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justjr

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Everything posted by justjr

  1. That values only change the "tilt" of the arrow in relation with the aim dot/cross. The values that actually get rid of the auto-aim are these: Under [Combat] at Skyrim.ini So yeah, let's pretend that didn't happen also. x)
  2. I think he uses the CoT-Hazardous (since the other dungeons plugin have lots of dirty edits, I also use this) and Warm interiors (me). I use it and looks exactly like mine dungeons. I rather the CoT original nights then the lighter ones, I don't know if he uses because hes video is dark, but it can be youtube messing with the light. ELFX don't touch dungeons, only interiors. I use it too and is awesome. I tried RlwC torches too but, I really liked the Improved Torches better: (https://skyrim.nexusmods.com/mods/6319) So much better/more realistic.
  3. @WilliamImmThank you! I read a lot, but sometimes I just got overwhelmed with technical stuff I don't know, and just want to know what option to choose. But I love to know why also. :) I will take some time reading that, but I don't know nothing about texture formats, so I don't know what to expect... mostly technical stuff about textures just sounds like gibberish to me... @techangel85 yes I really know about that, just experimenting. I AM using it compressed, without problems other the ones I mentioned. :) From what I know DDSopt only optimize textures, and not meshes (nif). And is safe to use, I optimized so much stuff, and beside rarely weird looking textures, no crashes. I really just want to know better ways to optimize the different types of textures with the tool. ps.: I used this as reference to start: https://wiki.step-project.com/Guide:DDSopt_%26_Texture_Overhauls/Mod_Optimization ps.: Damn! I think i will have to read all that big topic ¬¬
  4. I don't think Gopher use both Pure Waters AND WATER, no he doesn't.
  5. I am experimenting with ddsopt with various mods, this one here seems to be one of the most affected by the DXt compression. Some water textures become still I don't know why, mainly observed in the texture when the water falls above more water. Changing the compression of space maps to the second option in constrains (R5G something else), it looks like it retains the animations. I would much appreciate a more detailed (but not to extensive, haha) explanation about which textures types I should be aware of compressing, like this one. Should I make default compress all the space maps textures to R5G6B5? What other types of texture maps I should be aware of this? ps.: I can't find the ddsopt thread
  6. 4GB is enough for any STEP baseline IMO.
  7. I think the bloat stays. Every mod you install is recorded forever in your save game. So if put and take out lots of mods, there will be one point it blows up and will not be even playable. I think you are still ok cause you save is still working, with no CTDs and all of this (I'll assume that).
  8. So, you need to remove Sounds of Skyrim or in 200h you will get another 50mb save game.
  9. RCRN works good with ENB and Enhanced Lightning and FX? I also using the Cinematic preset from Skyrealism ENB with RLwC, do recommend since it comes with lots of presets to try and a manual of what each option on the files do, so you can tweak it or create yours (I'm a noob at this, so use I presets).
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