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DoubleYou

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Everything posted by DoubleYou

  1. Enable the value/weight category
  2. I agree. I've been using BSW arrows for a couple months now, and I like them enough.
  3. Haha. I always wondered why it never seemed to make a difference. This is useful for the Skyrim INI guide.
  4. I use ugridstoload=3. Should I change these settings to accommodate that tweak?
  5. I'm pretty sure it doesn't need to be multiples of 1024.
  6. I use and prefer the sweetfx smaa. I never could see any effect from the standalone version on my system. Fxaa injector works good too.
  7. Don't worry. Even I don't know what he said. If SkyrimCliff's fix didn't work and mine did, they cannot be one and the same, so I am royally confused. I looked at the MO source code to find the registry key needed last time I saw this issue. MO checks for that key's presence. Really, dotNet is one of the redistributables for Skyrim, so you most likely have it even if MO doesn't detect it.
  8. But if that's the case, it is not at the correct location. It needs to be in ''SteamLibrary\steamapps\common\Skyrim\Mod Organizer\mods\SKSE Scripts\SKSE''
  9. Is skse.ini inside a skse folder?
  10. Actually, I just thought of something. You say that your mods are not showing up in the launcher. The launcher cannot show it in the setup, because we hook with the Script Extender. Can you ascertain that your mods don't show up in game?
  11. I don't see obse in your list. My settings require you to run the obse_loader. Also I need to see the text inside those files, not just the filenames.
  12. I'd be curious if the wind effects tweak will work with this mod. It doesn't with SFO. But it does with vanilla. I wonder if it is connected to the meshes or the plugin. Edit: nope. Just my own stupid fault for making a duplicate grass section.
  13. Please post the contents of your profile folder and ModOrganizer.ini.
  14. I solved this issue a long time ago here: https://forum.step-project.com/topic/5726-dotnet-is-not-installed-error/ Solution: 1. Open Regedit and go to HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Microsoft\NET Framework Setup\NDP\v3.5 2. Right-click on v3.5 3. Choose New > DWORD (32-bit) value 4. Name it Install5. Double-click your new Install DWORD and change the Value data to 16. Click OK 7. Restart Mod Organizer and attempt to install SkyUI. If the installer fails/works/whatever, report back.
  15. Is DSR updated? This issue I heard had been fixed in the latest version.
  16. This is how I use MO with Oblivion: Install Oblivion to a location where you have full User Account Control of it. Launch Oblivion to create INIs and make sure Oblivion does not CTD for whatever reason. Install OBSE and launch it to make sure OBSE works Install Mod Organizer (MO) (preferably to the Oblivion directory) Launch MO MO will present a window asking you to select the game you wish to manage. Select Oblivion, which should be automatically recognized. If it is not, you may use the browse function to find your game folder and select it. First time users will receive a message to show the tutorial. It is highly recommended to do so. Click the wrench button in the toolbar, and select the Nexus tab. Check automatically log in box and insert your Nexus username and password. Also click the Associate with "Download with Manager" links button. Go to the Workarounds tab and make sure Steam App ID says 22330. Change Load Mechanism to Script Extender. Uncheck Force-enable game files and click OK to exit settings. Turn on Archive Invalidation by clicking the profile button in the toolbar and check Automatic Archive Invalidation. Repeat this for all new profiles you create. Go to the Archives tab in the right pane and make sure that:Have MO manage archives is checkedAll BSAs are checkedDrag and drop the Archive Invalidation BSA in the top group to the absolute top of that list. Otherwise AI will not work.There are other steps, but it's suppertime, and that's most of it.
  17. I think it is like the majority of the INI settings I've been testing: no one really knows.
  18. Dragonborn_English.STRINGS Perhaps it is only because I have extracted versions of the strings in my data folder for the Creation Kit.
  19. Thanks, shurah, for posting! If you message z929669, TechAngel85, EssArrBee, or Vuud (myself) on the Nexus, we can give you a fancy Mod Author badge.
  20. Hmm... I got the Strings folder on testing.
  21. Which is why I eat oatmeal
  22. fShadowBiasScale fShadowBiasScale sets the size of the shadows applied to surfaces. Low values produces larger shadows, but cause more shadow striping. Slightly higher values cause slightly smaller shadows, but cause far less shadow striping. Extremely high values eventually remove shadows completely, although at little to no performance gain. Negative values apply shadows progressively more and more until everything around the player is covered in shadow, effectively removing the lighting around the player. fShadowBiasScale is recommended to be set to 1. fShadowBiasScale = -1 fShadowBiasScale = 0 fShadowBiasScale = 0.15 fShadowBiasScale = 0.25 fShadowBiasScale = 0.5 fShadowBiasScale = 1 fShadowBiasScale = 1.5 fShadowBiasScale = 2 fShadowBiasScale = 8 Default is 1. Low is 0.5. Medium is 0.3. High is 0.25. Ultra is 0.15. fShadowBiasScale=(...,-0.0001,0,0.0001,...)(See full size images here)
  23. I have looked at Boris's statements in the threads mentioned, and it is clear that he just copied and pasted the iBlurDeferredShadowMask value he had in his INI along with the ZPrepass INI settings since "he wasn't sure which settings affected ZPrepass in Skyrim" (rough quote). I think it likely that he linked iBlurDeferredShadowMask with bShadowMaskZPrepass, and therefore mistakenly included that value. Nevertheless, iBlurDeferredShadowMask has nothing to do with ZPrepass, so to say that it must be set to 3 for ENB ZPrepass to work must be incorrect, although recommending it to be 3 will not cause any harm. bShadowMaskZPrepass probably applies Skyrim's buggy ZPrepass implementation (observe what happens when bMainZPrepass is set to 1 to see how buggy it is) to the Shadow Mask, which iBlurDeferredShadowMask simply applies blur to. I note that iBlurDeferredShadowMask must be set to at least 1 if using ENB shadows as it causes buggy shadow edges if set to 0 (effectively off). I intend to eventually illustrate this once I apply the INI settings to ENB shadows.
  24. iBlurDeferredShadowMask iBlurDeferredShadowMask sets the amount of blurring applied to shadows. It is NOT dependent upon bDeferredShadows being enabled. Lower values make sharper shadows. Higher values make softer shadows. Negative values produces the maximum blur level. Lowering this value may help reduce the aura or glow around the player. This should be set to at least 1 if using ENB shadows. iBlurDeferredShadowMask = 0iBlurDeferredShadowMask = 1iBlurDeferredShadowMask = 3iBlurDeferredShadowMask = 5iBlurDeferredShadowMask = -1Default is 5. Low is 0. Medium is 1. High and Ultra presets are 3. iBlurDeferredShadowMask=(-1,0,1,...)
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