alt3rn1ty
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Everything posted by alt3rn1ty
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No idea about that lot, my posts here were on behalf of a new user at AFKMods posting in the wrong forum ( see post #388 ), I didn't know anything about any history that has passed before on the subject. Why would I "care to provide the needed details" - A user is asking questions about your guide, I brought it here where I thought it should have been posted. No more, no less.
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That sounds probable, I had a read of Sparrowprinces description, and I understand the more of these that are added, the less optimal your setup becomes ( Bethesda erred on the side of too cautious ) Quarns fixes for the USKP are obviously not going quite as far as Sparrowprinces Distant Decal Fix in the amount of fixes applied Are the extras from Distant Decal Fix really needed ?, I only use the unofficial patch fixes and dont notice anything obvious missing in terms of decals. But then I'm running on a minimum spec machine in window mode so probably would not notice them unless on a high res screen with lots more apparent detail. Maybe the notes on the wiki could be utilised for this, aswell as an explanation on the order of positioning before USKP ( pstyl3 has made a post on AFK Mods that this is probably related to a MO left window thing - I dont use it so cannot corroborate )
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A new visitor to AFK Mods pointed out something with the STEP guide : https://www.afkmods.com/index.php?/topic/2804-relzwipz-unofficial-skyrim-patch/page-58&do=findComment&comment=154253
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All uploads now complete
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Ammended the description to include The Assimilation Lab link
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Thank you Also note the new mirror at The Assimilation Lab, will be a permanent mirror. TAL is in it for the long haul, so will be a dependable backup site to Nexus that allows individual files up to 6gb. I was having too many problems just trying to edit the mod page on TES Alliance. TESA page is now deleted Still uploading there, just the Legendary files to go ( all the optional files for Vilja etc will just be on Nexus )
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Notes: Version 25 - All Main files updated ------------------------------------------ Uploaded at Skyrim Nexus - But give it a day or two before trying at its new site page : https://www.theassimilationlab.com/forums/files/file/1075-vanilla-reduced-textures/ The majority of the files still to be uploaded there. See the new images on the last couple of pages of nexus mod page images for comparison of v24 v v25 The update patch loose files I uploaded previously .. Remove those from your installation if you used them, they are no longer needed. Many thanks to Starac, who has given me access and permission to use reworked high res vanilla textures from SRO ( no longer available on Nexus ) which blend beautifully, retaining the artistic theme of the games originals, and already saved in their optimal format for each texture. Starac has put in a lot of effort and time on his textures. Now reduced and included in VRT. Land textures in particular benefit, where they fade into adjacent land textures, and also cutting down a lot on the amount of repetitional patterns in those textures when viewed from a distance. There are still some slight patterns detectable if you look carefully ( I dont think its possible to get rid of such problems entirely ), and we are still talking VRT Lo Res so dont expect the game to look amazing on old machines ... but they are vastly improved over v24. I have had his original 2048 sets ( updated to v1.6 ( and not including anyone elses optimisation of the original SRO textures ) ) in use on the family desktop, and decided to just ask - Glad I did, not only has he agreed, he sent me a very nice bunch of updates to those too. Before anyone asks - The answer is no, I am under promise not to upload the originals for anyone, otherwise I will be asked to take down VRT. The conditions of use are I do not use them with anything other than vanilla textures ( so that they match in the blending with adjacent textures in game ) And that I do not pass the originals on to anyone. So I have used them to the advantage of reducing the amount of repetition that you see in middle distant landscape textures, where patterns become more obvious. Staracs work on those has eradicated quite a lot of those problems, so when reduced they similarly look better than just reducing vanilla textures. I have not used all of his textures, mostly just the landscape, but I have used a few more, where the ground texture edge needs similar dirt to the architecture / wall or step for instance. I also redid all male and female body textures ( from vanilla textures ), the size of some particularly for the 512 versions were wrong in the scheme of things. + Lots of other little changes and an odd fix here and there. All of the above textures have been done individually one-by-one with Photoshop this time, I wanted to preserve every bit of detail I possibly could for these texture updates. This is the last version :)
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:) thanks eberkain, once you have a good idea of how the new LOOT does things it all falls into place and makes sense. At GrantSP - Yep that was a problem I found too mentioned earlier in the topics ( I think it was probably in one of the previous topics linked in the OP - Bethsoft forum has a 200 post limit, so you may have to link back a couple of times to find it - But really, essential reading if you want to help as a beta tester and understand what has / has not been addressed beforehand ) .. .. Also mentioned on the beta download page On occasions when I know Wrinkly has been messing with settings for a beta snapshot update ( source of info in following GitHub Issues and comments ), I will overwrite install the snapshot files, but keep the old settings for both masterlist.yaml and settings.yaml - Purely so I can highlight anything Wrinkly may have missed in the backwards compatability department. Then after testing all functions of LOOT, I will then delete those files, purge any which are not extant for a new installation ( see this post for example ), and load up LOOT generating its new settings files .. Testing onwards from there all of LOOTs functions again. I uninstalled the previous version using the uninstaller which is registered in windows ( I also use regedit to check what registry settings should / should not be set ), then use the latest beta installer ( for new registry settings etc ), then manually update with snapshots overwriting individual needed files. If there is a major version overhaul with a new installer, rinse and repeat.
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Crowdsourcing project: Configurator settings
alt3rn1ty replied to Tannin's question in Mod Organizer Support
Erk, just noticed this before going back to work, will not be able to test before next week, but I reckon you are probably right with your finding on that one, I never run around in 3P mode -
Crowdsourcing project: Configurator settings
alt3rn1ty replied to Tannin's question in Mod Organizer Support
SkyrimPrefs.ini [Controls]bMouseAcceleration=1 Default =1 It would make sense if that does not work .. When Skyrim was still receiving official updates, there was a time before one of the patches where vsync was causing a lot of problems for various video cards, sometimes people found altering this setting had something to do with the problem - But it was a bit hit / miss as to the results A later patch fixed the problem, and it became widely known at the time not to mess with this setting any more because it was no longer needed for those that previously had success with changing it. I think that patch, while fixing the vsync problem, also may have disabled that setting at the same time. Personally I have always had it set at its default 1 without any issue since 11/11/11 ( It was also around about this time that iPresentInterval=0 was found to be a bad setting to mess with, best left at default ) -------------------------- Skyrim.ini [Combat]f1PArrowTiltUpAngle=0.7f3PArrowTiltUpAngle=0.7f1PBoltTiltUpAngle=0.7f3PBoltTiltUpAngle=0.7 These have been extensively tested by Duke Patrick ( aka SpookyFX ), https://forums.bethsoft.com/topic/1509367-duke-patricks-archery-heavy-light-and-h2h-combat.. with the above setting of 0.7 is ideal for a realistic setting. f1 and f3 = First person and third person camera perspectives Arrow is self explanatory, Bolt is for Crossbows ( introduced by Dawnguard ) When you fire your bow at the aim sight cursor, you would expect in real life the arrow to fire straight at that point, but to fall lower as it gets further away, speed reduces, and gravity takes effect. The default setting makes the arrow / bolt climb above the cursor height during its flight, so that the arrow / bolt hits the target where the cursor is pointing - Kind of a help me hit the target unrealistic game setting, even though the game has realistic flight physics Default = unrealistic flight path ------ ------ ----- Shoot ------ ---- + ( Aim Cursor ) Target Adjusted to 0.7 flight path ( so that as in real life you have to aim high ) Shoot ------------------ + ( Aim Cursor ) ------------ -------- TargetI have been using these settings for the last two years. Its one of the few ini tweaks I do religiously. -
GrantSP - All of your post is wrongly assuming I was responding to your posts personally. I have read back quite a few pages and posts like #146 were in my view needing a little guidance from the links I provided. It was a very good day actually, and the post was made in an informative manner :D. My posts are generally given as what I hope is beneficial information for anyone reading forum posts, not just individuals. --------------------- For everyone : One link I forgot to mention - Not mentioned in this topics OP : At this stage of beta development, good feedback ( ie from people who have read the FAQ - See my previous post ) needs to go here .. https://forums.bethsoft.com/topic/1512502-rel-loot-thread-16/ Where Wrinkly hangs out. Please try to give more information than "the load order looks wrong"
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I think quite a lot of missunderstanding can be solved with the FAQ .. Its probably not so obvious for most ( especially Oblivion / Fallout community who do not frequent the Skyrim topics ) Its also not so obvious even for people on BGS forum : If you go to LOOTs website https://loot.github.io/ Just under the Download Beta button, the FAQ is linked in light blue text https://github.com/loot/loot.github.io/wiki/LOOT-FAQs And really the website, is LOOTs home, so should be the first place anyone starts looking at documentation ( which has also started to get more updates recently https://loot.github.io/docs/dev/LOOT%20Readme.html ) The authority on determining what LOOT is getting wrong ( if anything ) is xEdit ( TES5 / FONV / TES4 ) - Its the only tool which can show you all the conflicts between a couple of mods - But consider also the algorythm LOOT uses takes into consideration the following : ( Note I do not recall the exact order these are applied in, but this is roughly it .. ) Masters any plugin has to load after Masterlist special case ordering Masterlist and Userlist Global Prioritisation Userlist "Load After" instructions ( Metadata editing ) Additionally - Any plugin with conflicts with other plugins, are ordered plugin with the most amount of conflicts loads first, plugins with the least amount of conflicts loads last ( damage limitation so that overhaul mods do not stomp on all other mods in your load order and smaller mods get a chance to win - The way you overide any such smaller changes on a case by case basis will be via patching / merging in whatever form that takes in future .. Bashed, Smashed, Merge Patch scripts or various Java .jar based merged blobs ) And lastly the alphabetical sorting is applied ( but only on mods which do not fall under any of the above categories ) Groups of such non-conflict mods can come in between other mods, where the first mod in the group has to follow another, but esps named similarly following after that mod only need to be arranged as a nicety for human readability :) Its quite a complicated routine, and can have seemingly chaotic results - But if you check the plugins out with xEdit you will find it has indeed also looked inside the plugins records and done a pretty good job of ordering under the above set of rules. The worst this seeming chaos can affect a game is I believe with Skyrim, unfortunately Skyrim is more important to get the load order right than any other massively modded game so far. So you need to have your mods in place, LOOT your load order and play. If you then add a new mod, the complicated dominoe effect can be ordered a fair bit differently .. .. Which could cause instability in an ongoing game So what does anyone suggest would change ? - In Skyrims case its doing the best it can, if a user is frequently adding or taking away mods thats not LOOTs problem really. You should treat your load order the same you treat your save games dependant upon your mods. If you were to take a mod away which had scripts .. You would have to start a new game. If your load order massively changes by necessity - I would suggest that also needs a new game start. As for masterlist updates - It needs volunteers for the games which are heavily dependant upon such lists from the community to do that. But the primary reason of LOOTs development .. Was to get rid of the necessity to have volunteers slaving away at deconflicting thousands upon thousands of mod conflicts every day in their own spare time. Its still beta, Wrinkly is the only programmer working on it - Patience required. I had one bizarre case, testing Didacts work towards helping the Unofficial patch team, he is doing a heap of vanilla armour and clothing mesh fixes, with a few edits in a plugin https://www.afkmods.com/index.php?/topic/3957-complete-armor-and-clothing-fixes-once-and-for-all/ - This plugin when added and removed from my load order has a very surprising effect of shifting the order around. Thankfully I only use it to test and then go back to a save with my "normal" load order afterwards. I am using the latest 0.7 beta 3-100 snapshot build, and generally its doing everything perfectly for Skyrim and FONV in my case. It is also very consistent in how it orders my mods ( Didacts plugin being the exception ), so does not present a problem in a lot of cases where you may remove a mod which you know is safe to remove. I havent used 0.6 in a long time :)
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Dont know if anyone will feel it is needed or not, but if you want to use any of the following to add to the WIKI for manual cleaning ( grab the images and use if you want ) feel free ... https://www.afkmods.com/index.php?/topic/4110-manual-cleaning-skyrim-master-files/ Get to the second Orange highlighted title Dawnguard.esm needs manual cleaning aswell as automatic cleaning EDIT : But wait for my next edit, Zilav just pointed something out which means I will be redoing the screens shortly EDIT 2 : Done
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FEEDBACK [WIP] Bash Tagger (detects up to 49 bash tags!)
alt3rn1ty replied to fireundubh's topic in xEdit
https://fallout.gamepedia.com/JSawyer JSawyer mod by the FONV Project Leader seems like a mod in need of Bash Tags, currently it has none in LOOT ( I dont use Wrye for FONV at the moment, I only have YUP followed by JSawyer so no need for it really, I want all of JSawyer records to win ) Probably a good candidate as a test case for this script considering its scope. -
News 10 Jan 15 : Optional files, for users of Pure Weather, updated to v2.2a. - I was not happy with what I did with a few of the textures in the first upload of these files so redid them. News 10 Jan 15 : VRT Update Patch v1 - For use with both VRT 512 and 256 setups. Wrye Bash, NMM or MO will install these as Loose files which will override my BSAs textures. Temporary fixes until I have time to reupload the big files again with these textures included.
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Yep the Apps folder has been implemented for a few versions now, but not widely known or utilised because usually the old team would just add Tools most popularly used to be auto recognised when installed .. However the old team have mostly stopped supporting now, and the new Team consists of only a few people. https://github.com/wrye-bash : Utumno is concentrating on Refactoring all the code which is a major undertaking, and after that I reckon will come the updates to patchers for Skyrim making the Bashed Patch even more useful ( and hopefully one day it will have a comprehensive set of patchers so that all those voluntarily created mod patches for every mod conflict under the sun will no longer be necessary for big mods, just bashed patch import / merge as required ). Once the big jobs are out of the way the small niceties can be shored up again .. But for now the Apps shortcuts work well.
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Wrye Bash Advanced Documentation Custom Launchers https://wrye-bash.github.io/docs/Wrye%20Bash%20Advanced%20Readme.html#launchers-custom If you dont get LOOTs installer to create a desktop Icon, go to the Start Menu for LOOT, right click it and choose send to desktop. Right click the desktop icon and choose copy, then paste it into the Apps folder as per the documentation. Then if you dont need the desktop icon you created just delete it. Thats the easiest way to get a shortcut icon with all the necessary properties set. And if you want the icons bigger, right click the Wrye Bash settings gear icon ..
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CTD and Performance patch ENBoost (by Boris Vorontsov)
alt3rn1ty replied to EssArrBee's topic in Skyrim LE Mods
And something else to corroborate - But this time not necessarily for low end machines : ExpandSystemMemoryX64=false Since starting to use this there has always been a slight lag which I could not explain, and my good fps would indicate I should not be 'feeling' any lag. I just tried this setting as false .. And I am not ashamed to use the expression O M G I could not believe the difference this made for performance. Not performance in statistics, but performance in the feel of the game, it feels as smooth as butter. ENBoost for me has never been about stopping CTDs ( I dont get them ) - But it obviously stands to reason I should be getting better performance from using it .. Now I do. Like I have never experienced before. So shocked by the difference, I wondered if it would also make a difference on our desktop Desktop = Win 7 x64 with 1024mb VRAM on a much better NVidia card and more capable CPU etc. I set it to false on that machine and its running at a constant 60 FPS ( ie that machine is restricted by VSync to the screen refresh rate - And now the game is constantly hitting that ceiling, no dips ). But forget the FPS, the difference in perceived performance is the same on that machine aswell. Swing your mouse around with the mouse sensitivity set quite high so the world spins around you fast .. No slight pauses at all. I think this was worth looking into after all, at the time I was using SSME method of implementing Shesons memory patch : See Keith's post here https://forum.step-project.com/topic/4985-memory-blocks-log-by-sheson/page-2?do=findComment&comment=108728 My bold Mystery solved -
Sounds good, I wasn't sure about placement of that, though it did seem a bit out of place after the move. I think ENBLocal.ini advice needed revamping with new info and possibly expanding on for the full ENB setup too ... I lack the first hand experience / detailled knowledge / common issues to be wary of on that side of the topic ( I have dabbled with making my own minimal performance impact preset from scratch with good success, but I still need better machines for full ENB so I just stick with utilising ENBoost ( I like fast fluid fights, not just good for screen archers performance ) ) Edit : Also might be worth mentioning a recent find - https://forum.step-project.com/topic/4985-memory-blocks-log-by-sheson/page-2?do=findComment&comment=108722 - See the Edit after the third quote box .. Onwards, reference : ExpandSystemMemoryX64=true in enblocal.ini If using Shesons memory patch in whatever form - set this to False Personally having under 4gb and on a 32bit Win 7 I always run with it off, but have had my suspicions something was wrong with it having tried it on our family desktop before and experienced problems ( in combination with SSME ) .. I run with it set to false on that machine too without problems. Think I mentioned this elsewhere in another ENB topic on this forum ages ago, but I guess most people are 64 bit with huge amounts of ram so thought it was not an issue worth looking into . https://forum.step-project.com/topic/2613-ctd-and-performance-patch-enboost-by-boris-vorontsov/page-13?do=findComment&comment=48681
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GUIDE Skyrim Installation Guide
alt3rn1ty replied to frihyland's topic in Unofficial Skyrim LE Guides
Just going by Shesons advice as quoted, and my own experience with a 32 bit OS on one of my machines. The guides here are going to be read by everyone, not just people with 64bit. Now you know one person more who does still have 32bit :). One of my mods attracts a lot more people with old setups I can vouch for too. They are out there still using 32 bit even if they are not in your circle of gamers. Probably on average gamers are more likely to have adopted 64bit quicker than any others. I have no figures .. Do we need figures to validate the need for the change to the wording ?, Say less than 10% of users not using 64bit we dont care about ? Is Shesons advice in doubt ? -
Yep sorry you are quite right, I was looking around for topics related to SSME and SKSE implementation of Shesons fix .. The requirements I mention are for those and not Memory Blocks log
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GUIDE Skyrim Installation Guide
alt3rn1ty replied to frihyland's topic in Unofficial Skyrim LE Guides
Reference the Recommendation for SKSE and switching on Sheson's fix : https://wiki.step-project.com/Guide:Skyrim_Installation#SKSE_.28Skyrim_Script_Extender.29 : Highly Recommended : this will enable the memory fix (Sheson's memory patch) which provides a more stable game. Changed to read .. : Highly Recommended for 64bit OS : this will enable the memory fix (Sheson's memory patch) which provides a more stable game. Reference Sheson's original documentation https://enbseries.enbdev.com/forum/viewtopic.php?f=13&t=2729 Personally I do not have a need for SKSE being installed, so I use SSME instead .. But I do know from using that on three machines in my house, that the fix only works well on the family desktop, and my eldests laptop ( they are both win 7 x64 ) My own laptop which is win 7 32bit starts to experience lag and occasional CTD if I use the fix on that machine ( tried it once for a few weeks .. Went back to using just ENBoost on that machine, which helps give a few more fps in places ). -
Could you mention somewhere in your description that a 64 bit OS is a requirement for this ? And possibly anywhere else SKSE or SSME are recommended in any guides .. See original documentation here https://enbseries.enbdev.com/forum/viewtopic.php?f=13&t=2729 A couple of quotes from there : and ..
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Should dawnguard.esm still be cleaned twice?
alt3rn1ty replied to Satur9's question in General Skyrim LE Support
If you are using TES5Edit 3.0.23 - Cleaning it twice will not find any more records to clean on the second time. If you are using the newer ( currently Work In Progress ) TES5Edit 3.0.33 .. That version can find and clean a lot more records than the old version. I am currently using svn 1864, and the unofficial patch team use it to clean all of their plugins before they go live too. A peculiarity of the new version is .. You need to clean Dawnguard.esm twice, the first clean uncovers the ITMs which you clean the second time around ( You need to exit xEdit after the first clean to save the plugin, then load it up again for a second clean ). The second clean will get rid of a further 6 ITMs ( Identical To Master records ). Dawnguard.esm is the only plugin this works for. All the other official plugins do not need cleaned twice. See results in this post -
Also editing section ENB Complimenting mods https://wiki.step-project.com/Guide:ENB#ENB_Complimenting_Mods Fog section - There is an inaccuracy / confusion as to what does not go with what here RGabriels Remove Interior Fog V2 ( which is a revamp of an older mod called "Remove Ambient Interior Fog" ) .. .. IS compatible with Interior and Dungeon Fog Remover The description on the wiki for the latter says "This mod is not compatible with Removed Interior Fog V2; use one or the other, not both." I dont know where that info came from, but if you read RGabriels mod description it says : "NOTE: This mod only removes the distant interior fog, it doesn't remove the floating mist particles. If you want to remove those, use the mod Interior and Dungeon Fog Remover" I have been using the pair of them together since RGabriel made RIFv2, prior to that I was using "Remove Ambient Interior Fog" combined with "Interior and Dungeon Fog Remover" I think what has got confused here is someone editing the wiki ( or the source of the information the editor had ), has mixed up "Remove Ambient Interior Fog" with "Interior and Dungeon Fog Remover" as to which one was incompatible with RIFv2. Anyway long story short - Corrected it

