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Kelmych

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Everything posted by Kelmych

  1. I plan to look at generating LOD for Skyrim including the REGS pack mods using DynDOLOD; there is a lot of information about LOD generation in the DynDOLOD thread.
  2. Is it possible the Solitude windmill problem is related to the size of the rotor? With 1.5x size rotors the Solitude windmill rotor at the farm had to be moved higher to avoid clipping with the ground. There is a placed rotor in SolitudeWorld in the plugin.
  3. It looks like it should be in STEP to me also; we should probably have all the fixes in Arthmoor'a list since they won't be added to USKP (or we should at least review these for imclusion).
  4. EssArrBee and I noticed some Tamriel trees that were bigger (2x resolution) in the tree billboards when including the HRDLC.
  5. When "vanilla" and "vanilla/DLC" are used with the tree billboards that have been posted onNexus, does the "vanilla" include the HIghResDLC whenever "vanilla" is included?
  6. When I installed 3.2.2 it put the "terrain" folder inside a "textures" folder inside the "textures" folder. I moved the "terrain" folder up a level and deleted the extra "textures" folder. The "terrain" folder included the EDT 1, EDT 2 and EDT 2 DB files. It was an easy post-installation fix.
  7. On the new version of the video you said to use the Aspen tree billboard textures from Dawnguard vs. the ones from Tamriel. I was wondering why you made this change, and would it still be true if SFO is being used?
  8. Do you plan to include the "City Bump" textures in the "Ruffled Feather" fomod?
  9. Perhaps the STEP mod installation recommendations for Gemling Queen Jewelry should include the unobtainable items since CCO uses them.
  10. I tried all three of the child replacement mods we are testing in a game. My conclusions are fairly close to Tech's. Rustic children is good (especially the clothing), but the children still look very similar. If the children in the game seemed to be a bit older/more mature I would probably choose RS children. The variability that SCO adds is particularly important, and seems more important than some of the other characteristics for which I prefer one or both of the other two mods. The chins on a few of the male children (e.g., Francois in Honorhall Orphanage) in SCO seem a bit unusual, but as long as the faces don't turn black (I was fortunate, I guess, that I didn't have this happen with the particular children I looked at) the issues like this don't seem major.
  11. I'm not sure which mod or LOOT changes might have affected it he inventory of the traveling merchants. I'll have to look at it. I don't think any of the added mods affect this, but it's always possible that bah tags or the leveled list for inventory of some merchants might be affected. I look using Fo3edit to see if I can find this.
  12. I moved the export folder contents to the "Tree LOD" mod after the Tree LOD processing finished; I was just wondering if there were going to be any problems.
  13. Ok I found that it uses the export folder if I use an argument such as -o:"D:\Games\ExportFolder" with a colon and no space between the colon and the parentheses. The Tree LOD generation created a "TamrielTreeLod.dds" file with only 5 trees, all of which are dead (as EssArrBee described previously). Is this correct? Won't this new LOD texture in the "Tree LOD" mod overwrite the one from Skyrim Flora Overhaul leaving only 5 dead trees in the Tree LOD texture file used in the game?
  14. I'm using MO when running this. I've tried setting this parameter in the arguments line with TES5Edit as an executable, and I also created a shortcut with this argument and ran this shortcut as an executable in MO. In both cases when generating tree LOD it isn't using the output file; it still writes in Overwrite and also in Skyrim Flora Overhaul (one tree LOD).
  15. Does the performance version of the STEP optimized pack cover users with small graphics cards (<1 GB VRAM), or should we still recommend Vano (or possibly the reduced vanilla textures) for this?
  16. I looked at the 1kx1k version of the normal map textures, and I ran them through DDSopt just to see what would happen. You can use the Preview tab in DDSopt to look at the results. The originals I looked at are not "blocky", and processing them through DDSopt yielded very little difference. The DDSopt Preview tab has a difference display that can be used for this; alternatively Compressonator can also look at the differences. Obviously, just because there are differences doesn't mean that the "optimized" versions are necessarily the better version, especially with normal maps.
  17. Seems like an interface/UI mod to me since it displays some otherwise hidden parameters that the game maintains.
  18. I had the same problem; I'll have to lookup the plugin that caused the problem (it wasn't obvious) or perhaps someone else remembers. I had to disable a mod plugin while I was in that area and renable it when I left. I was never able to determine why the plugin caused the problem.
  19. If UIO is used the .ini edits for DarNUI aren't needed, although you can always use them if you want. UIO automatically adds these particular .ini edits. I have tested this with the Fallout 3 version of UIO and it works correctly. I doubt EssArrBee has had time to test this in Fallout NV yet as he has been busy with Skyrim, but it should work.
  20. Occasional CTDs in exterior spaces are hard to avoid with the Bethesda game engine, even when everything is setup properly. It's possible the CTDs you are seeing are due to scripting problems, but it could also be VRAM usage. You didn't mention testing your VRAM usage to see whether the CTDs you are seeing are associated with high VRAM use; this can sometimes happen even with a graphic card that has lots of VRAM. There are several ways to test this; I use GPU-Z. Enable the GPU-Z log function, and then when there is a CTD look at the VRAM usage in the log to see how close it was to the VRAM on the graphics card. It also helps to look at VRAM usage at places known to have high VRAM use such as the top of the stairs leading to the castle in Whiterun.
  21. I've been using it for a fairly long time without any problems.
  22. This mod doesn't provide wine bottle textures, the Rustic Clutter Collection mod has the wine bottle textures.
  23. The Nexus page for the mod says it works for Oblivion, Skyrim, Fallout 3, and Fallout NV. Perhaps we should add some tags for this mod thread.
  24. It would overwrite a few of the bottles in Radiant Potions and Poisons HD that aren't overwritten by the Silly Level of Detail Potions and the Poisons textures, but there are many that are not overwritten. If this mod is preferred to the textures in the Silly Level of Detail mods then the two Silly Level of Detail mods could be eliminated.
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