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crime_syndicate

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Everything posted by crime_syndicate

  1. https://www.nexusmods.com/skyrim/mods/58989 I figured I'd make a bit of propaganda for this mod since it seems to go under the radar a lot more than it should. This is a high poly replacer for the head meshes, and their associated morphs. It comes in two versions : one that only replaces your PC's mesh (this version has an esp to redirect .tri paths) and one that's a straight replacer and will improve the NPCs too (no esp, but you need to run FaceGen in the CK to replace the NPCs' meshes, and of course it's quite a few more polys for your computer to push). It's only compatible with RaceMenu (preferably version 3.0.0 and up to take full advantage of it). I doubt that it could be a candidate for STEP in its current state since it's not exactly free of bugs and issues (there can be some clipping with eyebrows and eyelashes depending on your character, there are very heavy issues with one of the beast race meshes - don't really remember which one, could be male argonian-) but it's certainly a very nice mod for people who know what they're getting into and who can deal with said issues.
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  2. Immersive HUD. costs essentially nada in resources, can be run on anything and yet improves immersion massively (imo) Immersive Creatures (I remember being very reluctant to try it but I can't really play without it now, it feels too redundant and boring) Inconsequential NPCs, just to add life to the world mfg console (sure it's just a utility mod more than anything else, but it's just so convenient) RaceMenu (already been mentioned twice I know but fack it, it's just that good) as for the graphics part : SMIM since you said "assume a fast pc" whatever texture pack(s) that he or she likes ... and of course ENB, lol
  3. It's just an ENB preset with a weather esp, and he has an AOS patch for his esp. Maybe there's gonna be a few conflicts unrelated to AOS but it shouldn't be anything nightmarish...
  4. yup, there's been multiple reports of the frame limiter being faulty in some instances. I personally don't really notice since I limit at 60 and almost never reach it. If you're on nvidia, you can try using NVCP/Nvidia Inspector to limit your framerate, I don't think I ever saw anyone reporting issues with that method.
  5. I seem to think too that Gamwich's textures look much worse on his own screenshots than ingame lol
  6. Just tried the new version and it all went great, no issues :) (actually there was one, I forgot to move the created btos in the MO folder at first, and of course it was a purple texture fest :p) Also I found the reason for the cache folder issue : I didn't screw up by deleting it and neither did you by not including it : it's because MO doesn't extract it when you install the mod because it's an empty folder. I don't know if there's a setting in MO to disable this, but anyway if somebody else gets the problem that's why. Alright, I might try that method if I find the motivation :p edit : Do you have a setting that ties the size of your atlas texture to the preset used when generating LOD ? Maybe two 4K 21mb textures are a bit much for the most Vram-starved systems, I don't know.
  7. Wow, quite the update it seems :p I see you've already fixed the cache directory thing I mentioned in my post. However I just tried generating running DynDoWorlds with (almost) the same mods which worked earlier and it crashed with the following error message "FormID [0F001305] references a master which is not available in file [20] DynDOLOD.esp." This is a Material Object from Better Dynamic Snow called "SnowMaterialObject1PBetterDynamicSnow". What could be the reason ?
  8. Even though I haven't started a playthrough with your mod yet like I intended to, I still tested it quite a bit so here's a little feedback since there's unfortunately little activity in this thread :( bug reports : I tried generating LOD a few times today (I didn't touch the tree meshes and textures because I'm still using SFO 2.0f and nothing else, like when I first generated it) The first times I tried with xEdit r1893 and I got "Error in unit 'functions' on line 420 : Undeclared Identifier 'NormalizePath'." each time, even when only esps activated were Bethesda files, Unofficial patches and Dyndolod.esp. Then I tried with xEdit r1881 and the esp creation went fine, but LodGen crashed (god knows why, Log.txt was overwritten by my next generation anyway) At last I redid the generation and both esp creation and .bto generation went fine. I also had a pretty annoying issue the first time I used the mod a while back : 2 times out of 3, I would get an ILS, which I never ever have without your mod (I have both SKSE 1.7.2 with your memory patch (defaultHeapInitialAllocMB=768 and scrapHeapSizeMB=256) and ENBoost). So I tried reinstalling the SafetyLoad SKSE plugin (I normally don't have it like commonly recommended), set EnableOnlyLoading to true, and no ILS since. Here is also a bunch of stuff that I'm a bit hesitant to report because it's probably just mistakes on my part or because it's too vague : Vram usage difference with dyndolod / LOD generated on high vs just vanilla + High Definition LODs at ugrids 5 seemed to be between 600 and 700 mb depending on the place, but I was running fSplitDistanceMult=2.2500, so I guess that has to do with it. (I set it back to 1.5 since, also the ILS stuff was fixed by Safety Load even though I was still using the 2.25 value then) I had an issue when generating LOD with an earlier version of xEdit (maybe 1872 but not sure) where it told me I didn't have any "cache" directory and wouldn't proceed. (maybe it even crashed I don't remember). anyway I fixed it by manually creating the folder in Edit Scripts/ DynDoLod. I had the apparently known LOD transition issues at the Windhelm Docks. I had an issue with the solitude windmill getting drawn twice, but I had Skyfalls and Skymills installed and I didn't follow your recommendations for it (I screenshotted it and can probably find it if you really want to see how it looked) Small question by the way, do you know if there's a way to push back the distance at which the 2D trees billboards trees kick in ? I'm running on ugrids5 with LOD generated on the High preset and that's pretty much the only thing bugging me with the look of the lod now. At ugrids 7 it's almost perfect. Overall, ingame the mod works really well, the fps hit with the High preset feels pretty small (I think I really could handle more hardcore settings lol) and the visual improvement pretty massive of course. Thanks for your hard work guys ;)
  9. I think you kind of hit the nail on the head with that remark. In Skyrim I get away with running no AA (except SMAA but it does next to nothing, be it on high or uber) but there are games with straight edges and stuff as you said where the jaggies and flickering get really obnoxious even with SMAA / MSAA (Euro Truck 2 and AC Unity come to mind) and probably only SGSSAA will do a nice job of cleaning up the mess (perhaps TXAA in games which support it but even then...).
  10. oh sorry, I actually did search before posting because I found odd that this mod did not have a thread, but I didn't search by author, only by name so that came up with nothing.
  11. https://www.nexusmods.com/skyrim/mods/45807 This is a massive texture pack (for reference, currently it has more files than Skyrim HD 2K) which covers among other things, most cities, farmhouses, caves, imperial forts, a lot of clutter items and dungeon material. It has a 2K and a 1K version. The 1k version is little more than a third of the size of the 2K version, and it is from what I saw very well balanced between performance and quality. Most of the stuff is 1K - as the name implies - but the author has included a few select 2K sized diffuse maps where he deemed it necessary. I notice very little blurry items when running around, and I play in first person so it usually shows pretty quickly. As for the look of the textures this is of course better experienced by yourself than described, but generally they seem to be some rather simple designs, fairly lore-friendly (but not HQ replicas of vanilla textures). Quality wise it's very good, obviously done with great resource material (this is none of that "2K/ 4K texture-which-looks-blurry-when-viewed-at-100%-zoom" stuff). It does not have parallax however (and the author said he won't add it), which is a good or a bad thing depending on your personal opinion. This is clearly of the most underrated and undeservingly unknown mods I've ever seen, honestly.
  12. Copied the bsa lists from the vanilla inis in my custom inis and that fixed it, thanks for the help.
  13. Discovered that it detects the worlds correctly on my Vanilla MO profile. On my other profiles it does not, even if I disable all mods. I really don't know what's going on lol, the only difference between these profiles should be the Skyrim/Skyrimprefs inis if I'm not mistaken, so that's rather weird... EDIT : inis indeed seem to be the culprit. put the inis from the vanilla profile (clean generated inis from the launcher set as read only right after, was autodetected to medium preset iirc) in my modded gameplay MO profile and worlds are correctly detected. put the custom inis in the vanilla MO profile and it breaks it. I confess I don't get it :D
  14. Sorry for being unclear, I wrote the post too quickly. What happens is : when right clicking Skyrim.esm, both for splitting tree atlases and generate tree LOD (and also when running your script), none of the worlds that should appear appear (so no Tamriel, no Blackreach etc), just that Labyrinthian Maze one. when right clicking the DG/DB .esms, only the worlds beginning by DLC1 or DLC2 appear. None of the stuff that's from the base game appears either. As I said that's only when running TES5E through MO. When running TES5E directly it detects the worlds correctly.
  15. Gave it a go, when I try to : split tree atlas / generate tree LOD / run your dyndolod worlds script through MO, the only worldspace it detects is LabyrinthianMazeWorld. When running TES5E directly, it detects all the worldspaces correctly. I guess I'll have to do it all without MO and then copy all stuff in MO directories later if possible lol That's with MO 1.2.17 (did it with older versions too, full disclosure : I already tried a few weeks back and had the same issue) and TES5Edit 3.0.33 r1859 btw.
  16. you might wanna add Citrus Heads (standalone) if you're gonna have RaceMenu 3 and such.
  17. frozunswaidon's Dragonborn mod retextures it (unless I'm checking the wrong files, but don't think so :D ) : https://www.nexusmods.com/skyrim/mods/42348 taking a quick look at the two packs in PS, (admittedly not as good a taking a look ingame but surely better than nothing) it seems a lot better on average too, which is to be expected since you're comparing works by one of the best, if not the very best landscape texture artist on nexus, with one that's, umm, not really as good...
  18. I always did the same thing, use speedmult 400/500, no tcl and just run around, I don't even know how Vurt can load all textures in time with a heavily modded game using speedmult 1000 and up to be honest ... When I try doing that the game locks up after maybe 10 seconds and I have to stop the character for the game to load up the needed assets and for it to become playable again.
  19. Odd, he was still releasing stuff recently. Hopefully he comes back.
  20. I thought he did a ewi65, then checked and saw this : https://www.nexusmods.com/skyrim/users/9644741 All his files got pulled it seems. Hopefully that wasn't a case of "liberal" banhammer usage by nexus admins.
  21. just downloaded it and checked in TES5Edit (I don't use LoS), there is indeed only one record to edit (under Light, quite obviously) so it should be really simple business to customize it to your liking. edit : actually someone has already made exactly what you need apparently : https://www.nexusmods.com/skyrim/mods/59420/?
  22. I agree with you that -no esp / -noscript options could be good, however you can still download and open mods manually and not install them if they're scripted and stuff. That's what I do and I don't think it's a lot of work really
  23. well yeah, basically you're using MS with Xenius face normal maps.
  24. No (or more accurately yes, but its pointless), because both SG and MS are textures, so files will overwrite themselves. You can still mix and match stuff though. Also racemenu is very powerful, but it's not that easy to properly use. If you don't like it, try Enhanced Character Edit as I already said. Most of these manga characters you mentioned are made with it, and - to be honest - most of the great looking characters you'll see are made with it. It has less sliders (which is good for user friendliness) but morphs are really well made. In my experience, and seemingly in a lot of other people's, it's a lot quicker / easier to make a good face in ECE than it is with RaceMenu (which does not mean that you can not do so in RM). There is also a vertex edit functionality too which allows you to make almost anything you want (but it's advanced stuff, and not exactly user friendly ; also it's not there in RaceMenu yet but should be coming soon). Be warned though, ECE is generally not as good a plugin as RaceMenu though, you will lose the ability to use the Race Menu overlays / tattoos, the great Familliar Faces mod and other good stuff (personally I use RM for these reasons mainly)
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