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alt3rn1ty

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Everything posted by alt3rn1ty

  1. Version 3 of this is now on the streets Gamwich has eradicated the last of the non-power of two textures which were previously included, and done a heap more work besides.
  2. :) Sorry, I should have explained that better Having loose textures is just something that you need to do if using NifSkope, the game can still decompress textures from the BSA as required by the mesh .. NifSkope cant do that yet. So if you are working with NifSkope, you need to provide it with loose textures in the expected path as defined by the mesh tl;dr = Will get used Edit : I am hoping the UPP team will accept some edits I did last night - Note on the screenshot of NifSkope it is loading the texture now that I have installed the original vanilla ones as loose textures for this mesh, which is not the case on the screenshot I put in my previous post here on step forum
  3. :) No problem, I just realised at one point through the history of Vanilla Reduced Textures I dropped recommended mods out of the description ( I was trying at the time to make it less of a wall of text ), and since re-introducing the recommends .. I forgot to include the best recommend I ever put in the description, which was No Stretching. Edit : I also found out via PM ( and a bit of google translate help in speaking Russian ) that Langley uses NifSkopes UV Edit ... I was going to help do the USKP files in the same manner, but Langley had already used the list and extracted the necessary files, and set about doing them :) Which is probably for the best, especially if Langley does not apply the same scale setting across the board for all Nifs, and additionally select parts of the Nif to scale as opposed to the whole Nif .. I would have had to extract all of the games original textures into data aswell so that NifSkope would load them onto the Nif to visualize the effect of the scaling ( NifSkope will not load textures associated from the BSA, but it will load them if they are loose, and in the same path / filename as defined in the Nif )
  4. No Stretching has had a recent update, Langley02 has also included a USKP compatible option ( carried forward conflicting USKP meshes as a base to edit, and where needed applied UV Scaling as per the rest of No Stretching files ). And I included reduced files for Arissa on Vanilla Reduced Textures ( similar to Vilja files ) Along with a reduced version of the Hair replacement installer I did on Arissa mod page, theres a reduced version of the same on VRT mod page.
  5. :) Thank ye kindly, I had a feeling shaking the cobwebs off this idea would be good.Its also now available at AFK Mods aswell as Skyrim Nexus, link at the top of the first post.I forgot to put up a precautionary backup mirror previously.Edit : You guys know about the sound tweak too ?Skyrim.ini:[Audio]uMaxSizeForCachedSound=8192The default value is 262144 ( normally a hidden setting, it does not go in the ini by default ).Too much cache brings out a game engine bug = sounds are repeated for different items when they should be playing a different sound, lowering the cache limit to 8mb makes the game refresh the cache more often, preventing repeated sounds for different sound events. Picking up a gold coin for example plays the generic pickup sound. Picking up a second gold coin plays the right sound, and this will last until you leave the area or switch to picking up other things. This tweak solves the problem.And seeing as you are also using Kill The Orchestra ( short 1.1 second duration silent sounds replacing the music ), there is even less need for such a huge sound cache.
  6. Current favourite of mine is Gamwich Mountain or Molehill Files include custom LOD textures to match the main textures : mountainslab01_n.dds, mountainslab01.dds, mountainslab02_n.dds, and mountainslab02.dds. mountainpeak01lod_n.dds, and mountainpeak01lod.dds, mountainslablod_n.dds, mountainslablod.dds, mountaintrimalphalod_n.dds, mountaintrimalphalod.dds, mtncliff01lod.dds, mtncliff02lod.dds, mtncliff03lod.dds, mtncliff04lod.dds, mtncliffsm01lod.dds, mtnpeak02lod.dds, mtnridge01lod.dds, mtnridge02lod.dds, mtnridge03lod.dds, and mtnrtrimslabod.dds files.
  7. My eldest has a Lenovo laptop with Optimus Aswell as getting the NVidia Settings set correctly ( TESV.exe and SkyrimLauncher.exe to use High-Performance NVidia processor ) .. https://nvidia.custhelp.com/app/answers/detail/a_id/2615/~/how-do-i-customize-optimus-profiles-and-settings%3F We found that using Optimus D3D9.dll and renaming the wrapper version of ENB to D3D9Orig.dll, means we do not have to launch the injector all the time .. And it works really well ( even though we only use ENB for its ENBoost and switch the graphics settings off in ENBLocal.ini ) That tip reference setting High Performance also for the games launcher is a useful one .. On the one machine we have Skyrims launcher defaults to not using NVidia for the launcher .. Which means if you for example delete your Skyrim.ini and Skyrimprefs.ini, the launcher regenerates them .. For the graphics card it detects. If the launcher is not using NVidia card, and say using an Intel HD 3/4000, the settings set by the launcher are wrong for the NVidia card when the game exe is launched and kicks in the correct graphics card. Just make sure that the launcher exe also uses your NVidia card. Caused us a few nights studying and scratching heads as to why the game was performing rubbish on a brand new powerful laptop. Its marvellous now, just wish it was mine :)
  8. :) NP, games are complicated and need a fair amount of study, so much so the modding hobby becomes more of an adventure than the game. Right Im off to take my better half out for a few hours before I start night shifts this time round.
  9. I'll give you a run down of how things get loaded which may help a bit as background understanding ( and this is not going to be an exact representation of how the game loads files, just an understandable outline idea of it all ): The game loads up any valid ESM ( Elder Scrolls Master ) and ESP ( Elder Scrolls Plugin ), and notes any associated BSA ( Bethesda Softworks Archive ( like zips but different format ) ) - BSAs have to have the same name as the plugin that requires them. The masters and plugins set the scenario / world, and tell the game engine the resources path and names for all objects within that world. Given a folder path and name for a resource, the game will look in associated BSAs first ( which it treats as a data folder within your data folder, a data folder extension if you like ) Additionally it will also look for the same file as a loose file, a replacer ( because it replaces the same folder path and filename in the BSA ), if a loose file not found the BSA compressed version of the same file is used So the game has now loaded a mesh required for a particular object, the mesh can specify to the game to load further resources ( textures ), because the path and filename for its textures are part of the mesh data And again the game will look inside BSAs and loose files for these textures. Mod creators can make their own plugins, and have that plugin either pull in original game content ( use vanilla assets ), or make their own assets ( meshes etc ) .. And give those assets a unique folder path ( either within their own custom BSA or as loose files ) Additionally, their custom meshes can either pull in vanilla assets, or again use custom named ( non replacer ) assets in custom BSA / folder path name. You are right in thinking files appended with an f are female, or you may get files in named male or female folders to distinguish them, or they may be used by either sex so do not need distinguishing. What you need to study when mixing things up is ( logically taking the mod with the least amount of files so its less detective work ) .. Are the replacers. Custom files and folders are never going to conflict with vanilla content, so the plugin or mesh will always get its custom texture for example ( SMIM as an example has custom textures in a custom TexturesSMIM folder, which his high poly mesh replacers pull into the game when chosen instead of his non high poly meshes which just reference vanilla textures ). Replacers like all of my mod files, and Exeters files, can also be replaced by other mod makers files which are themselves replacers .. I dont use amidianborn mods so dont know personally what is conflicting, but if they are also replacers then it is simply a case of whichever you installed last will overwrite any other replacer ( because they have the same path and filename ) .. And because they physically overwrote the other mods replacers they end up in game. Installing Exeters files is IIRC a case of installing a loose meshes folder inside your data folder. If amidianborn also installs a meshes folder, and it asks you to overwrite files, then if you say yes those files will be the ones you see in game. Hopefully amidianborn does not use a mixture of all the above .. Which would mean just as an hypothetical example : You get a replacer amidianborn shirt ( showing parts of vanilla chest skin ), which was made to go with the vanilla trousers mesh ( not provided by amidianborn, so the game uses vanilla resources for this ) However You are using a different skin texture, which does not match the vanilla skin of the shirt so you have a blatantly obvious neck seam mismatch And you are using a custom trouser mesh and textures from the mod which did not have these files overwritten by amidianborn, so the result again is a mismatch with what you thought you would be getting from amidianborn Probably none of that example applies in amidianborn ( as I said I dont use it so no idea ), but its just a possible example of the complications you can get with overlaying textures and meshes from different mods .. Aaaand, the above is only considering one mesh and one texture per object .. When in reality there are multiple parts meshes per body ( body / hands / feet ), and multiple textures per part ( hand normal map / hand glow map perhaps on a custom race / hand diffuse ( colour ) map / hand specular map ) .. Maybe one mods replacers do not include a specular map for any / all parts of the model, but anothers does and you overwrote its files so the result is a completely different specular effect on the textures which looks nothing like the mod as shown by the author. And only you can solve the installation you have made by understanding what you have done ( this is why a lot of more experienced modders do not like tools like Steam workshop and NMM making users believe the whole modding process is as simple as a couple of clicks .. Knowledge of every part of the games workings eventually becomes essential for everyone who wants to mod successfully. Knowledge also stops users going to modders and saying "you broke my setup", no, actually, the hands and head which caused the disaster belong to you. This is why my description on nexus say this ... Anyway, generally if ALL your armour and clothing are said to be UNP compatible ( not just vanilla replacers ), and there are no conflicting files all should be well using them together, but as you can see from the above there is potential for many complications especially where there are partial conflicts, if you are not determined enough to chew out the conflicts to get your ideal setup, uninstall one mod or the other, and just to be sure re-install the loose files of the mod you want to keep installed to make sure any that were overwritten are put back in there after uninstalling the other mod ... Also depends of course on how you installed them all, Manually ( pain in the proverbial keeping track of everything ), or using a Mod Manager. Personally for my own use I make BAINs for Wrye Bash out of all the Armour and clothing meshes, with sub-packages of different types, so that I can determine file installation conflicts between mods and re-arrange exactly what sets of files and parts of mods I install ( I think Mod Organiser also has very granular control of individual files aswell, not sure I dont use it ), but I am not likely to go doing that for everyones mods out there which users will be also wanting .. Not enough lifetime :).
  10. I have no idea how to respond. We are all talking about a Female Body Mesh and Texture replacer Are you talking about a particular Female Armour mod which you have not mentioned the name of .. Which conflicts with whatever amidianborn mod you have in mind ? I have pointed at the mods which have FEMALE Armour and Clothing ( meshes and textures which have been created to fit this FEMALE body mesh and textures ) .. In the description of this mod on Nexus Mostly, you will find in the games original meshes and textures, specific folders for male and female versions of just about everything ( there are occasional exceptions which both male and female use ) .. But really if you want to resolve file overwriting conflicts, you really need to study the mods you are using which conflict in great detail as to what you want in your game .. There is no easy way really if you want to mix and match things together. My installer was designed for people who just want an easy to install solution for female body meshes and textures. The rest is really up to yourself which armour and clothing sets you wish to install, I just gave what I feel was a good few recommendations .. You need to read their descriptions too and make your own mind up about what will mix well.
  11. Vanilla Body shape is good for me too. As is the non glossy skin texture which looks a bit grubby. Prometheus did a vanilla female body replacer which was similar in poly count to vanilla, and nude, and kept the grubby skin look of vanilla which for a while I thought was ideal .. Until you see them with no footwear on, aaagh vanilla paddles staring at you. See my post #8 of this topic for my opinion, to summarise I consider this game setting to be barbaric, and cannot imagine the majority of the population especially out in the wilds being bothered about maintaining wearing and cleaning stinky underwear. The underwear is just to make the game acceptable for a younger audience in the eyes of the world. And to me personally it is out of place. So I chose the body shape of UNP as a preference because Navetsea did a not so glam textures which are rather good for the same meshes .. And there was a heap of support for Vanilla Clothing and Armour made to measure. Thats basicly the premise for this mod, which just addresses the faults of Navetseas neck seam problems. UNP and CBBE textures to me are too clean / glam, and dont fit my personal ideal look for the game, even Navetseas could do with being a bit grubbier to be honest, but I also dont want to go work on them more and possibly ruin that neck seam I have achieved. What you make of it is your own opinion. I think some people complaining can be more deviant / messed up mentally than people who just fess up "yeah, I'm a bit wrong". At least they are honest about it, unlike some local religious leaders respected throughout our worlds communities which the Pope has had to apologise on behalf of recently. An apology saying "there will be sanctions". Ought to be castrations imho. Do you consider nudists pornographic ?, or natural and beautiful ?, or even art as being pornographic ?. I certainly do not regard this mod as turning the game into a porno. To me its about as porno as a David Attenborough documentary on natives of our own world, which have been showing on family time TV for many years. As with all these mods, if its not for you though, just dont use it. I agree there is quite a lot of it that is blatantly about experimenting with sexuality, and the more visually real these games become the more attractive creating fantasy situations will become .. At least they are not targetting real people instead eh ?
  12. I dont know, never used it. I would imagine the underwear mesh and underwear texture will just sit over the body texture .. As I am sure it would have to for Dimons own body texture, which this one replaces. I think it should be fine.
  13. Updated the Skyrim Nexus link in the OP, its changed a bit since I posted here.
  14. Phinix has surfaced again https://forums.bethsoft.com/topic/1469258-rel-phinix-natural-enb/page-7?do=findComment&comment=23582891 ------------------- Guys on the wiki you have the explanation for EnableCompression which does not make sense .. https://wiki.step-project.com/Guide:ENB#tab=Editing_Enblocal_INI My bold = So we never set it to true ?, if so what is its purpose. Boris describes this in the readme as .. "Added parameter to disable compression of memory manager to reducestuttering while objects are loading at cost of memory usage."
  15. Yep. Its just a replacer using loose sound files with the same path + filename .xwm as the originals in the games sound BSA .. So the game uses these instead. Reference BSAs and You topic. I just updated the description technical section to make that a bit clearer .. TY You will have no problem using it with AOS 2. ... I am using it myself.The are no conflicting files ( AOS is all in data sound fx , my files are all in data music )
  16. Version 3.0 Version 3.0 Had a couple of requests a. Separate the Boss combat music from the generic combat music - Done b. Include Word Wall music for disabling - Done c. I also wanted to include Stinger music for silencing - Done
  17. Version 2.0 a. I had the descriptions in the installers mixed up for reveal and reward music - Fixed b. Better worded descriptions for a few of the options - Fixed c. I had a missing file in v1 - Fixed
  18. Thank you all for the comments, I recall someone doing a similar thing for Oblivion quite a few years ago, combined with T.I.E ( Tamriel Immersive Experience ), plus Duke Patricks Combat Archery introducing mechanics like tripping - add no warning cue music .. the game got a whole lot more scary and forced you to approach situations a bit more cautiously :). Skyrim has a lot of elements from Oblivion community modding which Bethesda have obviously been taking notes of, but I guess they have to do the cinematic music thing for the crowd. I like those moments when you hear the panting breath of a wolf and you know its almost on you by that time, swing around drawing sword and hopefully plant a good first strike before it rips a chunk of flesh out of your legs .. And occasionally you get to breath a sigh of relief because its a fox instead :) Those higher level random encounters with orcs and bandits can be a bit of a close call too if they get the jump on you and first blow. And the odd dragon who does that little "thud!" behind you occasionally without being all loud beforehand .. Thats just cheeky. I am nearly at the stage when I want to restart and up the difficulty again, aswell as installing Spooky's particular brand of excellence.
  19. Kill The Orchestra - Skyrim Nexus Kill The Orchestra - Skyrim SE Nexus Kill The Orchestra - The Assimilation Lab Kill The Orchestra - AFK Mods by Alt3rn1ty ======Description====== This mod installs silent music files which the game will load instead of the original music, disabling the music.You choose which music to disable by type ( personally I prefer to disable everything except Discover Special locations, Reward music, Tavern music, and the two Special music options for the DLCs ) Resulting in no invisible orchestra throughout the game.You could just turn the music volume down in settings ..But then you dont get to hear Tavern music for example( because the music volume turns down all music ) With this mod you selectively silence music by type. Also you will not get any hints from the music of any danger ( explore music changing to combat music - you cant hear it ), immersively its a better experience. Now you will be a bit more cautious. You will get to hear more of the games sound effects and ambient sounds a bit more clearly around the game too. Including other mods sound fx like AOS. And .. Just maybe .. Trolls might not be so bad tempered if they dont have to wear pink ear muffs to go to sleep in case you wander past with your stupid invisible orchestra keeping everyone awake. Disclaimer : I cannot be held responsible for Trolls jumping up and down wildly gesticulating after you have installed the mod, you may have upset them all too much already. ===========INSTALLATION=========== Automated Install : If using Nexus Mod Manager, it will use the scripted installation. Follow instructions and make selections. If using Wrye Bash, after putting the zip in Bash Installers, go to the Installers tab and right click the zip, and choose Wizard install, follow instructions and make selections. ( or .. just select individual sub-packages followed by right click install / anneal - Wrye Bash users know the drill ) Manual Install : Extract the archive with 7zip Copy the music folder(s) of the music you want, to skyrimdata folder. For example, if you want to disable only Skyrim exploration music, copy .. 20 Skyrim - Explore Music / music / *all-files* to skyrim / data / music / *all-files* ==========UNINSTALLATION========== NMM / Wrye Bash users just get your mod manager to un-install / re-install it as required with different options. Manual installations : Delete your skyrim / data / music folder to restore the original music, or delete individual folders inside skyrim/data/music to restore only those tracks. ====TWEAK TIP - For users of KTO==== Skyrim.ini: [Audio] uMaxSizeForCachedSound=8192 The default value is 262144 ( normally a hidden setting, it does not go in the ini by default ). Too much cache brings out a game engine bug = sounds are repeated for different items when they should be playing a different sound, lowering the cache limit to 8mb makes the game refresh the cache more often, preventing repeated sounds for different sound events. Picking up a gold coin for example plays the generic pickup sound. Picking up a second gold coin plays the right sound, and this will last until you leave the area or switch to picking up other things. This tweak solves the problem. And seeing as you are also using Kill The Orchestra ( short 1.1 second duration silent sounds at only 8k each replacing the original music files some of which were as big as 100mb ), there is even less need for such a huge sound cache. ==========TOOLS USED=========== BSAOpt by Ethatron To extract the original files from the games BSA and find out their folder path and names xWMAEncode from SkyrimSoundTools To convert xwm files to wav and vice versa - Needed to be able to listen to them and determine what some of the music was used for Audacity The best open source sound manipulation tool out there :) In this mods case, used to create the one file which was used repeatedly to replace all the files we needed to silence. ==========COMPATIBILITY=========== I use Audio Overhaul for Skyrim ( AOS v2.5 at time of writing ) which changes the games sound fx, but does not change music .. So yes that mod for one is compatible. Sounds of Skyrim I should imagine is similar if you use that instead. My mod has no plugin or records to worry about, no scripts or references which will become embedded in your save game, just plain ol' replacer music files.Install / remove / overwrite as much as you want.Though overwriting them with someone elses music files will give you different music ..That becomes your problem in deciding what you want, these or those, simple.As is any Mod manager related questions.Go forth and rtfm. Enjoy. Original mod by Fleedar is here for anyone who has not seen it before .. Disable Music by Category It has been a long time favourite, decided to do something about bringing it up to date, permissions are open since 2011, no Dawnguard or Dragonborn in sight .. And there were a couple of music files I thought people might like besides me added to Fleedars Skyrim selection.
  20. Notes: VRT / DG / DB - v20 -------------------------- Final version ( I know, said it before, but I reckon this is it ) A few more normal maps worked on / redone. I cant find anything else to make this better at what it does. This update might save you a few bytes of VRAM in a few places, but not much. This version also includes new textures ( reduced as needed ) from the UnOfficial Patches v2.0 ( currently in beta, but you can start using my files now because until you install the new UnOfficial patches any new unique textures will not be seen by the game, when you do install them .. You already have the textures the game will look for. So its okay to use this version of VRT with or without the new UnOfficial patches ) Also modified my description for load ordering, as the new UnOfficial patches will be fake esm. I'll leave you all to play 'spot the difference' with the trees :) Vanilla distant trees were horrid previously, I made an attempt at doing an Alt exclusive retexture, but was not happy and I haven't the time to dedicate to doing them from scratch, so did a scout around for something better out there which does not deviate from vanilla too much but addresses the glaringly clashing tree LODs ( especially the ones around Riften which just stand out like a sore thumb in the distance ). I settled on reworking Rennn's Detailled Terrain and Tree LOD https://skyrim.nexusmods.com/mods/17984//? files, which include Dawnguard and Dragonborn aswell as vanilla trees ( placed them in VRT / DG / DB appropriately ). And are free to rework so long as credit is given. I like these ones ( much better than my attempt ). There are others to choose from out there you could use as replacers. I did change them a bit though : Rennns originals add a little detail to the base of the trees, so it looks like there is a bit of foliage and / or rocks on the ground close by to the base of the tree trunk. Good idea by Rennn and they were really well done, but there was a problem .. If you see a tree on the side of a steep hill, that bit of extra LOD sticking out at the base of the tree is floating out in fresh air. So, regrettably I removed those bits. Rennn also did an accompanying noise.dds, which is a little too heavy - Looks great when you are not moving, it makes the middle distance landscape look like it has further away detailed Grass LOD .. but sort of makes the distant ground shimmer when you are moving, so I reworked this a little also to still look like distant grass noise better than vanilla does, but without the shimmer effect. Couple of screenshots uploaded to show the difference why I did this. Have a look at Rennn's mod page also for more comparisons. Maximum VRAM being used with V20 I have seen : With all 256 options installed = 228mb VRAM. With all 512 options installed = 325mb VRAM. I believe I have achieved the aim, enabling lesser machines to run the game, without deteriorating the graphics too much, and leaving a little overhead room for a few mods textures to replace these.
  21. All of the above asside, I think a point I made has been overlooked I also tested ExpandSystemMemoryx64=false on two of our x64 bit machines Which also performed far better using ENB binaries v0.217 and that setting as false. Its not just about my low x86 machine. 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.
  22. I have had a look at that, its very useful I guess for ENB users : But not necessary if you only use ENBoost ( The assorted ini's per machine spec' in the ENBoost zip have pretty much the same ini setups as you would gain from using Phinix tool for each use case : ENBoost comes with ATI/AMD/NVidia folders, which have further folders separated into different graphics card VRAM sizes, and a specific ini within each of those which have Boris recommended setup for those machines ) Now see this "should be set as false on x86" is not mentioned anywhere so far, it is recommended in all the ENBoost ini's as being True Its recommended if you choose the 32 bit route on Phinix tool And on the wiki for this subject "Can generally be left true even for 32-bit systems. If using a 32-bit system and having problems test as false." .. But .. In Boris Readme which comes with ENBoost "3) If stuttering bother too much, edit enblocal.ini file vriables ExpandSystemMemoryX64, ReduceSystemMemoryUsage(especially this one), DisableDriverMemoryManager." The emphasis is put on changing ReduceSystemMemoryUsage(especially this one) So users are kind of led to look at ReduceSystemMemoryUsage instead of ExpandSystemMemoryx64 For anyone not used to following ENB developments, but swarming to the new CTD preventing / performance enhancing ENBoost : These details are not entirely clear. I dont use ENB, I'm talking about ENBoost being used as intended with UsePatchSpeedhackWithoutGraphics=true I guess the confusion as to exactly what we are talking about is understandable, given that even the author was scratching his head and adamantly swore by RemoveBlur=true working as intended : Until he realised that it does if you are using ENB graphics, but at the time for ENBoost users it was CTD'ing their machines. Fixed since, but yeah, even the author gets confused between full ENB users and ENBoost users :)
  23. This topic is about ENBoost isnt it ?, not ENB in its traditional use.
  24. 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.
  25. :) We have a much better Desktop, but my personal machine is a slightly dated laptop .. Which was the inspiration for my Vanilla Reduced Textures ( before I upgraded the graphics daughterboard to have 512mb vram instead of its old 256mb spec )
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