Spock
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Everything posted by Spock
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Yep, got all those. I just tried again, it doesn't let me choose the extended options. Extracting the extended patch and installing it manually works (no crashes).
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Hmm... the patch says there is no missing master. Does the fomod installer check for mod names or plugins? I'm just saying that figuring that out might become more difficult and hinder compatibility with packs.
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I tried the contents listed in the first post. Just to double check I also tried the contents of the STEP guide found here: https://wiki.step-project.com/Skyrim_Script_Extender#Recommendations
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After (mostly) finishing my 2.2.9.2 install, I did a quick test with this. It really looks beautiful! For anyone who wants to give it a shot, here is what I installed (in this order, resolutions for 4gb vram): https://www.nexusmods.com/skyrim/mods/63456/? for vivid landscape users https://www.nexusmods.com/skyrim/mods/40512/? vanilla updates amidianborn landscape amidianborn whiterun: hide the _p files with the same name as those hidden in the STEP install guide (city walls) project parallax hd2k https://www.nexusmods.com/skyrim/mods/61929/? get the 2k version (mega link) https://www.nexusmods.com/skyrim/mods/64856/? 2k mesh fix roads 2k update for 2k smim bridge dirt https://www.nexusmods.com/skyrim/mods/49344/? all in one loose files better performance smim farmhouse stuff moss rocks compatibility https://www.nexusmods.com/skyrim/mods/54540/? 2k RS compatibility patch https://www.nexusmods.com/skyrim/mods/66113/? 2k Remember that you need FixParallaxBugs=true and FixParallaxTerrain=true in your enblocal.ini. Maybe this would be better suited for the tamriel traders skyrim forum.
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Thank you very much for this! The installer somehow doesn't let me install the extended patch though. There are also some potential issues with install order: I am currently testing parallax additioins to STEP, but Vivid landscapes for example has to be installed before trap fixes but after ruins clutter improved. Maybe placing it at the end of the texture mods might be preferrable.
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Thanks for the input but skse is running. I already did quite some troubleshooting and used memory blocks log to determine why I get ILS. I have no idea why this is happening, this didn't happen during my previous install. I even tried to manually install skse (to rule out MO), tried disabling ENB and tried previous versions up to 1.7.1. Nothing helped. SMEE works though. Just a fringe idea: skse.ini isn't case sensitive right? Mine was called SKSE.ini
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Hi, I got the 1.7.3 version of SKSE from here: https://skse.silverlock.org/ The 7z version. For some reason memory blocks log shows: Block1 Block2 256MB 256MB and I get ILS issues. I tried to put the SKSE.ini in the data directory (in the SKSE sub folder) and to eneble it via MO (ini for lazy users), so it doesn't seem to be a MO issue. The contents of my ini file: [General] EnableDiagnostics=1 ClearInvalidRegistrations=1 [Display] iTintTextureResolution=2048 [Memory] defaultHeapInitialAllocMB=768 scrapHeapSizeMB=256 Thanks in advance! [edit] I did some more troubleshooting. The problem persists even if I don't use MO and roll back to older SKSE versions. SSME works flawlessly though.
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Prepare Mod Textures for Optimization confusion
Spock replied to arutha's question in DDSopt Support
That is hugely helpful. Tbh, I don't like to use ddsopt because I used to create bugs in the process. Are there still mods left in STEP where ddsoptimizing is still highly recommended (missing mip maps or large gains)? -
I think it would be best to offer the mathematically correct value for 16:9. I also think that mentioning the shadow lod switching bug and some shadow distance values to fix it would be a good idea.
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Afaik CPU load is not the problem, shadow tracing artifacts are. It just doesn't look good.
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Thanks for the update! But Ruins Clutter Improved and Realistic Smoke and Enbers still seem to be missing. Additionally some of the new mods from 2.2.9.2 are now missing: Skeleton hagraven wispmother giant mage outfit
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Ok, I hope it helps Some additional small things: The SFO detailed intructions tell me to delete textures\landscape\trees\treepineforestbranchcompsnow.dds textures\landscape\trees\treepineforestbranchcompsnowl.dds should I delete the corresponding normals as well (same name but with _n)? The Lanterns of Skyrim MCM suggestions says nothing (FF 42.0). Same for Lightning during thunder storms, auto unequip ammo and dual wield parry. The Hearthfire Extended CRF patch has the old USKP esp as master. A small spoiler with all the loot rules I could find (surprisingly few!): I really like to have them all in one place because I tend to run loot after installing everything.
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I dunno if this is still a thing, but I finished updating my installation and found some more: fixes: Bow legged jump fix characters&creatures: Bellyaches creature pack Bellyaches dragons frost atonarch hd improved footwraps for females natural eyes clothing&equipment: Better Circlets animation&effects: enchantment effect replacer skyrim performance plus clutter&misc detailed rugs hd sacks retex intricate spider webs That should be the end of the list
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I might have found some more: Farmhouse Chimneys HiRes Legible Road Signs The Beauty of Skyrim - Dungeons Visible Windows I'm fairly sure most of my mods are STEP 2.2.9 but I cannot tell for sure. A quick ctrl+f in the 2.2.9.1 and 2.2.9.2 changelog didn't show them. Hope there are not too many false positives. Until now I finished Landscape&Environment. After a quick look at the rest of the list I noticed the realistic wolf howls are gone. But my sound section looks kind of different anyway because I disagree with some STEP choices (combat/weapon sounds).
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Hi, I am currently in the process of refreshing my STEP install to 2.2.9.2. As probably most of you, I use an ENB and would like to delve into the full beauty parallax mapping has to offer. My currently planned list (not installed yet) consists of: Project Parallax Remastered (vanilla+updates+amidianborn+HD2k) Vivid Landscapes (1k/2k mixed version) Rocking mountains two (2k) ENB terrain parallax fix HD terrain parallax tribute (1k) Skyrim 2015 WIP by Pfuscher (1k/2k) There is probably more by Pfuscher, who does amazing work. His is usually 4k though, so it needs ddsopting. One problem is, that with all the hiding I'm not really sure which textures comes from which mod. Maybe someone who is more involved in the texture testing and who is making extensive use of parallax maps could point out what has to be changed in the STEP install instructions. I also hope for more great suggestions :)
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There also seem to be some more changes then the changelogs suggest: I somehow cannot find what happened to Dragon Glyphs HD, Realistic Smoke and Embers and Ruins Clutter Improved. I'm very good at overlooking things though...
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A good friend of mine explained to me what he thinks is happening (from a quick look). He said that there are shadow tracing artifacts in the way Skyrim shadows are traced, visible when the shadow moves as flickering. The sun shadow update mechanic is a hack to mask the faulty shadow tracing code. You would have to fix the code and disable the hack. He said fixing the shadow tracing might be possible with draw call interceptions, but he would have to know the possibilities of the ENB shadow shaders and find the time etc.
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Thanks for the info! I also couldn't find the 3.3.2 update for Skyfalls+mills as well. But on a second thought I do not know if the descriptions are updated yet and if it is any helpful to post those findings yet. I got to SMIM at updating my old STEP install from around a year ago.
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I personally really like 0.5 for both values, but I also use a reduced time scale. Your shadows seem to be affected by the lod switching bug btw (I recently posted a video by defosh369 here: https://forum.step-project.com/topic/9291-yakuza-shadows-optimized-shadow-presets-for-any-pc/?do=findComment&comment=146208).
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Regarding the 2.2.9.2 CCOR instructions: Just from the looks of things the Hotfix is no longer required right? The compatibility patch probably still is (the version number is kind of confusing)?
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After a brief testing, the fade range setting is beautiful. It masks grass popping on cell transitions very nicely. As far as I can see, it still does not allow grass to be drawn beyond cell borders though, so grass is still limited by ugrids. 10000 seems to be a very good value already, it sometimes makes grass pop but due to the lower density it is quite subtle and bearable (this depends on the angle at which you approach cell borders because they are square while the radius is circular). [edit]On a second note: The subjective perception of popping depends on the resolution for me. At first some textures looked kind of blurred on my new 1080p monitor setup, but with 1440p VSR popping etc became much more visible.
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- SKYRIMLE
- configuration file
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Hi, just a quick question. Before I start troubleshooting: Is the Nexus link handling of MO 1.3.11 working for you with Firefox 42.0? Thanks in advance! Spock
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Afaik the only way to increase grass view distance is by increasing ugrids. Grass is only displayed on loaded ugrids and 7000 is already well tweaked. Increasing the grass view distance without also increasing ugrids leads to popping which I personally find way more immersion breaking then a slow fade in. The 'good' grass distances (meaning little popping) are in linear relation to ugrids btw. So the right setting for ugrids 7 is 7000*7/5=9800.
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Yakuza Shadows - Optimized Shadow Presets for ANY PC
Spock replied to Yakuza's topic in INI Tweaking
@Jawz: Is this what you are experiencing? If it is, you might want to check his shadow settings: Low: https://www.nexusmods.com/skyrim/mods/19632/? Medium: https://www.nexusmods.com/skyrim/mods/283/? Ultra: https://www.nexusmods.com/skyrim/mods/7638/? Afaik further view distance without the bug requires Boris' shadow fixes. With ENB shadows I would suggest keeping shadow distance below 7000 btw. During my testings, there was a decline in quality as I increased the distance. My favored balance between distance and quality is 6500. -
@yakuza: I would always prefer no AA to FXAA because FXAA blurs textures and bugs on long lines no matter the implementation. There is no real reason not to take additional cover samples when doing MSAA (named EQAA and CSAA), it costs almost nothing and improves the AA quality. SSAA and DSR gets you more detail, it isn't as effecitve in removing edges though. I'm also not a fan of combining pixelshader AA and driver AA because you combine the disadvantages.
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