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Everything posted by TechAngel85
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I alt-tab all the time, but still run in fullscreen. ...it only crashes approximately around the 3rd-5th alt-tab. :: I thought DY tested and confirmed so I was just seeking clarification if it truly works before adding any mod notes.
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Just wondering if the cursor fix works for all ENBoost users. If it doesn, we need to add a note on the mod page to skip this mod for those that have ENBoost installed.
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DROPPED The Skyrim Distance Overhaul (by Grieche)
TechAngel85 replied to MadWizard25's topic in Skyrim LE Mods
Yeah, the performance drops and quality will be the same as above even with ugrids 7. This mod adds a lot more detail to LODs so it worth installing even if you don't use any of the options in the mod and only install the meshes and textures. -
I take it the [FIXES] section of ENBoost doesn't work unless UsePatchSpeedhackWithoutGraphics is set to false. Is this correct?
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DROPPED The Skyrim Distance Overhaul (by Grieche)
TechAngel85 replied to MadWizard25's topic in Skyrim LE Mods
Using no Swamps options, my performance is normal (55-60FPS) even when looking at ruins. Using the Lite option, I only get around a 10FPS drop (~50FPS). So following the new recommendations should work for most users (install all options, skip the swamps unless your system can handle it). -
We have one mod tester active (or was active) and the rest is done by the ones SRB mentioned and a few sparse users here and there when they see a mod they like. The rule of thumb for all staff is to be willing to do the testing yourself if you add anything into Testing rather than pushing it off onto other users and staff. This has been mentioned many times and has been the rule of thumb for adding mods into Testing for a good while now due to our sparse number of users (staff included) actually doing the testing. (Testing is a lot of work!) It "grinds my gears" when we start having a ton of mods show up in testing and those that add them expect others to do the work when those others are already doing 90% of the work. /rant finished...
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DROPPED The Skyrim Distance Overhaul (by Grieche)
TechAngel85 replied to MadWizard25's topic in Skyrim LE Mods
Okay, I've updated the SDO mod page with new recommendations, added in some detail about Morthal Swamp and have added in instructions for installing the Patch with MO. I'll personally be running the Lite version of the swamps. -
DROPPED The Skyrim Distance Overhaul (by Grieche)
TechAngel85 replied to MadWizard25's topic in Skyrim LE Mods
Updated the above with the lite version of Morthal Swamp as well. There is a 5-10 FPS difference between the Lite and Complete versions. -
Why are lockpicks so hard to find?
TechAngel85 replied to peppergomez's topic in General Skyrim LE Discussion & Support
~ + player.additem a 100 = 100 lockpicks! :devil: -
DROPPED The Skyrim Distance Overhaul (by Grieche)
TechAngel85 replied to MadWizard25's topic in Skyrim LE Mods
Here is the Morthal Swamp Compares: No SDO >> SDO no ESPs >> SDO with ESPs (Lite) >> SDO with ESPs (Complete) The Morthal Swamp option mainly adds a lot of NeverFade flags to trees. This means these trees are loaded into the game whenever you're looking in their direction whether you can see them or not. Basically, with only the meshes (no ESP active) you'll get more LOD objects and a better quality image. With the ESP active, you'll have all the trees loaded as well. Here are the Whiterun Tundra compares: No SDO >> SDO no ESPs >> SDO with ESPs The Whiterun Tundra optional mainly adds NeverFade flags to the creaks. This means the creaks in the tundra will be loaded whenever you're looking in their direction whether you can see them or not. The result is the same as above. With only the meshes you get some added LOD objects. With the ESP, you'll have the smaller creaks loaded in. I'm not sure I believe having the creaks loaded in are worth it. It's very hard to see them when you're running around on the ground. I even had a hard time finding a spot to see them from up high. The other two ESPs have the same result as the above; however, the performance hitter is coming from the Morthal Swamp ESP. With that one ESP deactivated and the other three still active, I get lil to no performance drop (GTX 760). With this new information, I'm going to change the STEP recommendations. I need to look at the FOMOD first though so stay tuned. -
DROPPED The Skyrim Distance Overhaul (by Grieche)
TechAngel85 replied to MadWizard25's topic in Skyrim LE Mods
See next post for compares. -
Another Naked NPC - Hunter and Fugitive encounter
TechAngel85 replied to DanielCoffey's question in Guide Support & Bug Reports (retired)
The only time I ran into a naked NPC was just after install CCOR. I think that mod is causing some of those issues. This was on an old save. My newer saves all have clothed NPCs, thus far. -
ACCEPTED Static Mesh Improvement Mod - SMIM (by Brumbek)
TechAngel85 replied to z929669's topic in Skyrim LE Mods
Yes, it does and no idea since my LOOT order will be different. If you're using the STEP Patch, then you don't have to worry about the ESPs since they're included. With the STEP Patches, you simply move the ESPs to the Optional ESPs section in MO. -
SKYRIMLE Dwemer Metal Retexture (by Langley)
TechAngel85 replied to WilliamImm's topic in Skyrim LE Mods
That's my point. When I make such comments, it's from a STEP perspective and nothing else. The mod itself might be excellent for personal use; however, the staff has to look at mods from a different angle than personal use. -
SKYRIMLE Dwemer Metal Retexture (by Langley)
TechAngel85 replied to WilliamImm's topic in Skyrim LE Mods
I don't see this mod making it. You're losing far too much contrast and depth from the original textures just to get something a bit nicer...that's trading out one issue for another imo and agree with Z's post from when he dropped this from Testing the first time. Mods that are determined to swap issues (i.e. Better Dynamic Snow) are either dropped or never added to STEP in the first place. -
You know we've tried multiple times to test this mod and have found it extremely difficult due to the vast variety of textures that it covers. You're basically going to have to do a compare of each texture. This means figuring out what STEP uses for each of these textures (far easier with MO) and posting compares for each. There is either going to be a lot used from Langleys, hardly anything used or a mix with a lot of textures being hidden.
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DROPPED The Skyrim Distance Overhaul (by Grieche)
TechAngel85 replied to MadWizard25's topic in Skyrim LE Mods
Planning on doing this tomorrow and grabbing a few shots. -
ACCEPTED Come Together N Out of the Way (by Nausicaa)
TechAngel85 replied to Quitch's topic in Skyrim LE Mods
Idk if summoned creatures are considered followers by the game. If they are, then I would expect this mod would affect them. In which case, you could adjust the distance between your PC and the creature. If they aren't considered followers by the game...then I wouldn't expect this mod to affect them unless specifically designed to do so. As far as scripts...I know not what your issue is, uglykidcid. I run a full STEP:Extended without issue. -
DROPPED The Skyrim Distance Overhaul (by Grieche)
TechAngel85 replied to MadWizard25's topic in Skyrim LE Mods
Basically, most interiors are loaded all at once. Occlusion planes prevent the loading of things that aren't within the frame the camera. Since this works within loaded areas both inside of buildings and cities could benefit from occlusion planes. Exteriors, on the other hand, aren't all loaded at once but rather by cell distance (5 cells is default). Objects with the NeverFade flag break this cell barrier by loading regardless of distance. The only way to use occlusion planes in exteriors would be within the cells that are currently loaded, if I understand it correctly. Meaning they wouldn't fix this mod's performance drops since it uses NeverFades flags to accomplish its task. A more performance friendly version could be created by removing some of the NeverFade objects from the mod's ESPs; however, it would also come with a quality loss as those objects wouldn't be loaded with the others. Someone with the time and patience could probably create a performance version properly which would have a happy median between performance and quality. -
DROPPED The Skyrim Distance Overhaul (by Grieche)
TechAngel85 replied to MadWizard25's topic in Skyrim LE Mods
Basically, all the ESPs are doing are adding NeverFade flags to a lot of objects in the world space. Meaning these objects are loaded, no matter what, when you're looking in the direction of these objects (even if they're on the other side of the world map). This might be a workaround for this mod to do its thing with the game engine; however, it's a rather inefficient way of doing it. Adding in occlusion planes would be a very good thing with this mod! Mountain blocking your view? Enter occlusion plane to prevent objects from loading that are located behind the mountain! ...doubt that is even know if that's possible with the game engine. I think I'll do some compares with and without the ESPs in the locations each ESP affects to see the mesh vs the NeverFade objects. -
Not a lot of info on it is there? I'll just stick with Firefox.
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Old guide is here:https://wiki.step-project.com/STEP:2.2.8 You might possible find some of it broken due to some changes that took place in 2.2.9. I'd recommend scanning through what you already have installed referencing it with the 2.2.9 Guide to see if anything changed in that part you've already installed. Then continue with the 2.2.9 Guide once you've checked everything.
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ACCEPTED Better Shaped Weapons - BSW (by masterofshadows and LeanWolf)
TechAngel85 replied to WilliamImm's topic in Skyrim LE Mods
Done. Moved to Section N. -
ACCEPTED Better Shaped Weapons - BSW (by masterofshadows and LeanWolf)
TechAngel85 replied to WilliamImm's topic in Skyrim LE Mods
Anyone else agree with moving this down below DSR to resolve load order in Extended?

