Jump to content

TechAngel85

Administrator
  • Posts

    14,559
  • Joined

  • Last visited

Everything posted by TechAngel85

  1. I'm not sure what you are asking so I will answer you in a literal sense according to your wording. We only reactive those two mod because the other mods have been "merged" into the Bashed Patch. Those are the ones that should be checked by default and are the only ones that are used in the STEP Guide, therefore, only they should be checked.
  2. I'm not sure if you're aware so I will explain the lights in the game. There are two types of "flickering". One is done by the object itself as an effect such as how candles will "flicker" without any lightbulb present. The other is an effect set on an actual lightbulb itself, not the object (see below). Default candle lightbulbs in the game have a "pulse" rather than a flicker. The trick is finding the right lightbulb and your best bet are touches since they seem to all have the flicker effect on the lightbulb. This would best be tested in a custom test cell from the CK. You could make a long corridor when a single lightbulb placed at one end to test the effect of the setting at specific distances (assuming this is what it does). I could probably whip this up in a few minutes, if you're unable.
  3. From the name I would deduce that it determines the distance at which lights will flicker vs being static. Of course to test this you'd have to have a lightbulb that has flickering set up on it. It wouldn't take long to set up a test environment in the CK for this.
  4. I just hadn't updated yet... ::
  5. So your CK is still not starting up?
  6. Very nice. One install to rule them all!
  7. Run BethINI.
  8. Considering it was the only tag (incomplete analysis), yes. Also, I can't remember if I reported it, but when I click to edit a mod page and try to delete a tag it doesn't actually delete the tag. The only way I've been able to delete tags is from the mod page itself (not editing). Minor issue.
  9. Cool! Just got this: Error saving mod tags, tags: undefined method `exclude?' for nil:NilClass
  10. I've started working on the list again and will continue to do so a little at a time. I have another project going on that will be taking up some of my time for a bit. However, a few issues already: Dead Body Collision Fix is not retaining the correct selections for the mod options. I will deselect one of the options, save the list, check the mod, and both options are selected again.For the mod notes section highlighting text and selecting a format button does not "undo" the formatting. So if you create a order list and then try to select the button again to undo the list, you get odd behavior.Selecting the "side by side" compare button blows the window up to full-window and you are not able to exit.
  11. Sweet! Looks like I need to get back to work. Lol!
  12. That is insane... I figured 2GB would be the norm by now. If you do the math though, 54% of users are using 2GB or greater so that the majority on 2GB cards or higher. It's still crazy to see that 46% of users are on 1GB or less.
  13. Before this goes too far off, remember that this issue is how much memory DirectX9 can use on Win 8/10. It's not limited to any specific game/program. It's limited to DirectX9 usage.
  14. You can change the game LOOT is running for at the top of the LOOT window.
  15. Thanks. So running with a full setup will likely push usage into the 3.5GB range or higher. I have a 4GB card, but the average gamer still use 2GB cards.
  16. How many extra mods did you have loaded during your tests?
  17. What does Skyrim Performance Monitor report?
  18. I don't know if it's limited to just textures or the entirety of the game (assuming we're talking about Skyrim and not SSE as SSE doesn't have the limit). I don't have Windows 8/10 installed to be about to test anything. I think Hishutup did some testing, but I'm not positive.
  19. Woot! Grabbing it now! Textures have always been big for SRO. Most users will want to run them through DDSopt to constrain the size to better match the performance level of their systems. STEP, at one point, had a custom version of SRO with various constrained sizes for various texture groups which mainly matched our baselines (1K for exteriors and 2K for interiors). This will likely be a automatic add back into STEP at some point (when we get around to SSE). Starac does a very good job of staying with the vanilla design direction.
  20. I answered this in your other support topic. Please do not "double post" in multiple topics. The answer is it's safe to load without the plugins because the contents have been merged into your Bashed Patch.
  21. It's safe to load the game without them. The contents of those plugins has been merged into your Bashed Patch.
  22. No idea. It's not related to STEP in any official way. We have a project page where we're keeping up with the STEP mods that have been converted to SSE. Right now that list is slim compared to the current Guide and the pace at which mods are being converted has really slowed down.
  23. Please do not post links to mods which are not available by the author. The author is actually already working on updating SRO for both Skyrim and SSE.
  24. Where and when does it crash exactly? Start of the game (before main menu)?On the game menu?When starting a new game (before game loads)?Game starts then crashes during scene?Also, you have no custom patch so I'm positive you have undesirable mod conflicts.
×
×
  • Create New...

Important Information

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