Jump to content

thunderclam

Citizen
  • Posts

    228
  • Joined

  • Last visited

Everything posted by thunderclam

  1. Yeah, I've caught on to using multiple profiles to keep my experiments to the side. That said, it seems like I have this thorny hair issue that transcends the barrier that's supposed to exist between MO and Skyrim/Data. I dunno how you ever managed to figure out Neovalen's outdated and confusing SR character appearance list. His Legendary one is a lot better but some of the mods don't seem to play nice together.
  2. The thing is, I've seen this hair and beard stuff before, independent of any other mods that affect the same stuff let alone how they appear on the description pages on the Nexus. The beards in particular are a weird one because there is no other mod that should affect how they look. As for hair clipping, I'm sorry but I don't follow you. Whatever's going on with the hair I posted for the Wood Elf example and the Nord example with the "detached" hair is mod-related absolutely. I'm just not sure what the heck I did wrong. Apparently disabling Superior Lore Friendly Hair and outright removing More Realistic Hair was not enough to make the hair textures vanilla again. I am still getting the clipping. Last time, I had to go into the data folder and delete textures/meshes that affected hair. I'm not sure how that's supposed to work assuming that MO is keeping the content of my mods separate from the Skyrim data folder. In further testing: Removing the Mature Skin Texture and Body seems to have settled the neck seams down by a fair margin. They are almost invisible now. Not sure what the deal is there but I think seams are either part of the package or I installed the textures and normals wrong somehow. DCE has nothing to do with the Wood Elf clipping issue. Seems like disabling DCE also fixed some seaming on the men. I haven't added a male body mod (pretty convoluted process there with some jargon I'm not familiar with) yet so I don't know if there's one that's seamless with DCE. I think I'll be going back to Geonox though DCE was night.
  3. That's a good idea. I did keep unoptimized originals so I'll be testing those. I think I had an issue with More Realistic Hair before and ended up having to delete it pretty aggressively. Right now, having it disabled makes hair look like it's a thin layer of crap on top of the head, especially any parts that are supposed to be thickened locks or whatever. I ran into this before but I can't remember how I fixed it or which mod I ended up using for hair. Dang. Also, I should add that Wood Elf males are the only race with the clipping problem I showed. I suspect it's a flaw in DCE or something. It's pretty bad for almost all the vanilla wood elf hairs. EDIT: Well, changing to unoptimized textures didn't make a difference. Here's an example of the hair problem, which is much worse for male characters: https://i.imgur.com/wMLHnnt.jpg You'll notice that up at the top of his forehead, the hair detaches from whatever the underlying structure is supposed to be. Currently I am on a mission to get rid of More Realistic Hair as it was the problem last time I ran into this issue. It seems like deactivating it doesn't do the trick. I would have thought that using MO means deactivating a mod keeps it from making changes to the game.
  4. Sorry but I don't think this response addresses my issue. I downloaded the two troublesome packs alongside all the other ones recommended by Neovalen. I optimized all of those without fuss. I haven't put them into my game yet because I'm not at the step where SUM and other Skyproc mods are added. Mod Organizer simply would not install parts of those two packs. I don't see what pathing has to do with it when I couldn't install the mods in order to perform the optimization process. I optimized everything else just fine. Well, hopefully. Guess we'll find out when I actually enable AV in my game.
  5. I will be using ENB eventually. Sounds like that will fix some of these issues so I guess I shouldn't worry about it during this phase of the build. As for my resolution, I use a 32" Samsung TV as a monitor so it's weird about resolutions. Not sure if I could safely increase it. EDIT: Further screwing around with a mix of SR and Legendary's character appearance mod recommendations yielded these results: Weird hair clipping (using DCE Realistic Male Heads, More Realistic Hair, and Superior Lore Friendly Hair) https://i.imgur.com/rz4cF84h.jpg Beards behaving oddly (I've seen this before in a previous install, no idea what causes it) https://i.imgur.com/Bt9swTTh.jpg Neck seam (hard to see... using UNP, Mature Skin, was using All In One Face but dropped it because I don't like it, seams showed up there too though) https://i.imgur.com/WfTkHKXh.jpg The neck seam may be difficult to see. It's not THAT bad but from screenshots and descriptions, it shouldn't be there at all. Not sure what I did wrong but the installation process for face textures, hair textures, and body mods is a bit strenuous and complicated so it may have been user error of some kind. Can't think what at present. Thanks one and all for hearing my gripes and any help you may offer!
  6. I don't know which mod I used from SR that could have come with parallax except Real Ice. Would Real Ice mess with the stones? I'm assuming that's what you're talking about, though you could be talking about the general texture stuff I mentioned.
  7. I'm following SR which means ENB is one of the last things you install. Since I've never used ENB before, and I'm being cautious here, I have been waiting on putting it on. I'm not too worried about the texture stuff until I see what happens with ENB but I figured if this was a common problem or something ENB couldn't fix, might as well catch it now. Those shiny white stones are more of a cause for concern right now because I think it means I installed something incorrectly or optimized it incorrectly somehow.
  8. Flame and Frost Atronachs and Wolverines pack will not install correctly. The Atronachs pack gets almost everything, but MO gives an error about not being able to open (complicated filepath) .dds (would have to double check which exactly). Wolverines pack won't get past trying to install the first Dragonpriest variant texture. The error message is pretty much the same. I've tried reinstalling several times. Did these mods simply not download correctly? On a sidenote, optimizing StarX's packages is like the line separating the casual SR modder from the Dovahkiin SR modder.
  9. So I'm at the "Creatures of Skyrim" part of SR and I've been testing a bit. I am not currently using an ENB and have noticed some cave textures acting weird. Because I've got all my AA turned off (as per the guide) until I activate ENB, I think textures doing weird **** when I move around is "normal" at this point. Thus far fences and a few interior rock/cave/ice walls and floors have a weird twitchy effect. It's small and I initially mistook it for stutter (it's not). For example, if I look at a rock wall in Bleak Falls Barrow, standing still, everything looks nice and high res and beautiful. The second I move the camera a bit, the texture seems to shift like it's not quite loaded. It's not a flicker or a shimmer, exactly, but it's something. What I want to know is whether or not this is happening because I am using no AA or if I should be down-sizing textures or what. I'm running 8gb RAM, i5 2500k 4 core, and a Radeon 6950 (2gb) at present. An additional note: exteriors work pretty wonderfully. The only thing screwy is the fences but I'm 99% sure that's the lack of anti-aliasing. https://imgur.com/a/aJqaq That's weird, too. Which mod handles those little stones? It's a bit of a busy screen considering the snow, but you'll notice that the small cluttery rocks are weirdly whitened. They sort of glow in game too. I thought I installed/DDSopted all the dang texture mods correctly...
  10. I'm willing to push it a bit with a few mods. :P
  11. I will probably never use SkyRe and am considering dumping ASIS as well. I do not want to have to dump Inconsequential NPCs, Interesting NPCs, Immersive Patrols, or Immersive Creatures as I'm quite fond of those mods. As for scripts, it's sort of scaring me how many scripted mods SR adds. Do people really run functional SR installs?
  12. Okay that updating procedure sounds good. Too late on optimizing SMIM. I followed SR which instructs optimization.
  13. I've not updated mods w/ Mod Organizer yet. When I do, do I reinstall and re-optimize stuff like SMIM in this process? 1. Open MO 2. Deactivate mod 3. Remove Mod (?) 4. Download latest version (maybe this before removing?) 5. Install latest 6. Optimize (if needed) I worry about overrides and such. Am I supposed to download a new version over top an old one and merge during installation rather than removing the old mod?
  14. So ASIS + Immersive Patrols is problematic? I was using those before I started doing SR. I also had Immersive Creatures and OBIS. My main problems (a character leveled to 12) were graphical but I also had some random CTDs and a persistent "crash on save" issue.
  15. I use Mod Organizer. I guess I don't have to worry about sneaky uninstall problems as per NMM?
  16. I think I'll try it when I start tossing mods on top of SR. It sounds too good to pass up. As for Expanded Towns and Cities, I guess I'd want to run modular with that too. I'll have to see what's up with my .esp list when all is said and done.
  17. I already have the WATER patch for Particle ENB installed. Should I uninstall that after updating WATER? What is the best procedure?
  18. I doubt it, too EssArrBee. I just thought I'd better ask considering the note about lanterns causing performance loss. I did mean RLO, DoYouEvenModBro. My bad! Is it possible that I'm getting this because of AA being disabled in all its myriad forms? I followed the recommendation to disable it in TESV.exe and not override with my GPU (cuz of ENB I guess?) and it does leave the game with some jag and weird looking fences but for my current (testing) purposes it works fine. I will try to reproduce the stuttering in the cave and test out a few more areas and report again. I'll also try deactivating SMIM or hiding the lantern texture as I test.
  19. I'm trying to think of what scripts I have running that would affect interiors at this point. Will have to double check. The lighting mods I'm using are ELFX (from SR-Legendary, but a mod I have used for a while and like better than SLO) and I guess Climates of Tamriel? I am not currently using ENB (doing SR installation pretty much in order, with some departures based on Legendary or because it recommends mods that I won't use for one reason or another, ex: Unique Region Names). I am currently running BSF and EBT but the stuttering occurred at the entrance mostly (just after getting into the cave), not in combat. The cave is the one near Anga's Mill if that makes any difference. I haven't tested any other caves except Embershard Mine at this point but I expect that if it's a script problem or texture problem I will be encountering it again.
  20. Dang. I'd really like to use Expanded Towns and Cities. Wonder if Neovalen has messed around with it at all and where it fits into SR. As for Better Docks, Sairven, I was more worried about stability/conflicts/TESVEditing than I was about keeping to vanilla.
  21. I've had some weird stuttering in caves as I've been testing Skyrim Revisited. I am at the point where I've begun to install stuff like HD Linen and the smaller texture overhauls. I tested the cave near Windhelm (can't remember the name now, but it's the one with bandits and is icy on the inside... it is just off the Winterhold road I think). I am wondering if this could be the result of SMIM's changes to lanterns (which supposedly cause performance issues?) as it seemed that there were a lot of lanterns in that cave. Maybe it's something else!
  22. I'm not using ENB at present. I guess water does funny things in certain lighting conditions. I also noticed that, up near Winterhold's huge expanse of coastal water, there's quite a bit of flicker as I move around. I think it's got to just be how the textures or whatever are handling light reflection on water.
  23. Is there any way to keep those mods by reducing some of the effects via MCM or are they just too buggy for the risks? I ask because I never used BFS before but have been using EBT since there was EBT without issues that I could trace directly to it. That said, I am also new to SKSE, SkyUI and so on so problems associated with script mods are not a big part of my experience... yet.
  24. I definitely don't like the idea of 14 more .esps so I'll be leaving out Immersive Settlements for the time being. Where does STEP/Neovalen stand on Better Docks?
  25. Speaking of which, this may not be the right place to ask but I installed the SPP and WATER (I am making headway in my SR installation, wooooo) and the related patch but I get some weird water flicker when light hits it a certain way. I think it's actually something with whatever handles light reflecting on water in general, making it there and then not there if I adjust the camera angle with which I'm looking at it or am moving toward it a certain way. It's not a huge issue, but I wondered if it was something to do with SPP and me not having an ENB active yet since I never saw it in earlier builds of Skyrim where In also used WATER.
×
×
  • Create New...

Important Information

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