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Everything posted by DoubleYou
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Of course, and actually, this template uses the HighslideGallery plugin as its backend, just makes it so I don't have to do a whole bunch of coding just to get a simple gallery up quickly
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This is getting really off-topic. If you wish to talk about cyber security differences in software, etc., please make a new thread. This thread is talking about testing the viability of Windows 10 for gamers, especially that of modding Skyrim and the Bethesda games. I heard that I might be able to play XBOX games on my computer with Windows 10. Is this true?
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All items have no value when selling.
DoubleYou replied to Crimson13's question in General Skyrim LE Support
Sounds like a scripting issue corrupted the save. -
Can't run LOOT, ASIS, & PaMa from MO anymore after 1.3.6 w/ Hotfix
DoubleYou replied to c0ntinuity's question in Mod Organizer Support
Probably this issue: https://issue.tannin.eu/tbg/modorganizer/issues/1194 -
Getting Msg at MO Startup: "Sorry, failed to start the helper application"
DoubleYou replied to RuubixO's question in Mod Organizer Support
You needn't have deleted the file(s)-- just overwrite with them. Just extract the archive version and overwrite all. If SkyProc isn't working, then the Nexus server gave you the old file, and you need to extract the update archive and overwrite all. That should fix it. -
*Basic* - STEP patches clarification needed!
DoubleYou replied to B1indsid3's question in General Skyrim LE Support
1. It is not a merged patch: it is better than a merged patch. While a merged patch can help fix some incompatibilities, it doesn't get everything. We have gone through and forwarded the necessary records for conflicting plugins. Also, whereas a merged patch generates patches for leveled lists as well, we allow the Bashed Patch to take care of leveled lists. With a full and unaltered STEP installation, a merged patch is unnecessary. 2. It depends on how worried about conflicts you are, how good you are at using TES5Edit to solve conflicts, and what mods you install and how much they conflict with the STEP build. I would recommend that if you don't know much about using TES5Edit to forward the necessary records into your own custom-made patch, that you should apply a merged patch on top of the STEP patch, loading it after the STEP patch. It won't be perfect, because the merged patch isn't perfect, but it will be mostly correct. 3. I also prefer not to use Dead Body Collisions, and I know you will be fine using the STEP patch without it. The rule is a little loose, and generally-speaking, you only need the mods whose masters are in the STEP patch to be able to use it. -
Dual Sheath Redux Java Faliure
DoubleYou replied to WyattCain101's question in Mod Organizer Support
That is why I pinned this. I try to keep all issues like this pinned when they come up (please unpin next update). -
Ramifications of BSA Extraction in Mod Organizer
DoubleYou replied to z929669's question in Mod Organizer Support
One of these days I'll get around to "graduating" this into a wiki advanced guide to BSAs. I also would like to note the following facts about Skyrim's BSAs that I discovered when investigating the INI files: It should also describe how Mod Organizer redirects BSAs to short names with aaa,aab,aac, etc. to avoid the problems with the string. What I would really like to know is how MO avoids the 255-character limit. I think the above is the way that MO solves it, because you would need 64 BSAs to use up all 255 characters in sResourceArchiveList and 64 more BSAs to fill up SResourceArchiveList2, so you would need a massive 128 BSAs in your modded setup to break it. I guess I could test that theory by coming up with a modded installation with that many BSAs. -
Dynamic Distant Objects LOD - pre 2.xx
DoubleYou replied to sheson's question in DynDOLOD & xLODGen Support
Thanks for that info. I was thinking that perhaps pushing back the distance would make the pop less noticeable. -
This is exactly what I notice, and something that has always bugged me in MO. So what we need is for an extra padding column that doesn't affect the horizontal scrollbar to be added, whereas currently the rightmost column stretches and expands like the padding column does in Explorer.
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Dynamic Distant Objects LOD - pre 2.xx
DoubleYou replied to sheson's question in DynDOLOD & xLODGen Support
Perhaps tweaking the following settings may help in SkyrimPrefs.ini. The values are the defaults (try increasing the tree ones perhaps). [Display] fMeshLODFadeBoundDefault=1000 fMeshLODFadePercentDefault=1.2000000477 fMeshLODLevel1FadeDist=4096 fMeshLODLevel1FadeTreeDistance=2844 fMeshLODLevel2FadeDist=3072 fMeshLODLevel2FadeTreeDistance=2048 fTreesMidLODSwitchDist=3600 -
It would make sense that it would not affect music and only sound effects. On another note, I noticed that the audio cache settings also appear in Fallout New Vegas with the comment immediately above them. Below is the relevant section of FalloutPrefs.ini Ultra preset: If this is in kilobytes in Fallout New Vegas, it likely is in kilobytes in Skyrim. Also note that Fallout New Vegas has our iMaxSizeForCachedSound set at 256, so it probably can be quite low and not be problematic. But then that is Fallout New Vegas and not Skyrim, so things may be different. What if the Skyrim settings are in bytes??? Then those defaults would be equivalent!
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I have been working at my new job this week, so I haven't got too much more done, just taking a little break from it. It helps. I've spotted a few places where I do not communicate effectively using my defined vocabulary and need to change those. Once that's done, I want to break these out into the subpage format. The main thing is to confirm everything on the Skyrim Configuration Settings Guide (SCS guide) above Recommended Changes as done. The Recommended Changes will need to be ironed out once we know all the good tweaks to make. I also should add somewhere what exactly happens when the Skyrim Launcher creates INI files from the presets. I'm not sure whether this should be in the Launcher guide or in the SCS guide. The behavior is currently described in my definition for the Launcher INI presets: The settings applied when selecting the Low, Medium, High, or Ultra buttons in the Skyrim Launcher. These are derived from the low.ini (low preset), medium.ini (medium preset), high.ini (high preset), and very high.ini (ultra preset) inside the main Skyrim directory, which the Launcher applies [The launcher sets settings predefined within itself] to both Skyrim.ini and SkyrimPrefs.ini selectively (and incorrectly for some settings) over top of the settings in Skyrim_default.ini for Skyrim.ini and Skyrim\SkyrimPrefs.ini for SkyrimPrefs.ini. [The low.ini, medium.ini, high.ini, and VeryHigh.ini inside the main Skyrim directory are never used in this process.] It seems the Launcher is more complex than I thought. It seems it selectively applies settings from the low.ini, high.ini, etc.... It is most confusing.
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Would we get better performance, then, if we uncompressed all those xwma files so the game doesn't have too?
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comparing two possible laptops to play STEP-enhanced Skyrim
DoubleYou replied to iarwain's topic in Step Skyrim LE Guide
What is your price range? The second looks better, though I wonder on your choice of CPU. Do you intend on needing good battery life? -
Would be awesome if MO officially incorporated the "CONFIGATOR"
DoubleYou replied to Theleb_Kaarna's question in Mod Organizer Support
You should just be able to run those tools through MO and be just fine. -
implemented Maintain Your System Specs On the Wiki
DoubleYou replied to z929669's question in Wiki Support
Typically that GPU is just abbreviated FirePro M6100, but that problem can and should be fixed. -
TES5 Edit or Mod Orginizer Misplacing esm files... WHY?!?
DoubleYou replied to MaxTimber's question in Other Utilities Support
That behavior seems to be changing back and forth... I used to have instructions to accommodate that. -
For that equation you're supposed to use the Total Available Graphics Memory value, not the Dedicated Video Memory value. This is assuming that the user has more than 8GB of system RAM.
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Sorry, instructions said KB when it should have said MB. Fixed. 7906 - 170 = 7736.
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Oh, I'm not saying it's a bad setting. I believe any setting that fixes a bug good. Just I'm uncertain that is indeed how the setting should be interpreted, and if so, perhaps even more might be gained by changing other parts of the audio cache.
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That is uncertain. We don't know how the audio system in the Skyrim engine uses the cache.
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You may be correct, and experimentation would need to be done in any case. I'm throwing it out there. If we recommend setting the one value so low, it might be wise to adjust the other values accordingly.

