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DoubleYou

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Everything posted by DoubleYou

  1. If windowed and borderless are checked, it will indeed appear full screen. Try unchecking Borderless to test.
  2. What do you mean by resetting? Something else modifying the line? Please note that it doesn't remove all decals. I just tested it and it is working fine.
  3. Which game? SSE? Oldrim? Bethesda moved several of the settings between the two.
  4. On an existing save, modifying uGridsToLoad without the proper techniques will cause the game to crash every time. That is definitely what caused the problem. To fix the save to work with the new uGridsToLoad setting, you must do the following: 1. Launch the game with the old uGridsToLoad value in the ini (7 in this case). 2. Load up the save and enter the console with the tilde key. 3. Alt-tab out of the game. Do not quit the game! 4. Change uGridsToLoad to the new value you want, either in BethINI or manually. 5. Alt-tab back into the game and enter refreshini in the game console. 6. Save the game in a new slot. That should allow you to use the save with the modified uGridsToLoad value.
  5. It looks like you have things setup for a Mod Organizer profile called Xanza's LOTD. Please verify that is the correct profile. If it is, what setting(s) do not seem to be working?
  6. There is no reason to add a link to open the Launcher within BethINI, as BethINI replaces the need to use the buggy Launcher options. As for directly editing INI files within the mod manually, the Custom tab already allows the user to change any INI setting without having to manually open up the INI files, so any manual edits are rather beyond the scope of the mod.
  7. You sure you didn't tweak uGridsToLoad at some point?
  8. Not really. The main reason for DynDoLOD is so you get good lod without increasing uGridsToLoad. The large refs one in prefs might be able to be lowered to 5, but I haven't studied it.
  9. Well, probably the best thing would be to go through and label the performance impact of all the settings.
  10. These settings are very important in relation to performance, and I have known this for some time, and is the biggest reason why BethINI improves performance. Please note that BethINI Ultra tends to push all draw call settings to their seeable maximum (except TerrainManager settings). This is why I generally recommend BethINI High. I think the takeaway here is that the GPU is used more and provides more FPS when the CPU is less bottlenecked in your case. Each frame requires so many draw calls, and the farther out, the slower it renders the scene. This game doesn't use the CPU very well. Your CPU has 8 threads/4 cores. I would like to see if you see improvements with the following in your Skyrim.ini. It probably does nothing, but it has been theorized that it could improve CPU usage on CPUs with more than 4 threads. [General] iNumHWThreads=8
  11. When you delete the SkyrimCustom.ini, you keep the Skyrim.ini, and you don't get CTD? The log file indicates that SkyrimCustom.ini is basically the same as Skyrim.ini, so I am surprised that deleting it had an effect. I see nothing in the INI files that should cause a CTD, but you do have a large amount of tweaks and mods that I am not entirely familiar with. If I can compare it to the INI files you started with (if this is the first time you used BethINI, it is kept in the Before BethINI folder inside the BethINI Cache), it may be easier to see what setting may have changed to induce CTD. SSE Display Tweaks should override the fmaxtime settings entirely, so that isn't the issue.
  12. Could you post the BethINI log.txt file? From when you modified it? It will be located where your INI files are located inside the BethINI Cache folder inside the time stamped folder. You have a large number of custom tweaks in your INI file and I want to see which settings were actually changed to try and pinpoint the offending setting.
  13. OK. They either do nothing, or something that is not too obvious. You'd know if it was a problem by now with all the people using your guide.
  14. The default setting is off, so it will not add the line. BTW, I see that your guide uses bGrassPointLighting=1 and b30GrassVS=0. Do you happen to know what those settings do, as I have never been able to figure them out?
  15. Disabling it will break grass, turning it into small dots. It is yet another setting that worked in original Skyrim that is broken in SSE unfortunately.
  16. Version 3.4 Tooltip change: Improved Snow toggle under Detail has more information and a recommendation for it to be disabled.Recommended tweaks: Removed fSparklesIntensity 0.3 tweak from recommended tweaks as I think it is a more subjective recommendation. Sparkles intensity should be tweaked in the Visuals tab.Gui Change: Some settings were moved around within the General tab.Gui Change: Snow settings have been moved to the Visuals tab.Gui Change: The Visuals tab has been reorganized.New tweak: Screenshot directory under General.New tweak: Filename (for screenshots) under General.New tweak: Index (for screenshots) under General.New tweak: Mod Manager Menu under Interface for Skyrim Special Edition.New tweak: Density (of snow sparkles) under Visuals for Skyrim Special Edition (thanks T4gtr34um3r).New tweak: Size (of snow sparkles) under Visuals for Skyrim Special Edition (thanks T4gtr34um3r).New tweak: Intensity (of snow rim lighting) under Visuals for Skyrim Special Edition (thanks T4gtr34um3r).New tweak: Geometry (power of snow rim lighting on) under Visuals for Skyrim Special Edition (thanks T4gtr34um3r).New tweak: Landscape (power of snow rim lighting on) under Visuals for Skyrim Special Edition (thanks T4gtr34um3r).New tweak: Snow AO under Visuals for Skyrim Special Edition.Tweaked tweak: Ambient Occlusion under Detail for Skyrim Special Edition has been changed to a checkbox instead of a dropdown due to detachment of settings to their individual parameters.Tweaked tweak: Decal Quantity under Detail now includes the fDecalLifetime setting in its presets.Tweaked tweak: LOD sliders have been increased to make it easier to set higher levels.Harmful tweaks: Added bShadowsOnGrass:Display 0 for Skyrim Special Edition because it breaks grass.Harmful tweaks: Added bAutoViewDistance:Display 1 for Skyrim Special Edition because it is a broken graphical setting that is supposed to auto-adjust the view distance based on framerate, but instead just causes view distance anomalies in certain conditions.Harmful tweaks: iLandscapeMultiNormalTilingFactor:Display will be set to 1 if bImprovedSnow:Display is set to 1. This fixes a bug that causes landscape near snow to get their normals misapplied when using the "improved shader" (thanks T4gtr34um3r).Presets: Skyrim Special Edition presets have been modified to account for testing performed involving the snow settings. Accordingly, the improved snow shader and its related settings are now disabled for all BethINI presets, which may net about 5% increase in performance while also fixing bugs associated with the improved snow shader. Poor and low preset now have bEnableProjecteUVDiffuseNormals set to 1 as it doesn't seem to impact performance while improving graphical fidelity.
  17. I cannot find where it says that, but I have heard people saying this, and I think it is all misinformation. I think somebody tried convincing me it caused some bug, but when I tested it, I couldn't reproduce it. If it was so evil of a setting, then why would Bethesda have it as the default, unchangeable value for PS3 users?
  18. I find it useful in testing to easily speed up the game during testing to get places faster.
  19. It will be a setting in the next update of BethINI.
  20. I found the mine and it is the picture I took in the other thread. The improved snow shader messes with the normal map somehow, and the rim lighting puts a white ring around it.
  21. After much testing, I think the game is far better off without the improved snow shader, even with all its features. Maybe if Bethesda had developed it from the ground up instead of trying to slap an effect on an old game and trying to make it look decent, it would be fine, but there are so many bugs, it is terrible. It seems that the snow mask and snow rim lighting were created as a way to attempt to mask the issues. It seems to irrevocably disturb surrounding normals in a way that I can't find a fix for. Setting iLandscapeMultiNormalTilingFactor to 1 helps most of the normals, but not all of them. I think that if we could cure the normal bugs, we could figure out how to make it work decently, but I think it will require some extensive modding unless there is some obscure but simple solution. As of now, all it does is waste performance. I get ~5% more fps by disabling the snow shader (with all features on with default values) versus with it off. bEnableImprovedSnow=0 bEnableImprovedSnow=1 bEnableImprovedSnow=0 bEnableImprovedSnow=1
  22. I also think that mine entrance issue is caused by this bug. Where is the mine?
  23. I explained it or tried to explain it in the edit. It is a bug that tiles the normal wrong when improved snow is enabled that is fixed by setting iLandscapeMultiNormalTilingFactor=1. However, I am curious if the projected normal tiling settings might also be able to fix it.
  24. This is intended to show what the snow settings do. bEnableImprovedSnow=0 bEnableImprovedSnow=1 (Default) bEnableProjecteUVDiffuseNormals=0 bEnableProjecteUVDiffuseNormals=1 (Default) bEnableProjecteUVDiffuseNormalsOnCubemap=0 (Default) I haven't found out if this setting does anything yet. fProjectedUVDiffuseNormalTilingScale=0.2000 fProjectedUVNormalDetailTilingScale=0.8000 fProjectedUVDiffuseNormalTilingScale=1 fProjectedUVNormalDetailTilingScale=1 The following settings all require bEnableImprovedSnow=1 Snow Mask bEnableSnowMask=1 (Default) bEnableSnowMask=0 Snow Sparkles bToggleSparkles=0 bToggleSparkles=1 (Default) The following snow sparkle settings require bToggleSparkles=1 fSparklesSize=140 fSparklesSize=2 fSparklesIntensity=1 (Default) fSparklesIntensity=0.5 (sorry about the rim lighting) fSparklesDensity=0.85 fSparklesDensity=0.1 (Don't do this lol) fSparklesMaxDistance=1000 (Default) I haven't found out if this setting does anything yet. fSparklesSpecularPower=2 (Default) I haven't found out if this setting does anything yet. fSpecularSparklesIntensity=1 (Default) I haven't found out if this setting does anything yet. iSnowSparklesColor=2 (Default) fSnowSparklesColorR=1 (Default) fSnowSparklesColorG=1 (Default) fSnowSparklesColorB=1 (Default) Setting iSnowSparklesColor to 0, 1, and 2 are preset colors for sparkles. 2 is the best looking IMHO. A value of 3 can be used in combination with fSnowSparklesColorR, fSnowSparklesColorG, and fSnowSparklesColorB to create a custom color. Please note that this isn't any color, as it is restricted to bright colors, and this is merely imposing the amount of red, green, and blue on top of the snow color. Black is not possible, for instance. Snow Rim Lighting bEnableSnowRimLighting=0 bEnableSnowRimLighting=1 (Default) The following settings all require bEnableSnowRimLighting=1 fSnowRimLightIntensity=0.3 (Default) fSnowRimLightIntensity=0.1 fSnowGeometrySpecPower=3 (Default) fSnowGeometrySpecPower=10 fSnowNormalSpecPower=2 (Default) fSnowNormalSpecPower=10 iSnowSSSCurrentColor=2 (Default) fSnowSSSColorB=0.08 (Default) fSnowSSSColorG=0 (Default) fSnowSSSColorR=0 (Default) Changing iSnowSSSCurrentColor alters the color of something to do with snow rim lighting (I can't find the words). A setting of 3 in combination with fSnowSSSColorR, fSnowSSSColorG, fSnowSSSColorB set a custom color. fSnowSSSDepthDiff I haven't found out if this setting does anything yet. fSnowSSSStrength I haven't found out if this setting does anything yet. Disable Ambient Occlusion on Snow By default, ambient occlusion is disabled on snow when the improved snow shader is enabled. This setting only works when using the improved snow shader. bDeactivateAOOnSnow=1 (Default) bDeactivateAOOnSnow=0
  25. It appears that fSparklesSize actually decreases the size of the sparkles the higher the number is. Low values like 1 produce really big dots. Setting it to 140 makes lots of tiny sparkles that actually kinda look like sparkles now.
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