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oqhansoloqo

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Everything posted by oqhansoloqo

  1. I liked the way ENB looked, and Vividian ran relatively nicely for an ENB... but when it came down to it, it was just too chunky for my tastes at about 40-50 FPS on average. I don't like playing Skyrim at less than 50-60 FPS. The sun rays and water effects were nice and all, but when it comes down to it, I'd rather have the smooth motion because the gameplay is better that way. So I'm going back to ELFX interiors and RLO exteriors - doing what I can to get better lighting without ENB and speed loss. BTW - I'm still trying to keep CoT installed, because I like some of the effects like the fog. I'd rather do Pure Weather, but it's not yet as compatible with other mods yet.
  2. OK, so was the STEP patch made from scratch by someone working on STEP, or was the STEP patch created in-part from some kind of merging of the patches found on that AOS patch page? And finally, anyone here know how to merge it all properly and update the STEP Patches (Core and Extended)? :) (because I don't... lol)
  3. OK, now I'm confused... A new version on AOS just came out - 2.0. Apparently, there is an optional patch for Climates of Tamriel on that same mod page as an optional for anyone who uses CoT. Also, there is another mod page for AOS patches that includes a crapload of patches for other mods, BUT, they all seem to be for the previous version. AND... a bunch of them were never even mentioned in STEP even though a lot of them are for mods that are in STEP. So, was I supposed have had some of those patches installed for the STEP mods even though the patches aren't mentioned in the STEP guide (for the previous version of AOS)? Also, what now (now that the new version of AOS came out)?
  4. A few things I find to be important for an ENB - efficient performance while maintaining texture detail, and realistic colors with realistic pitch black situations. I appreciate all the time and effort being put into making this ENB a good one. Thank you.
  5. The next TES is going to be a Massive Multiplayer Online game (MMO). That's what I heard.
  6. Can't the brightness just be controlled in a MCM menu?
  7. I just checked the guide again. Something got messed up: the label for the V2 screenshot got switched back to "H1", which could definitely confuse some people.
  8. Excellent - thank you Kelmych. :)
  9. This mod is looking very promising. The mod author appears to be on top of everything and is going to put out something great soon.
  10. I have a question that goes along with the 4096 vs 2048 part of the original post. First of all, I run my game and view Windows at 1080p (1920x1080). When I view some of the comparison screenshots on mod authors' mod pages of the different versions of mods 1K, 2K, 4K I can almost always notice a difference in quality between all of them - even noticing that the 4K version looks better than the 2K version. But I am only using a resolution of 1920x1080 to view the screenshots, and also the screenshots are not full screen and have likely been compressed. So my question is, if viewing the game at 1080p is not a high enough resolution to notice the difference between 2K textures and 4K textures, why do I notice the difference in the screenshots? :) It lends me to believe that I will also notice a difference in the game. Also, might as well throw this in here. I will be getting a 4GB video card soon and I am thinking that it's better to reoptimize my vanilla texture files so that I am using "very high quality" constraint settings. IOW - optimize everything to 2K and forget about capping exteriors at 1K. Why isn't there an option listed in the guide for optimizing the vanilla textures at "very high quality" constraint settings? The highest listed currently is this, which mentions using "very high quality settings", but those aren't given in the guide in the vanilla files section: "2 Gb or greater VRAM : Use the High Quality settings from the figures below; use reduced resolution (1kx1k) with exterior tangent space normal map textures and perhaps on some exterior color maps with mods loaded in the game. In some cases Very High Quality settings can be used for the Vanilla Textures." I'm guessing the new 4GB graphics card would qualify for the "In some cases Very High Quality settings can be used for the Vanilla Textures" part.
  11. Hello Kelmych, I've DDSopted every recommended STEP mod in that DDSopt list we are referring to (IOW - I DDSopted all with "Yes" in column 1 or 2). One thing that I am confused about is not the mods that are in the list that are not recommended for DDS Optimization, but rather the ones that are in STEP that are not in the DDSopt list. I know many STEP mods do not even contain texture files, so those aren't even worth mentioning in the list and I get that... but, there are some that do have texture files that are not in the list. Here is one example: Ultimate HD Fire Effects. I believe there was/were more, and I will post them here if I run into them again. Is there a reason some of those mods aren't in the list? And does it make sense to try to optimize that mod (for example)? Also, are there any general guidelines for DDSOpting mods that aren't in STEP? Appreciate you guidance.
  12. OK, I switched over to BDS. BTW - once again, thank you for helping Prometheus. You two working as a team has made a good mod great.
  13. Apparently, it was in my DDSOpted Textures.bsa files. I DDSOpted them before and had a drive failure a while back, while I was transferring my data from old drive to backup drive the messed up drive kept failing sometimes partway through file transfers. I thought I was able to safety complete all transfers, but perhaps some files got corrupted by being incompletely transferred without me realizing it. I am re-DDSOpting the Textures.bsa files and hopefully that resolves the problem. I also hope that I don't run into other corrupted files as well (like in the other Vanilla BSA files that I previously DDSOpted. I don't want to have to run them ALL through the DDSOpt process again because it takes a LONG time to process them, even with a SSD. EDIT: It did resolve the problem. No more boiled lobster-faced Dagny. :)
  14. OK - I got the screenshots on another site - link: https://s1369.photobucket.com/user/oqhansoloqo/library/ Anyone notice this in their game or know what is causing it?
  15. Even before the BDS patch, you could have used "Snow Shader Fix" instead - that's what I use instead of BDS anyway...
  16. Does anyone know what this is? That one girl had a bright magenta face in certain lighting, like near the main hall fire pit. The other children were normal.
  17. The video, near the end: https://www.youtube.com/watch?v=IpeZeoE5awM As far as I could tell with some of the lesser snow piles around Bleak Barrows the footprints decals worked on the raised snow piles. I actually wish that the snow piles that are in easily accessible areas by the player or creatures were toned down a bit, because of the walkthrough situation where you can't see what's under the snow.
  18. I watched a video recently on this mod and noticed the reviewer walking his character onto a snow-covered Draugr ruins dome (or something like that). What looked like a potential issue, was that the snow was so thick that 1/2 of the player's body was beneath the snow and thus impossible to see. Could this lead to issues with objects dropped in that area being unrecoverable? I haven't tested this.
  19. Yep. :)
  20. Yes - I ran into this issue with Deadly Spell Impacts as well. You can test to make sure it is in fact this issue by starting a new game and getting to the part where Alduin breaks a hole in the side of the tower and breathes fire into it. If the floor turns white after he breathes on it, then this is in fact a problem with DSI. The problem is that the mod does not correctly install the dual fire effects if you select that option in the installer. I had to manually edit the completed installation in order to correct this... The 3 "decalflamespread01" texture files were missing when the installer had completed installation. I had to grab the optionals from the pre-installation package in "10 Fire Crackstexturesimpactdecals" and rename them from "decalflameburn01" to "decalflamespread01", and then copy the renamed files (3 files) to the installed files directory. That fixed the problem. EDIT - in your photos, Alduin probably did his fire breathing flame attack on those locations and they are attemping to show the flamespread decal textures, but those textures are missing.
  21. Relevant system specs: Mod Organizer BOSS used to order esps STEP Extended with some custom mods - possibly relevant extra: ELFX, for re-lighting interiors. I was walking through Dragonsreach today and noticed the girl from Willy Wonkas Chocolate Factory: https://4.bp.blogspot.com/-UiJRB9bCF50/Tk7A4DPJ_OI/AAAAAAAAIE8/FthJUBsNwAE/s1600/254680_willy_wonka.jpg ...Except this time she ate strawberry gum. A girl named Dagny. This new forum doesn't allow me to upload for some reason. It's a shame because I have 3 screenshots. Basically, the girl's face is very magenta and looks almost normal color at times depending on her position relative to light sources. Her hand is normal color. Does this mean that it's some sort of "tintmask" issue on the face? I said to myself, "that's not right; what could be causing this?" I disabled Xenius Character Enhancement and New Children in MO and ran the game to see if the issue occurred with them disabled, and the issue remained. I also tried disabling ELFX, and the issue remained. Do I have to also do something to refresh the NPC in the console commands in addition to disabling mods that originally cause this issue?
  22. Yes, I thanked lifestorock in a personal email after I saw that.
  23. Noobsayer - do you mind transferring your instructions for improving compatibility with USKP (EDIT - misspelled), etc. to this forum, just so that people here know what mod-mod compatibility issues there are still and have an idea what direction they might want to go with creating fixes for them? At this point I think it's better to have that information here, instead of relying on the Skyrim Nexus Forum location for it.
  24. Well, in any case, the mod author decided to put the mod back up again and says he is working on the next version. Perhaps the best course of action is to just provide an updated list of instructions here for people to make their own personal data conflict tweaks whenever there is a new version of the mod. Not ideal, but it's a solution that will hopefully at least keep the discussion out of the Nexus where people are less likely to understand the technical talk. And then as far as USKP compatibility fixes or SMIM 3D Ropes compatibility goes, perhaps the authors of USKP (EDIT - misspelled) and SMIM would be willing to host optional patches for NSUtR... I dunno. Someone will have to offer to create those patches too I guess.
  25. Ah... ok. Got it, thanks.
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