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Everything posted by TechAngel85
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Z-Fighting problem: I just can't get rid of it/reduce it!?
TechAngel85 replied to Exalerion's question in General Skyrim LE Support
Most just use a combination of techniques to hide it like Vivid, Enhanced Landscapes, and DoF. If you completely solve the issue you'll be on the level of Sheson and others, like the UP Team, with the UPs, memory patch, and DynDOLOD of fixing some of Skyrim's worse issues. Best of luck! -
CTD vs. ILS - stuck between a rock and a hard place.
TechAngel85 replied to dlseanan's question in General Skyrim LE Support
I've only glanced at it as I don't have much time this morning and the only thing that really stuck out to me is that your AutodetectVideoMemorySize in enblocal.ini needs to be set to false. -
Disappointing Frame Rates (FPS)
TechAngel85 replied to Pillendreher's question in General Skyrim LE Support
Do you have Enboost installed? If so, make sure you check your vsync and limiter settings in the enblocal.ini, as well. Also, what is your screen resolution?- 80 replies
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Z-Fighting problem: I just can't get rid of it/reduce it!?
TechAngel85 replied to Exalerion's question in General Skyrim LE Support
Well, it adds better mountain clouds around just the mountains to hide the z-fighting as one of its features. -
Z-Fighting problem: I just can't get rid of it/reduce it!?
TechAngel85 replied to Exalerion's question in General Skyrim LE Support
I prefer to use Vivid Clouds and Fog to cover most of it up. -
Disappointing Frame Rates (FPS)
TechAngel85 replied to Pillendreher's question in General Skyrim LE Support
What are your vsync settings in Inspector? Also check to make sure the frame rate limiter isn't running.- 80 replies
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Sounds like you have some conflicts and need to look into them in TES5Edit.
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Mesh problem - SMIM's smeltermarker.nif causes flashing with ENB
TechAngel85 replied to darkside's question in General Skyrim LE Support
I've not an issue with either and I use ENB if I'm actually playing and not testing. -
Most saves get corrupted, constantly losing progress
TechAngel85 replied to Judassem's question in General Skyrim LE Support
Size of individual save files? HDD or SDD? -
Mesh problem - SMIM's smeltermarker.nif causes flashing with ENB
TechAngel85 replied to darkside's question in General Skyrim LE Support
Had this even been reported? Brumbek is usually good at providing fixes. -
DROPPED Designs of the Nords (by KEBW1144)
TechAngel85 replied to stoppingby4now's topic in Skyrim LE Mods
You're a bit behind. SRO has already been dropped. This mod was dropped because the design style didn't fit into the surrounding textures well. They stood out because they look to "clean". -
ACCEPTED Dynamic Distant Objects LOD - DynDOLOD (by Sheson)
TechAngel85 replied to DoubleYou's topic in Skyrim LE Mods
You have to follow proper procedures, but you can update it. See the video at the bottom of the DynDOLOD mod page on the wiki. -
SKYRIMLE Jaggarsfeld Extended (by TechAngel85)
TechAngel85 replied to TechAngel85's topic in Skyrim LE Mod Author Topics
These are unique items that I usually just put in the display cases. However, I have thought about putting in a few more just for these sets and their armors because the guild armors do not have complete armor/weapons sets...just mainly the armors. Same holds true for the Blades armor. Displaying these on the existing mannequins doesn't make much sense since I see these being used for complete armor/weapon sets (steel armor with all steel weapons, etc). I'm looking into this sort of thing, but it'll require a bit if a redesign to put in some occlusion planes. This is because the game is already taxed by loading so much at once in the Trophy Hall, but occlusion planes will help this issue out a lot and make the performance in the Hall much better. EDIT: Fixed my terrible message from my phone. Hate auto-correct sometimes! -
SKYRIMLE Jaggarsfeld Extended (by TechAngel85)
TechAngel85 replied to TechAngel85's topic in Skyrim LE Mod Author Topics
They would all be in separate spaces ("loading areas"). The cabin and Trophy Hall already are in their own spaces. This move would simply put the basement in its own as well instead of being loaded with the main cabin level. You make a good point there (highlighted), but with the different cabin levels. Trophy Hall has always been in its own space (it would benefit from a layout change as well, but that's another subject for another time). -
SKYRIMLE Jaggarsfeld Extended (by TechAngel85)
TechAngel85 replied to TechAngel85's topic in Skyrim LE Mod Author Topics
Major news for major change! Feedback requested! Okay, this isn't a surprise to me but it might be for some of you. For a long while now I've been looking into expanding the basement to add in follower and child support, as well as, adding a library for more book storage for hoarders like myself and everyone else who plays with this home installed (even if it's just for the Trophy Hall). The "how" to do this has been the question and I've suspected for some time now the home would have to be redesigned a bit. I believe I have confirmed this to be true. Now the question everyone will be asking is what does "redesign" mean? In order for me to add in all the features that have been requested and the ones I believe Jaggarsfeld needs, the cabin much be split into two different interior worldspaces; one for the upstairs and one for the basement. What this means is the upstairs will be it's own space and to be able to walk into the basement, the player will have to go through a separate loading door. The reason for this is the design of the farmhouses does not allow for further expansion. The actual meshes/texture do not exist in the game to allow for this type of planned expansion by creating doors and walls. At least none that I have been able to find, yet. In this change, the upstairs will remain relatively unchanged besides the stairs. The stairs will be swapped out for ones with a door at the bottom. Entering this door will load the basement. That is it for the upstairs. In order for the changes to happen, the basement's design style must entirely change. The "rocky" farmhouse walls are no longer an option. My idea for this is to make it match the Trophy Hall's style (Snow Elf Ruins) to bring the mod together more. However, if users desire to keep the rocky look, the next best option is the Imperial design style. I have yet to scour through the modders resources to see if anything relevant is available for use, but for now I'm leaning towards making the basement more like the Trophy Hall. I can tie it all together eventually with a storyline (quest), for finding and owning Jaggarsfeld. This is, of course, making a deviation of the original concept that Jaggarsfeld is a lone hunter's retreat; however, the Trophy Hall doesn't play into that story very well...not at all really. There are my current thoughts. I would very much like some feedback from all users, but especially those users who actually use and are familiar with Jaggarsfeld. -
ACCEPTED Dynamic Distant Objects LOD - DynDOLOD (by Sheson)
TechAngel85 replied to DoubleYou's topic in Skyrim LE Mods
It can be any archive tool and everyone should already have one. That's like not having a mod manager installed when it comes to modding. It's a basic tool. -
ACCEPTED aMidianBorn Book of Silence (by CaBaL)
TechAngel85 replied to EisDrache's topic in Skyrim LE Mods
Thanks, kelmych. We sometimes forget some users don't merge the mods. -
GUIDE Tech Enhanced - Mass Effect
TechAngel85 replied to TechAngel85's topic in Unsupported Game Guides
It's been a long time since I've done it, but yes, you can manually add them to the section. -
ACCEPTED Dynamic Distant Objects LOD - DynDOLOD (by Sheson)
TechAngel85 replied to DoubleYou's topic in Skyrim LE Mods
Yes, you can. See the OP. -
DROPPED Skyrim HD - 2K Textures (by NebuLa)
TechAngel85 replied to z929669's topic in Skyrim LE Mods
It's mainly just a handful of textures. I have personally looked into it a bit more and have found the textures to be better quality than the ones used in STEP now. Take the conflicts with SFO. The one or two SFO textures simply look like vanilla textures with a change in color. That's it....not very good from such a good artist like Vurt. This would take a full investigation, though, and it's something that I'm unlikely going to do anytime soon. It would be nice if the community would step up some and do some of these compares for us on the smaller mods in testing (probably not this one as there is more involved). Maybe I'll do it before the next release. -
help figuring out videomemorysize for enb
TechAngel85 replied to Scythiss's question in General Skyrim LE Support
Thanks, this is bringing out a pattern with that tool. Window 10 users seem to be capping at around 4096 using Boris's tool. He doesn't support anything past Windows 7 officially so if there is an issue with the tool under Windows 10, I doubt there would ever be a fix. -
help figuring out videomemorysize for enb
TechAngel85 replied to Scythiss's question in General Skyrim LE Support
Which version of Windows are you running? -
The tree animations are terrible anyway so I would not really chalk that up at a loss. Then again, a lot of users do notice small things like this though...of which, I think most are just standing around staring at things rather than playing the game. Just an observation. My real question would be, what is the 'noticeable' performance difference, if any, with such a change. Reducing tree pop-in would be nice.
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SKYRIMLE Jaggarsfeld Extended (by TechAngel85)
TechAngel85 replied to TechAngel85's topic in Skyrim LE Mod Author Topics
This "renovation" of Jaggarsfeld isn't affiliated with STEP. It's just one of my personal pet projects so it's been a one-man show beside the people listed in the credits who have helped me out in one way or another. -
SKYRIMLE Jaggarsfeld Extended (by TechAngel85)
TechAngel85 replied to TechAngel85's topic in Skyrim LE Mod Author Topics
Yes, this is will be completely fixed with the 2.0 release. Right now, it's kinda hacked to be fixed in the alpha (which the scroll storage has been moved to the basement). The activator is not working in the current alpha that's up but I have it fixed and it will be working again in the next alpha release.

