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Nearox

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Everything posted by Nearox

  1. I just got my game how I've been wanting it for 2 months and it is now finally stable. Played until level 25, clocked over 35 hours so far. Not a single CTD/Freeze/bug. Using 80% of SR (original) mods + 50% of SR:LE mods + some additional weather mods (fog etc.) + SkyRe + about 15 other smaller mods from nexus. Felt it was time to say the following (which don't really see many people doing).  It is hard to get a big modded skyrim to run properly, hell even half-decent seems like imposible at times. You've all been a great help. If it wasn't for you, modding would go nowhere and many people would be left clueless and frustrated by ctd's/freezes/bugs. Including me. So therefore just this short message saying THANKS to all who've helped me personally and of course as well to those who wrote up all the intel on the wiki and here on the forums. P.S. on a sidenote, I think I'm starting to like modding more than playing the game. wtf is happening... :p
  2. 75 with GoS = vanilla grass @ default 18. If you use anything lower than 75 you will get fps reduction compared to vanilla/default SFO. Like Aiyen, mine is also set to 100+, usually at around 110. A major performance leap at my system comes at 120. Not sure why, but big difference between 120 and e.g. 115 or 110. This is all just performance-wise. With 75, you should be getting more grass while performance is (roughly) similar.
  3. That shouldn't be possible and it has never occurred to me. In the conflict window you can right-click and then hide a file, so it no longer overwrites a file of another mod. Still, I would first look in the data directory if I were you. Check on the files in question and then see which mod ends up providing those particular files.
  4. Thanks Smile. I might just decide to do a playthrough with SPERG after all. Not having to rely on reproccer or tons of compatibility patches is also a big plus. Just wondering what to pick for enemy scaling. Not convinced by Skyrim Unleashed's system and HLE adds too many extra spawns, though I suppose they could simply be deleted via removal of worldspaces.
  5. Gonna be daring here and put in 3 (three!) requests: 1) Would anyone who has used SPERG be willing to write up a brief review of this mod and/or do a comparison with SkyRe? 2) Would also like to know how reliable its' scripts are with regards to stability and bugs. 3) Is there any particular combat mod that goes well with SPERG?
  6. Neo, the author of Vivid Landscapes just released a new mod. Vivid Landscapes - Imperial Forts It looks as great as all the others, so wondering if you will include in SR:LE as well. I'm surely going to be using the mod regardless though, parallax is awesome :P Only thing is that this one requires FixParallaxBugs to FALSE... which seemingly conflicts with the Project Paralax Remastered ENB settings :(
  7. I copied the grass textures and meshes from 182b to 181b. Gone with the yellow grass while keeping all the trees and plants intact.
  8. Yep indeed when I disabled all LOD mods, no more ILS.
  9. Also, if anyone is interested in transaprency AA with SFO, having a conversation with Vurt at the comment section atm. So far it appears it is not a texture but a mesh issue (there are no tree meshes in 181b).
  10. Right. Bad confusing typo, sorry :)
  11. I mean Adaptive Anti Aliasing (AMD's term for transparency AA). Not sure what the proper abbreviation is :P
  12. I stopped using ENBoost (and ENBs in general for that matter) a week ago. My game hasn't been more stable in 2 months than in the last week. Granted, I generally got a much more optimized game now than 2-3weeks ago, but ENBoost has great potential for causing problems. A lot depends on finding a stable config for each version for your particular system, which is really hard to do with all the vague descriptions of the settings given out by Boris. My advice is: If you are not near the 3.1gb limit, do not use ENBoost. Unless you are adament about parallax effects or something. Virtually all ENBoost versions 0.209 until 0.221 (I tried them all) decreased my FPS while decreasing stability as well. As far as AA method, I just use Enhanced mode in CCC. Set AAAA there. Do not use SSAA. In skyrimprefs I have multisample=4 and transaprencymultisampling=1. That's it. Try it first without ENBoost/ENB and see how it works. Personalyl I can't live without transaprency AA anymore. I can give you another very useful tip for transparency AA. There are a few textures in the game which are buggy and will turn on and off when moving when AAAA is on. It concerns no more than 5 textures or so but it is annoying nonetheless. The moss hanging on the inner SOlitude walls is probably the best example. You can disable these textures ingame by: open the console. click the texture with your mouse. type disable. press enter. Up to you to decide if you can live without (some of the) moss textures in Solitude. Same goes for a particular leaf in Riften as well as a certain type of puddle in Windhelm (one which is not covered by Improved Puddles).
  13. Well on my HD6950, transparency AA has minimal performance costs with Skyrim. From 4x MSAA to 4x AAAA is like a 2 fps difference. This is on a heavy modded game (virtually all SR + SR:LE textures). Not sure how your 7970 can drop so low with that, unless you use a lot of HD(+) textures, have an ENB or work on a much higher resolution. Thanks Aiyen :)
  14. Hmm. Well there are new grass textures for the tundra specifically as far as I can observe from looking quickly at it. I think I didn't explain well. There is more diversity, which means that I would have to either add those textures of 182b to the relevant entry in the 181b esp, or alternatively, use 182b and replace the custom vurt tree files with default ones (renaming them to match the vurt ones). All seems like a simply process but I feel slightly confused today overall. I better grab a coffee before starting modding this evening :D
  15. Would like to note another thing with regards to transparency AA. With version 1.81b, none of the trees have any issues whatsoever with transparency AA enabled. With version 1.79e and 1.82/b, quite a few of vurt's trees have major transparency issues. I suspect this is limited to the extra placed trees that come with these versions, but I haven't done enough testing with them. Arghh I just wish there was a way to get the great tundra grass from 1.82b to replace the yellowish 1.81b while keeping everything else to 1.81b.
  16. Same for me. But snow textures can be particularly deceiving on screenshots, since to me it is all about how they blend in with the rest of the environment. The snow in this mod is actually very detailed and includes darker areas resembling differnt types of snow, but it is all very subtle. During gameplay, when I was using SRO + Betetr Dynamic Snow, I was somehow always noticing/thinking about the snow around me. Not that it looked bad, but something odd about it. The snow was sort of sticking out more than other environmentals. With HQ Snow Texture, I personally don't have that problem anymore. In addition, I'm not sure if this is even due to this mod but it seems like there is now less specular reflection from the snow, something that had always bothered me. No more extremely light-shiny snow textures when it is sunny weather. It is, again, more subtle.
  17. Is there no thread on SIC v6.x? Can't find any. Anyways, I wanted to report here that I had massive stability improvements with SIC v6 by: 1) Removing all the worldspace edits and additions (i.e. the entire folder) of both the .esp's 2) Disabling the random cell spawner in MCM 3) Disabling all additional spawns in MCM However, SIC adds 90% of the mobs to Leveled NPC lists. Therefore, when making the bashed patch you will still encounter almost all awesome SIC creatures but you will not have to deal with the instability factor of additional cell spawns and general spawn time adjustments. Works really well and this has resulted in this mod being re-incorporated in my basic mod list.
  18. In my opinion, for whatever it counts, while I'm sure the OP and contributors had the best of intentions, it is rather lacking in the stability & compatibility department. Users will need to do a lot more to reach general stability with these mods, even if they are used as a package without SR as a basis. Don't get me wrong, there is a ton of good information in the OP, but it suffers on quite a few major fronts: mostly from vague wording, insufficient explanation and the choice options for the balbor's/qotsafon/qftc compatibility patches is largely redudant by now due to lack of updates in the OP. I'd say this is a 50% guide, which will show people the right path but one needs to be relatively well equipped with TES5Edit and modding in general to make this wor. All of which I learned (including doing conflict resolutions on any installed mod, which is necessary for this) only after a few months of modding. Compared to SR and STEP, this guide is clearly lacking in clarity and depth and therefore I would personally not recommended it to anyone as a 'follow-to-the-letter-and-be-stable' kind of guide. It is however useful for general directions and install order.
  19. Reverb and Sounds Most awesome vanilla sound mod ever. It's subtle but when you stop using it, Skyrim sounds like ****. Can't believe it has so few downloads and only 70 endorsements. Give it a try. https://skyrim.nexusmods.com/mods/35957/? By the way, loving the suggestions in this thread already!
  20. You can create a folder in the MO/mods directory (name it e.g. Bashed Patch profile X, another one for profile Y). Put the bashed patch for that profile in there and enable. This only works if you don't change the content of the profiles too often. Also, you will have to remove the bashed patch from overwrite as it will indeed overwrite the patch from the 'mod' you just made. Not a great solution, and I have stopped using multiple bashed patches myself and went back to simply rebuilding a new one each time. Besides, unless you add mods with deleve/relev tags there is no need to rebuild the bashed any time you add or remove an esp.
  21. I just started using this/your snow textures. They look totally amazing and to me represent how vanilla Skyrim snow should have looked. Better than SRO snow. It blends in very well with Better Dynamic Snow, which got taken out of the STEP pack though.
  22. Are your script fixes compatible with SkyRe 1.3 or only with 1.2?
  23. I hanve't read the entire thread, but one thing you could try out is the suggestions in this post. If they don't work, simply revert back. https://forums.nexusmods.com/index.php?/topic/945533-skyrim-infinite-loading-screen/ Also, I personally experience less freezing/ctd/ils after I stopped using ENBoost (or any other ENB for that matter) since 2 days ago. Perhaps my settings were not correct, though I experimented endlessly with it.
  24. I'm not convinced either whether it is necessary for stability, but in the last hour I have personally not perceived a difference between DDSopted Vanilla/DLC textures (from the DDSopt optimization guide, standard quality settings 1k textures & .5k normals) and Besthesda Performance Textures. On the contrary, some of the textures from the mod actually look better than DDSopt standard quality settings. Notwithstanding the fact that the normals from the mod are generally not halved, this is also because the author has optimized color balance and contrast of individual textures as well. What I personally also really like is that he scaled textures based on the size needed, thereby reducing load while minimizing quality loss. Personally I just think he did a really good job. When I place the mod in my SR install, right after the unofficial high-res patch, a total of 1018 textures are provided by this mod (overwriting my DDSopted textures of vanilla/dlc) while 559 are provided by others (amidianborn etc). A substantial part of the 1018 textures in the list is enemy npc stuff like falmer/forsworn/nordic etc. of which I find it hard to notice the quality difference anyways as I am usually fighting these mobs. Anyways, I'm really not holding a sales pitch here but just stating that at first glance I am really liking this pack :)
  25. In my quest for optimizing vanilla and DLC textures, I stumbled upon this mod which I believe hasn't been discussed here yet. Bethesda Performance Textures - Armor - Clothes - Weapons I guess it could be an interesting mod for core STEP, seeing as the author declares he examined every texture independently and optimized accordingly. With minimal install effort, it could further reduce the load on basic systems. I'll try it out for some time and if it looks well, I may actually decided to stop using my own DDSopt 1k x .5k (which I applied to all vanilla textures). Instead, using said mod + the STEP mod Bethesda Hi-Res DLC Optimized should be a very good foundation to build upon for any mod list, imo, without the need for time-consuming (and for most users, difficult) DDSopt. I'm going to try and see where both mods overlap, and how they compare to eachother.
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