
Noobsayer
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Everything posted by Noobsayer
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Skyrim Revisited Pre-Release Feedback
Noobsayer replied to Neovalen's topic in Skyrim Revisited (retired)
Fair enough :) -
Skyrim Revisited Pre-Release Feedback
Noobsayer replied to Neovalen's topic in Skyrim Revisited (retired)
I was bummed until I realized I could still use MO to manage my steam mods. That was really my only hangup to the new versions. These are quality mods that took a lot of effort, can't fault the authors for wanting at least $1 for them. /2 coppers as far as what the guide recommends -
Is there a hidden limit to number of ENB weathers supported?
Noobsayer replied to Noobsayer's question in Post-Processing Support
... I kind of feel like throwing my computer out of the window now. THANK YOU. -
Is there a hidden limit to number of ENB weathers supported?
Noobsayer replied to Noobsayer's question in Post-Processing Support
OK. So I decided to try again, separating out just 7 weathers. The ones I added are the ones in the red bracket. Notice anything? They're the only ones with extra uneditables, and they're the ones showing default values in-game. I renamed some of the originally-existing entries when separating these 7 weathers out. _Clear_1 is now _ClearTU. So EDITED weathers in the _weatherlist.ini work fine, but NEW ones do not. EDIT: I used the same _weatherlist.ini from above, and deleted all the individual weather inis before starting up Skyrim (so it would generate its own). It's STILL not properly generating inis for those added weathers in brackets. Observe: Yep, it's the same damn seven I added that come up uneditable. -
Is there a hidden limit to number of ENB weathers supported?
Noobsayer replied to Noobsayer's question in Post-Processing Support
Well at my most extreme it was 70. Even paring down to less than that still gives me issues. I sat there with the wiki open while making my inis, and I don't get this problem with prod's default setup. Since his naming system was a little arcane, I copy-paste searched the wiki from his ini, and if it was something I wanted to separate off, I pasted it into the next blank spot and added a name. EDIT: I also changed the names of some of his -- _Cloudy1_A I might change to _CloudyTU_A or whatever. (And then I made sure there was a matching ini for that name.) That's it. I'm using stuff directly from the .ini that worked, just moving it around. I've spent literally (not internet literally, literally literally) several hours troubleshooting -- doublechecking that my weatherIDs are correct, that nothing was duplicated (no instances of the same weather under different inis), that my _weatherlist.ini matched the separate weather inis' naming scheme. Thanks for the response. I just don't know where to go from here. -
Is there a hidden limit to number of ENB weathers supported?
Noobsayer posted a question in Post-Processing Support
I ask because I started tinkering with an old version of Serenity. Things worked fine. I split off some of the weathers that were grouped (I wanted to be able to control Mist separately in the marsh weathers, for instance, but they'd been grouped with other weathers originally). I also wanted to add some inis for some expansions that added custom weather. Problem is, I get these weird little uneditable copies of some of the weatherinis themselves, and when I load in-game for those weathers, stuff is back to default ENB values (mostly 1s etc.) despite the ini actually having different values when I close out the game and look in my Skyrim folder. This is what I mean: So like for instance, _ClearRE will show up fine in-game, with the proper values I've already set for it (no uneditable copy). _ClearSN will default to ... uh ... default ENB values in-game (it has an uneditable copy). Troubleshooting things I've tried: Rebuilding the _weatherlist.ini from scratchMaking sure the Win7 Read-Only bug wasn't happeningDeleting the uneditables Copy-pasting, in their entirety, the contents of inis that worked into ones that didn'tTrying with and without Real ShelterMaking sure my _weatherlist.ini names matched the names of the weathers' inis None of it worked, although rebuilding my weatherlist.ini did have the effect of making different weathers into the problem weathers. ... I'm honestly out of ideas, and it's driving me up the wall. -
Why so much MO hate? (semi-rant)
Noobsayer replied to Octopuss's topic in General Skyrim LE Discussion & Support
I suspect Arthmoor has a little extra ire toward MO from the sheer number of users who unpack their BSAs, don't arrange the Unofficial Patches in the correct order in the LEFT pane, and then complain about not being able to absorb dragon souls. That's gotta get old. :) (Between that and the "how do I start the main quest" questions on LAL, I'd prolli throw my computer out the window if I were him, lol.) That said, while MO offers more opportunities for user error, as an avid mod user and occasional mod tinkerer, MO just has too many advantages for me to consider another one. It's also quite stable for me, even with many gigs of texture packs stored/loaded through it. I'd like to echo what TechAngel said -- if two excellent Skyrim modding tools aren't playing nice together, I really hope the two sides can get together rather than point fingers. :) -
ACCEPTED High-Res Dartwing (Dragonfly) Texture (by WankingSkeever)
Noobsayer replied to kryptopyr's topic in Skyrim LE Mods
xD Sorry. -
ACCEPTED High-Res Dartwing (Dragonfly) Texture (by WankingSkeever)
Noobsayer replied to kryptopyr's topic in Skyrim LE Mods
OK, thanks for the heads up then :) So very excited about it! -
ACCEPTED High-Res Dartwing (Dragonfly) Texture (by WankingSkeever)
Noobsayer replied to kryptopyr's topic in Skyrim LE Mods
These look really nice! How far away is the alchemy release while we're at it, Kryptopyr? I'm about to start a new game and I was gonna use the beta version, but not if you're about to bust out a new release soon. :) -
I really hope an experienced modder takes this over and makes it into a standalone. I thought it was pretty perfect as-is.
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Skyrim Revisited Pre-Release Feedback
Noobsayer replied to Neovalen's topic in Skyrim Revisited (retired)
Fantastic, thank you :) -
Skyrim Revisited Pre-Release Feedback
Noobsayer replied to Neovalen's topic in Skyrim Revisited (retired)
Hrm. I assume there was a reason you updated to the newest version -- was it HDT support or ...? Do you recall offhand what version didn't have that problem? I've been away a bit. No biggie if not. :) -
Skyrim Revisited Pre-Release Feedback
Noobsayer replied to Neovalen's topic in Skyrim Revisited (retired)
Are animations still going to be mismatched now that FNIS has been updated? When did that become a problem, I don't remember it used to be that way? -
Skyrim Revisited Pre-Release Feedback
Noobsayer replied to Neovalen's topic in Skyrim Revisited (retired)
I realize you already got some feedback on it, but here's my 2 coppers. I don't use all of SRLE or all of the mods the conflict patch requires. It's nice for me to be able to use a Control + F for conflicts for the stuff I DO use. Saves me a ton of time and I really appreciate it. :) -
I prefer Saerileth's gem meshes/textures, and Gamwich's box goodies personally. Though if extreme vanilla is the ideal, then fadingsignal's box is probably the better choice. Still, I like Saerileth's original gem textures better than either of the Gamwich ones.
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SKYRIMLE Simple Multiple Followers by kuertee
Noobsayer replied to Garfink's topic in Skyrim LE Mods
I need to do some more testing, but this mod now has actual trap avoidance for followers (vs just safety from them). From a January update: With just one follower it seems to be working pretty well. I'm not sure for people who like to take a bunch around. -
Upgrading to .266 from .264 ... Mist Anchors not recognized
Noobsayer posted a question in Post-Processing Support
So I was going to tweak my ENB to the latest binaries. I created an extensive mist anchor file for it, but when I copy the _mist_anchors.xml file and make sure Mist Anchors are enabled, the objects window shows no mist anchors. I'm puzzled how this happened. I saw the new Anchors amount parameters, but that doesn't seem to be the problem -- like I said, mist anchors are totally not recognized. Am I missing something obvious here? EDIT: Ugh. So it's not the binaries. Maybe just a failed experiment in weather ini editing. (I had told Mist to ignore weather and I see the Mist, but not the anchors ...) Back to troubleshooting I guess. EDIT EDIT: Yeah, just me screwing up weather editing. False alarm >.>; -
While ENB tweaking I realized the default Skyrim music clashes pretty badly with the atmosphere I'm trying to create. Can anyone recommend a good music overhaul (preferably one that doesn't involve me manually editing music lists? :P) I'm kinda hoping for plug n play, because after all the time I've spent on this ENB I'm just gonna wanna play when it's done. There was one I thought I remembered trying ages ago but I don't remember the name and a quick nexus search didn't turn up anything.
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Yeah unfortunately I haven't been able to reproduce it, either, lol. Will play with tonemapping! Thanks, I really probably should have thought of that myself. So many moving parts to ENBs, though; gets a little overwhelming. :)
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Yep, lowering the opacity/removing Wet and Cold breaths seemed to do the trick. Definitely wouldn't have thought of W&C, thanks for the rescue :) While I'm on Mist, though. I cranked the density/lowered the vertical fade a ton so I could better see how anchors worked. In some places -- around Whiterun for instance -- I managed a really heavy groundfog look that I really enjoyed. However, I ran into a couple of problems I wasn't able to solve. I'm hoping you guys can point me in the right direction. 1) Not sure the technical term. Colour banding? Ugly gradient lol? You can see it a little around the College in the distance here. While I didn't experience this around Whiterun at night I did get it pretty heavily in Riverwood at night, too. 2) White glowy blotches around Riverwood, when there was no lightsource I could see. I didn't mess with the opacity or anything between playing in Whiterun and going to Riverwood but the mist seemed to behave very differently to light (both were overcast nights). Apparently I didn't screenshot that. Will try to reproduce and edit one in.
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HMMMMMM. Not optimal but definitely better than flickering. Thanks for the heads up, I'll try that out tonight!
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Wonderful. At least it's not just me, and someone who actually knows what they're doing is on it, lol. I was managing a sort of "groundfog" effect with it that I think could work well for what I want with some more anchors/tweaking, but at higher densities especially the flicker is super distracting (for me personally, at least).
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Sorry, I got interrupted while posting earlier. Didn't actually mean to submit yet. GPU is a GeForce GTX 780. CPU prolli bottlenecking it a little but nothing major (and hopefully that changes after Christmas ;) ) EDIT: typing fail EDIT 2: Should also add I redownloaded the .264 binaries to make doubly sure I had the latest, and same deal.
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Running into a really odd problem with mist, and I haven't been able to find anyone else posting about it. As per the title, distant mist flickers for me in some places. It's especially noticeable around Winterhold, for instance. Weird thing is, I went to record it with FRAPS so I could post a short animation here, and it doesn't flicker so long as I'm recording. Tested this multiple times, stops flickering every time. Videos show no flickering. I found where .264 supposedly fixed a flickering issue with AO, but turning AO off completely had no effect on the flickering for me. So apparently this is something different. Turning MIST off does 100 percent reliably stop the flickering. Any ideas? =/ GPU is a GeForce GTX 780. Bonus question. Is there a way to "trick" enb to thinking it's foggy weather? How does it know? I want to use stronger AO settings but then mountains and LODs (College of Winterhold especially noticeable) get dark smudgies on them and it's ugly. I think (?) fog fade range might help, if ... yanno ... it were foggy.