Jump to content

TechAngel85

Administrator
  • Posts

    14,559
  • Joined

  • Last visited

Everything posted by TechAngel85

  1. It's been officially reported on Microsoft and confirmed as an issue with DirectX 9's implementation in Win 8/10. My assumption has been that it's because they used some 32bit implementation of DirectX 9 for compatibility reasons. This is the only reason I can think of it being limited to 4GBs.
  2. DirectX for classic Skyrim is limited to 4096. This is a bug with Microsoft that has never been fixed (and probably will not be).
  3. I don't know what else to try. Right now, it looks like some sort of vanilla bug.
  4. Yes, I've confirmed the issue myself. It can easily be seen at night in Riften. Simply go through the gate behind Helga's Bunkhouse and around the corner to see it on both sides of the alley. Once you focus on it, the light "pops" on. This behavior is nearly identical to meshes being overloaded with light sources causing them to not be illuminated, but this is the exterior we're talking about. I'm wondering if Bethesda's new lighting is causing this issue. I doubt that it can easily be fixed unless changing a setting somewhere will do it. That would take a ton of testing, though. Edit: I've done a lot of testing on this. So far... I believe the issue is with the RTLandL01 mesh because you get hard lines as shown in the image below when you go one level deep when hiding it in the CK. This looks just like it does in the game when shadowed, but reversed. Meaning the land next to the building is shadowed and the path is lit.It's not caused by any shader on the land mesh as I disabled and tested them one by one.It's not caused by the buildings because I disabled those via the CK and the issue was still there.It's not caused by an overload of lights hitting the mesh because there are no lightbulbs in that area.
  5. Yes, a zero count will usually mean it's not placed anywhere within a worldspace, but there's always the possibility that's not correct. I don't know if this was a quirk of GECK or not. CK has plenty of quirks. In this case, the item could be placed in a storage container somewhere, within a leveled list, or be scripted to appear upon certain conditions. I've never played New Vegas and am obviously not familiar with this mod.
  6. So you found it? Good. If you need any more help, let us know. I've only worked in the CK so I'm not sure how much stuff has changed since GECK, but I'll answer what I can.
  7. I'm not sure if the GECK has the option, but right-click on the object (first one) and choose "Use Info". That will tell you where it's placed.
  8. On the object window, search for the editor ID using the search bar at the top of that window.
  9. While in-game find the item, open the console, and click on it. This will give you the ID of the item. Write it down. Now go into xEdit and load the plugin that adds the item. Use the search field at the top left pane to search for that item. Once you find it note the "Editor ID" of the item. Now in GECK you can load the plugin that places that item and search for the Editor ID to find the item in GECK.This works for Skyrim. I assume its the same for New Vegas.
  10. I've played through about 12 levels in SSE and have not noticed this. I'll test it when I can to see if it happens on my end. Sent from my XT1575 using Tapatalk
  11. This are obviously perfect for STEP as we're using his older ones now. Glad he's back. :: Marked for Testing.
  12. Please clarify the following: What game are you running it for? SSE or Classic Skyrim (sorry I refuse to use the term "oldrim") What mod manager are you using? MO, MO2, NMM, or WB?
  13. No reason other than creating copies in MO. Having the cleaned DLC as mods in MO helps to prevent having to re-clean them every time you have to verify your cache on Steam.
  14. No, you create them when editing manually. But honestly you can just run BethINI and call it good. Sent from my XT1575 using Tapatalk
  15. No, tannin removed that feature from MO2 when he was developing it. Sent from my XT1575 using Tapatalk
  16. Yes, there are workarounds. I was only speaking of ESPs which load BSAs, though, which do indeed add to the limit. If one plugin loads five BSAs, then that one plugin will count towards the limit. Loading them via INI will circumvent the count and the dummy plugin can be removed. Sent from my XT1575 using Tapatalk
  17. I think the point here is that BSAs are loaded via ESP files. Although the BSA itself doesn't count, the plugin loading the BSA does. So yes, any time you have a BSA/ESP combo it will count toward your plugin limit. This extends to all Bethesda games, as far as I'm aware. MO can circumvent this by loading BSAs without the need for the dummy plugin.
  18. Some of his other mods are still up, so there might be more too it surrounding this mod and a couple other's of his. He hasn't really modded in years, though.
  19. 3 that I tested. Fuz Ro D-oh, XPMS Extended, and The 418th Step.
  20. Make sure your INIs are solid by running BethINI.
  21. Any time I click on a mod in the STEP mod list I get a 403 Forbidden Nevermind... it seems the mods no longer exist. I take it more authors have opted out.
  22. The installer will install the version that is appropriate for your currently enabled plugins. If you don't have ICAIO plugin active, it will not install the version that supports it.
  23. It's worth a try just to see if Crash Fixes still complains.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.