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Freyrgjurd

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Everything posted by Freyrgjurd

  1. I thought it could be because the driver's vsync gets applied after the ENBoost processing, so it couldn't filter it. Using the internal would help it. I guess.
  2. I just started fooling around with the ENBoost and this Memory patch. I'm using skse alpha build and all seems fine. ENBoost gave me a bunch o tearing, even using VSync from NVidia Inspector's config. Found out that if you enable ENBoost own VSync, the tearing ends, but the input lag goes crazy high. So I enabled in the inspector's the Frames Ahead option with 1 or 2 and it all went to the right place. Summary for tearing on my rig: 1. Use internal ENBoost VSync. 2. Configure Frames to Render Ahead to 1 or 2 in nvidia inspector's configuration. Just puting out there. Didn't find the right place ;)
  3. Well, if Override disables AA and App Controlled enforces the game's core MSAA, I assume Enhance will do the trick to apply the SGSSAA ? Also, the performance data doesn't say if the SGSS is for the Transparency or if it is for the overrided AA. :)
  4. RLO seems the most realistic. No blinding bright lights everywhere and more shadows. A fire in the middle of a room doesn't light everything like a spot light. Still, I don't seem to find my self using it, since it's a little complicated to set up and match with other mods. Note: Sorry I'm away. Health problems. :/
  5. Just an observation: I analyze the DDSOpt results and always use it in one mod at a time. DDSOpt you entire texture directory is a bad idea. Grab the architechture and landscape files, ddsopt it to 2k/1k and you should have a nice descrease in vram use. Other mods need fine tunning, so this isn't as much as plug n' play.
  6. To which forum service will S.T.E.P. migrate ?
  7. I'm going to travel to another state today, so I'll be holding on the tests. BUT, I found that I'd mis-click in the load order and altered the boss recommendation for this mod. Like I said, I'll re-run it as soon as I get back. As for the torch problem, I'd thought it was from game engine mechanics, but I'll alter that to force him to use torches and see if he'd use them while sneaking. Sorry about the leave of abscence, but it's family. heh I'll get back on the 16th and pull a rabbit on this and the others ;)
  8. By the way, Tested with Dawnguard version with 3.3 update. EDIT: Going to rerun the test. Found a problem with the mods installation.
  9. **Dual Sheath Redux** Shield of Ysgramor -> No mesh pack, causes "invisible" shields. Book of Silence - Armors -> No mesh pack, causes "invisible" shields. Accingite Vos - Shields HQ Retextures -> No mesh pack, causes "invisible" shields. -> Invisible shields = Shields stay on the back, even when is supposed to be draw with the weapon.
  10. I use MO as main and Wrye Bash for the bashed patch (run it within MO). Used to just run with Wrye Bash, but it's not that flexible like MO. I don't have problems with either, MO is just my preferred right now.
  11. Continued testing: Yes, that was part of the known bugs. Saved, restarted and was everything ok. Have to look at Wormheart suggestion. Yes, the behaviour is consistent. He keeps standing when enemies are around, even running towards them. They stare each other for some time and the enemy finaly strikes, then faendal does the same. It isn't working with something, I guess. I'm using Full Baseline STEP 2.2.6. EDIT: Plus, he didn't equiped torches at all. Sneaking or standing. Sometimes I had to get back to "release" him from his invisible prison. He wouldn't move for some reason. Aside from that, Follower Trap Safety works fine!
  12. I use both. First person combat and sneaking, 3rd person exploring and interacting. It's dynamic and I think blends well with the game.
  13. I'm testing mods with a generic character I made. Went through all helgen sequence (saved prios to character creation in case I need another character type), made a character and rushed to the end of the cave. Saved. From there I start to test.
  14. Here is a pic for easy explanation: 1. To process only difuse maps (.dds) Select "show recursive" (to show inside every folder). Use de green V to select everything. Type *_n.dds , apply. De-select the filtered with the red X. Clear the filter box and apply (to remove the filter) 2. To process only normal maps (_n.dds) Select "show recursive" (to show inside every folder). Use de red X to de-select everything. Type *_n.dds , apply. Use the green V to select the filtered. Clear the filter box and apply.
  15. The table was for reference, to know what to look in the packs. https://en.wikipedia.org/wiki/Mipmap Mip maps. It depends. I monitor VRAM after every major texture pack. Lately, I ddsopt everything down to 2k difusse and 1k normals. Some textures don't get along and have problems, so I just revert. The packs from AV don't seem too big or too demanding. Generaly, architecture and landscape are the most candidates.
  16. Confirmed. Must test this .seq file. What do they do exactly ? EDIT: It seems that Faendal gets up and draws his weapon just to sheath it back, right when I'm perceived (not detected), giving my position away. Didn't use torches, had sneak skill of 51 with perks. Had the ''don't attack'' option activated.
  17. Checked for vanilla (HRDLC, Vanilla and DLCs) and unchecked for other mods. As for DDSOpt, I just use it in very large textures, to reduce them or when the mod is pretty taxing and have just a 4K version available, for example. Another reason is for the lack of mipmaps and so on. There is a table with some more information in here: https://wiki.step-project.com/Guide:DDSopt_%26_Texture_Overhauls#tab=STEP_Mod_Texture_Properties
  18. That one I had even without SoS. Right now, I'm using SoS (Dungeons, Wilds, Civilization) with the crash fixes (just false-flagged .esps) and everything is ok. Actualy, no problems at all so far.
  19. Yeah, dragging solves it. It's just a minor conflict, nothing too shady.
  20. I think the glow is a little "intense". Aside from that, 50% reduced seems to be the right choice.
  21. Just some pics of the spikes in game ? If not, update OP. Note: Taking a brake for today. Over 24h awake. =*
  22. That's what I thought. But was going to run faendal at bleak falls. EDIT: Some data: 1. Mod is clean. No ITM / UDR records. 2. BOSS doesn't have any observations and puts it at near end of load order. 3. It overrides a couple of records for Better Quest Objectives (two quest location indicatior). Â 4. It forwards the Unofficial Patches fix. 5. It has a couple known bugs/unique instructions: *For some reason, followers don't always put away their torch the first time you sneak after hiring them. This issue can be corrected by dismissing/rehiring them. It also seems to naturally correct itself after the first combat engagement. *It's possible that you will not have a dialogue option to apply the Better Stealth AI to Cicero and the Dark Brotherhood Initiates unless you install the mod prior to completing the Dark Brotherhood quests. I'm working on a fix for this. *When used with UFO, it may be necessary to reset the follower back to vanilla combat behavior (using the dialogue option "Attack first" or "Initiate combat whenever enemies are near") before dismissing the follower. *The official patch includes a bug where modded dialogue wil not always appear immediately. To fix: Simply activate the mod, save your game and re-load.
  23. Just set a base test and I'll run it with full baseline step.
  24. It inside a sunked ship. The noise is really low (not easily noticed), and given the location on the map, I would say it is the 'engine' sound.
  25. If you can muster some locations and/or especify what you need, I can use Demo Fraps to record some videos on this.
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