunction with that is HQLODS and then only the hi-res meshes as the normals give black seams (see the HQLOD thread at step). HD Detailed Terrain fits pretty good with SRO but it fits really good to AMB Landscape. Main issue I had with EDT2 is that the darkening of the distant textures was heavily aliased when moving around, making it more of an annoyance and only good for screenshots. Others have had different experience I'm sure. -
Well ETaC is almost compatible with TC, but not 100%. Depends on your load order. If TC comes after ETaC, then it works without issues. But the way BOSS loads the plugins atm TC is way above ETaC. Also ETaC deletes a LOT of Dawnstar navmesh records on which TC is seemingly dependent. For that reason I would not simply load TC after ETaC because it'll result most likely in erroneous navmeshes for 1 of the 2 mods. In fact, I've been exchanging PMs with one of the ETaC admins yesterday. She was so kind to make me a small patch. You can download it here: ETAC - TC Patch I haven't actually tested it yet though, would be nice if you can share your results! Btw ETaC used to be CTD-hell but now with the mempatch that is goone :)
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DROPPED Enhanced Distant Terrain 2 - Trudgement Day (by SparrowPrince)
Nearox replied to torminater's topic in Skyrim LE Mods
I've stopped using this mod in favor of HD Detailed Terrain . No more black stuff in the distance :D Confupuss, EDT is just a noise texture (diffuse + normal I believe) while EDT2 enhances the terrain LOD textures (which are thousands of textures).   -
Do we still do the Skyrim.ini addition for the Hi-Res DLC Optimized?
Nearox replied to DOHstep2013's question in General Skyrim LE Support
Not necessary :) -
Skyrim Revisited Pre-Release Feedback
Nearox replied to Neovalen's topic in Skyrim Revisited (retired)
Thanks :)Â -
Skyrim Revisited Pre-Release Feedback
Nearox replied to Neovalen's topic in Skyrim Revisited (retired)
Neo, for the Chargen mod, do we download Core + both Morphs files (so 3 main files in total) or only the file " CharGen Morphs v2-1-4" . I'm not sure what ' ECE'  refers to in the 3rd main file. -
Found it. https://enbseries.enbdev.com/forum/viewtopic.php?p=46663#p46663 Edit: This is apparently a new feature of the SKSE 1.7x. Simplified instructions to make it work without steam: Add -forcesteamloader to the shortcut to skse_loader.exe. If using MO, you have to put -forcesteamloader in the "arguments". Thanks to talixte :)
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DROPPED aMidianBorn Farmhouse (by CaBaL)
Nearox replied to DoYouEvenModBro's topic in Skyrim LE Mods
I personally do prefer AMB FH over SRO, HRDLC or AOF. There's just so much more detail in AMB, especially when using its 1k textures vs other packs' 1k textures. -
I can run hardware transaprency AA at 4x (it doesnt cost much more then MSAA) but it brings with it annoying artifacts on certain textures. Depending on viewing angle, some textures switch to 100% transparency such as the moss hanging on the walls in solitude, a few trees of SFO, 1 of the 2 leaf-layers on the wooden planks in riften etc. It's all small stuff but pretty annoying when the textures keep switching to full transparency mode whenever moving. Vurt once fixed a couple textures (I think it was meshes he fixed) for transparency AA after I put in a request, but since 1.91 the artifcats are back and I don't want to take his time from developing sfo 2.0 :P I don't know how he fixed it, but I believe he said then that it was pretty easy. If there was a way for the handful of vanilla textures to be fixed, that would be great... Keep in mind this is with AMD's Adaptiva Anti-Aliasing. I don't know if Nvidia's Transparency AA has these issues as well.
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Aye but I happen to have a 5 year old screen with a bad DPI ratio (22 inch 1680x1050 resolution) and the shimmering on flora in particular is pretty bad if I don't use temporal AA or SSAA. Seeingas the latter is no option due to performance, I may indeed have to go for the combination you mentioned. However doesn't SMAA do the same as edge AA, but a bit better?
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With temporalAA=enabled, for the first time I am experiencing what is apparently called "ghosting". Pretty annoying... Damn and here I thought I finally found a lowcost solution to this kind of AA. Also Boris said in beginning of december that it is impossible to fix  the ghosting: DAMMIT :P
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I use manual downloads most of the time because their speed tends to be faster and also downloads via MO often won't start (which is a nexus server issue). Manual downloading is not a problem at all. Only difference is to retrieve the version info really, but you can easily add that in yourself. Why your download buttons don't work though, I can't say, you seem to have taken all the necessary steps.
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By default, there's a block of 5x5 cells within which everything is loaded for the full 100%. textures, scripts - you name it. Your character is in the middle cell and the block moves along with you. This is uGrids 5. With uGrids 7, there's a block of 7x7 cells. Everything outside the block is considered part of distance. Cell-dependent scripts are not run outside your uGrids area, texture quality is vastly reduced and ingame events are not triggered. You can see this best when you type "tb" in console and then open the map, you'll nptice the uGrids area around your character. (correct me if I'm wrong :p)
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A Tweak/Fix for your Shimmering Textures.
Nearox replied to Nearox's topic in General Skyrim LE Discussion & Support
Aye, noticed :D -
A Tweak/Fix for your Shimmering Textures.
Nearox replied to Nearox's topic in General Skyrim LE Discussion & Support
Necroing this thread to report that I found a new fix, and it's surprisingly simple. What I was experiencing was shimmering textures. But they were only aliased during movement. Even though I used ENB for quite some time, I never really enabled its AA functions. After switching TemporalAA to 'true' virtually all the shimmering during movement has disappeared. -
By the way go to settings and get the dark theme layout, the high contrast of the default kinda kills one's eyes :P
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It's of course possible to increase FOV but it will also cost quite a bit performance in some circumstances ánd with Skyrim Â
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It's really fantastic that the SKSE team incorporates this fix. But I am a bit concerned that having to set DefaultHeapInitialAllocMB to 768 in order to get 512 in vmmap is going to confuse a lot of end-users.Â
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Hmm I must've missed that technical part in the ENB thread somehow :P Was mainly wondering what they referred to as 'vanilla' :)

