Jump to content

keithinhanoi

Citizen
  • Posts

    564
  • Joined

  • Last visited

  • Days Won

    33

Everything posted by keithinhanoi

  1. I did a quick search, and Boris has not explained any requirement or lack of requirement of deferred rendering for the mist effect. However, I have observed that any effects that won't work with UseDeferredRendering=false in enblocal.ini will be greyed out in the ENB in-game GUI, so I tried checking this with the Mist effect option. Interestingly, when I turn turn off deferred rendering, the Mist effect option is turned off (even though it was set to "true" in enbseries.ini) but it is not greyed out and can be turned back on, as seen here: Unfortunately, when I tried turning the mist effect on and off, I did not see any visual change on screen. Therefore, it seems that deferred rendering is required to use the ENB mist effect.
  2. Thanks for humoring my request. That's a beautiful build, so very clean and clearly assembled meticulously and with great care. Personally, I think the copper looks great, very classy, and you did right with your anti-tarnish treatment. It's amazing seeing all of that space, when I think back to squeezing everything into my little "shoebox" build. It's way out of my price range, but I have to wonder how such a rig would fare in my local, with ambient temperatures here at my place in Hanoi of 27 to even 35 celcius, and humidity levels never going much below 70%, but generally 80-85% or higher. With the 780 Ti running at 39C you will never have to worry about throttling. It's interesting that with my new 760 I wouldn't even dream of attempting anything above 1080p with Vividian, though a lot depends on what else you've got in your Skyrim mod-mix, of course. After finishing up with Lost Library - are you finally going to get to log some real in-game time on this thing? With all that effort, I sure hope so! Again, thanks for sharing.
  3. @ SparrowPrince: So, are the meshes in Decrease that Grass v1.1 the same as the ones in the file you linked in your OP? I noticed the mod also includes four textures, which are not listed in MO as overwriting anything (though I don't think MO flags overwrites of vanilla assets.) The names appear to be vanilla names, so I want to ask if they are required, or just lower resolution replacements, and aren't absolutely necessary?
  4. Glad to hear you got it all worked out Daniel! I know it's totally off-topic, but I'm totally curious and wonder if you perhaps could share a few pics of your EK cooling system / wiring handiwork, in another thread?
  5. With that low power usage, either one would have been perfect in my little shoebox rig. And the EVGA GTX 970 4GB is $330, just $45 more than my 760 4GB I got in July, when the 970/980 were still just rumors. (Goes away to quietly sob in a corner).
  6. Although I think those fountains are pretty cool, and have appreciated them as someone too lazy to buy and carry around those heavy barrel + bucket kits, I'm afraid I have to agree here. I'll report the "incompatibility" to JKrojmal and BluePianoTwo, but I'm going to remove Drinking Fountains from my load order. Probably what I'll do then is go into TES5Edit and patch in the special iNeed well records to any wells added / relocated by ETaC or otherwise. So, anyhow... Has any fearless bleeding edge REGS followers tried ETaC 13 + CJ's new Nernie's outskirts only replacer + Skyrim Sewers 4 + Windhelm Lighthouse + my modified 3DNPC / CRF patches yet? I haven't because I'm at work, and I'm wondering if anyone's rig blew up as a result?
  7. As seen with JK's Solitude + Drinking Fountains of Skrim loaded: ...and as seen with Dawn of Solitude + Drinking Fountains: (hint - look behind carriage): There may be more, but no time to check til later.
  8. CJ - I see that the REGS Cities.esp master dependencies of the REGS 3DNPC and REGS CRF patches center around NavMesh records, some of them clearly relating to Skyrim Sewers in the 3DNPC patch, and then Skyrim Sewers and ??? in the CRF patch. Obviously those need to be rebuilt, so can the merged NavMeshes be made using the same "easier" way you described a couple of days ago? EDIT: I also realized that if REGS is suggesting using Skyrim Sewers 4 standalone, then it's a chance to start using the 4.12 update, which among other things in the release notes, "manually removed some of the unnecessary navmesh edits in Tamriel worldspace made by the CK". EDIT 2: Okay, this should probably be labelled as highly experimental, but here is a download file with modified versions of the REGS 3DNPC and CRF patches, which have had all REGS Cities.esp references replaced with their equivalents in SkyrimSewers.esp. Most of the the fixed references were NavMesh record-related. This of course means these patches require Skyrim Sewers 4. I made all the edits solely in TES5Edit, so I cannot guarantee the navmesh edits will work, but at worst it probably means followers won't go into the sewers after you. All other edits are the same as in the original patches, and I haven't checked if anything from the latest versions of 3DNPC or CRF needs to be added.
  9. A couple of notes on this for anyone who's using it temporarily. 1. CJ mentioned it some pages back, but as a reminder, Windhelm Lighthouse is not included, so if you want it in your game, it needs to be installed "standalone" and activated. Same for Skyrim Sewers 4, for that matter. 2. iNeed's recognition of the food / drinks added by Nernies will still happen, as long as REGS Resources.esm doesn't have the Nernie's stuff removed from it. I guess this note might be more important to CJ / Nearox / Gandaganza. One of iNeed's scripts checks for the presence of Nernies by looking for one particular food item (can't recall what ATM), supplied either by REGS Resources.esm, or NerniesCityandVillageExpansion.esp. If neither of those are found, then I think the Nernies food stuffs won't be recognized by iNeed. Another note for CJ / Nearox / Gandaganza regarding the planned update to REGS: With MannyGT's Drinking Fountains of Skyrim (a real life-saver as an iNeed user!) I need to point out that at least in Solitude, there are fountains blocked / clipped by both JK's Solitude and Dawn of Solitude. I've taken screenshots, but until I go in again to be sure that I've properly purged the cell buffers, I won't be forwarding those to JK and BluePianoTwo. This is something that probably needs a patch to move fountains or other objects around a bit - just a heads up.
  10. That's funny, he was one of the first people I though to ask, but then I thought, "Nah, he doesn't know me at all so I shouldn't bother him." I'll give it a try - thanks, Tech!
  11. Recently two mods were released that are overhauls of Solitude, JK's Solitude, and Dawn of Solitude, and I thought it would be helpful for myself and other to take some comparison screenshots of certain areas of the city to show the difference between "vanilla" Solitude, and the changes that these two mods make. However, I discovered that if I make a "clean vanilla' save so that I can replicate the same camera view for each mod, when enable one of the two mods, and then run Skyrim and load that save game, some vanilla objects that the mods are set to move to a different location are "stuck" in their vanilla spot. This makes sense to me for any havocable objects, because those repositioned objects are saved into the game save file, but I'm also seeing other objects that aren't havocable - like barrels. For example, here's a shot with Dawn of Solitude active after I loaded a "clean vanilla" save file: As you can see some items that were originally on a market stall table have fallen to the ground when I loaded the save with Dawn of Solitude, because that "vanilla placed" stall is disabled by the mod, but the other objects are cached in my save file. I know the normal way to clear out any cached objects in a cell is to go into a different, preferably interior, cell, and use the console command pcb, which stands for purge cell buffers. The problem is if I do that, then I have lost the correct camera angle and location which I need to make the same exact "view" for all three screenshots of each scene. So my question is this: How can I purge the cell buffer while in that cell, or alternatively, can I find out the camera angle / position of my current view and then manually set it so I can purge the cell buffers and the return to the scene to take the screenshot?
  12. The cow is holy yet again! Not to be a pest though - what's up with the waterfall LODs??
  13. Fair enough, but would all of these will remain "modular" so that the JK's / Dawn of... overhauls can be mixed or matched to one's preference? You've already explained how to created a "merged" navmesh so patches for SS4 + whatever wouldn't be too hard to create. Anyhow, with Solitude, I'm holding off on a final decision of what I want to do. I see all these people and I don't know where they're supposed to be living. Without Nernie's added houses, it doesn't quite add up. But then I like JK's battlement (?) structures, and then BPT's more colorful market - which fits better with Solitude than in Windhelm. One really great thing about JK's Solitude is that the Town Crier added to Solitude by Inconsequential NPCs stands right in front of one of the added stone-surrounded gardens, as seen here: It looks like it was always meant to be that way.
  14. Making comparison Solitude scene comparison shots between vanilla-JK's-Dawn of... is proving to be more difficult than I expected. Because JK's / Dawn of... move some vanilla objects, if I load a previous save game to retain the camera position, some objects are persistent from that save. In other words, the objects don't get moved when I disable one mod from my load order, and enable another, and some areas, particularly the market area, get screwed up. Do any of you have tricks for this, without having to exit and re-enter the cell?
  15. I started one, but it's very very basic - without yet having disabled lightsources where there are too many added by both ETaC & ELFX. Then I got distracted with the two new Solitude makeovers. However, it's probably a waste of time to continue working on since MJB has said there's another update coming very soon, which will include a new ELFX patch. Speaking of Solitude mods, I am putting together a set of comparison screens of vanilla Solitude vs JK's Solitude vs Dawn of Solitude, and will post those here later today, after work. EDIT: Oh yeah, I forgot - BluePianoTwo has already released the "final" member of her city overhauls, Dawn of Markarth! (Waiting for the other shoe to drop from JKrojmal )
  16. The error means you didn't completely remove the FormID 0010650A override from dwemerhome.esp. I know what's probably causing the difficulties, and sent you a PM explaining it.
  17. I use MFG Console in order to find out Form IDs of visible in-game objects/elements, and Manny GT's Status for general information relating to the state of the game and the local cell, so I can fix problems I find with a compatibility patch plugin. However, what would make it even more useful is if position coordinate data (x,y,z axis) was also given for the object/elements. Even better would be a tool that also displays FormIDs of objects/elements that cannot be selected in console because they are not visible - for example light sources, rail / wall lean markers, etc. Are there any mods out there which do this?
  18. 674 ITMs, in fact, if you're using the latest build of TES5Edit 3.0.33. However, those and the all the records marked as deleted except for the navmesh are not going to ruin anyone's day. It should still be "cleaned", though. The navmesh fix for New Markarth Adventures, unlike in the case of Corners of Skyrim as I mentioned above, is pretty trivial in TES5Edit: Note the FormID of the NavMesh record which has the Deleted flag --> 0010650A Right-click on dwemerhome.esp's override of that record, as listed in the left-hand record tree viewing pane of TES5Edit, and choose Remove in the contextual menu. Right-click on the one NavMesh record which dwemerhome.esp adds to that same cell --> FormID xx03883F, and choose Change FormID in the contextual menu. In the Change FormID dialogue, enter the FormID of the vanilla record you just removed --> 0010650A, and click OK. In the next dialogue, Please select records to update, tick everything (in this case there's just one reference pointing back to this NavMesh record that you're renumbering), and click OK. Click OK in the next window that informs you "These records have been successfully updated:" Close the TES5Edit window, make sure you only dwemerhome.esp, is ticked in the list of the Save changed files dialogue, tick Backup plugins if you wish, and click OK. Voila! You are done. (Move the new dwemerhome.esp plugin out of Overwrite and into the New Markarth Adventures mod, if using Mod Organizer.)Should I make another tutorial video???? EDIT: If you are actually an "at the bleeding edge of progress" user with the newest experimental build of TES5Edit 3.0.33 along with MO 1.2.11, you should find that TES5Edit now writes updated plugins directly over the original copy, and does not make another copy in Overwrite. Or at least that's been my experience.
  19. BluePianoTwo has released Dawn of Solitude, on the heels of JK's Solitude. But wait... she's already talking about making them compatible in the comments thread! Phew. Will take a look in-game a little later. PS., she's also dropped that she is doing a Markarth makeover. I myself am using Mad Frenchie's New Markarth Adventures (Steam WS only), though I haven't visited Markarth much yet with it loaded.
  20. I've been using Hidden Hideouts, and would also recommend it. There's some overlap with Fight Against the Thalmor IV, but I guess that wouldn't be an issue if the FATT series are no longer part of REGS. The mod author clearly practices responsible authoring, and includes detailed notes about the FOMOD not quite working with MO (a limitation of MO's FOMOD implementation) and how to merge the optional modular installs. There's three flavors of the plugins: 1. Each location has amenities the player can use & a discoverable map marker, 2. With amenities and no map marker, and 3. no amenities or map markers, and might already be "inhabited" I've been using #3 with plans to switch to #1 later (because my PC will have equipped the locations with amenities.) As for Corners of Skyrim, I wish I could recommend it, but after answering a plea for help on "undeleting" vanilla NavMesh records in the mod, I discovered things seemed a lot more messy that just deleted NavMesh records. Even without having opened it in CK, I highly suspect some or all of the mod's NavMesh edits need to be redone. Also there were loads of ITMs and records flagged with "delete", despite the newest download be labelled as "cleaned." I also posted my findings in the comments thread for the mod. The author hasn't been active since July, and the mod not updated since February, but it's recent enough that contacting him/her would be a good idea before tackling things oneself. That said, perhaps this could be a practice mod for me to learn more about fixing / building new navmeshes...
  21. Thanks for taking a good look at all of that, Nearox! I've just spent 30 minutes going around checking out JK's Solitude with REGS - Cities still loaded. Besides major clipping with one of the houses added by Nernie's, things are quite a mess at Beirand's outdoor smithing area. Clearly they are not going to work together (though I never expected they would.) More importantly, although I really like the changes of JK's Solitude, there are still quite a few rough edges, which I hope to let him know about later. Nothing that would stop me from continuing to use it, but there are some spots where my followers were dropping halfway into the floor of one of the added structures (a barrack?) However, my FPS got pretty low - into the low 20s, though that's with Vividian ENB, not the performance edition, and I've got the Osmodius Solitude Texture Pack active. So I'll have to try again with just JK's Solitude, and the Beth's HR-DLC (or maybe with SRO's textures.) and see how the frames are, and how the texture patterns match up visually. EDIT: @Nearox - from your reporting findings, it sounds as though you may be considering taking Inns & Taverns off the REGS guide. Am I reading into that correctly?
  22. Wow. I could totally handle that. But you were always talking about how much trouble it was... So where do things get all gnarly and difficult? Joining separate NavMeshes ("islands"?) to make them contiguous? Overlapping NavMeshes from different mods?
  23. So, in theory, if using Skyrim Sewers 4 as a normal stand-alone mod, then the load order would determine where your followers / NPCs could go. Either in the new NavMeshed areas added by JK's Solitude / Whiterun / Windhelm if those load after SS4, or following into the sewers if SS4 loads later - is that right? If that's the case, then (assuming one of us who's saying they'd like to learn how to make NavMeshes actually does so) a patch could be made that "merges" the NavMeshes of SS4 and whatever else, which must be later in the load order, and could theoretically be part of a plugin merge using Mator's script.
  24. This all sounds good, though I'm curious about a couple of things: First, what happens with Dawn of Windhelm in the guide - is that to remain an option, like with Dawn of Whiterun? Second, what makes removing the rest of the FATT series necessary? Regarding NavCut Collision Markers - I left a note to JKrojmal about that, pointing to the Skyrim Better Roads comments thread. When I asked him whether he found them useful while making his new Solitude make-over mod, his reply was "L_NAVCUT collision markers are a Godsend!!" I really wish I had more time to pick up CK and help out...
  25. Ahh, okay, I get it. But then what about Nernie's edits to the interior of Solitude's city walls? Not a good idea to use? Also, I thought there were some navmesh conflicts that had to be worked out as part of creating the REGS - Cities merge of different mods. For example, in the five Solitude "child" records for Block -1,0 / Sub-Block -2,3, I count 13 NavMesh record edits in REGS Cities.esp. There's also NavMesh edits for WindhelmWorld, MarkarthWorld, WhiterunWorld, etc. That was what I was thinking of when I said REGS - Cities involved a lot of your work. So how would that all be affected by using the original individual mods? Oh, man, I had no idea about that. But I am very happy to hear you are feeling better - please take care!
×
×
  • Create New...

Important Information

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