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hishutup

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Everything posted by hishutup

  1. Its from the perspective of a "virtual" Skyrim\Data\ folder I think its just an issue of terminology but I was confused by that also.
  2. Its because it would overwrite a manual installation and when you go to rebuild it, the scripts would be permanently broken until they are replaced by the originals. For Skyrim, MO is superior. That kind of defeats one of the reasons to edit the pex decompiler. I guess Ganda could make it an optional but that is up to him However, you can download the one we used.
  3. Maybe its the GPU core clock. There were quite a few drivers where my GPU would stick at ~1100 MHz at idle and with a load, maybe give that a look :/
  4. The oaks are not really standalone, they are somewhat of a replacer. They cause issues with trees in solitudeexterior01 because USLEEP disables them and replaces it with a new record with vanilla elements. I kind of wanted to make a marsh mod that adds all sorts of creepy stuff but I cant find some resources :/
  5. Nexus page is up
  6. I doubt it would be ELFX exteriors, falkreath runs at a perfect 60 with SLO, EVT and ELFX during preliminary runs. I was going to say maybe set affinity because landing skyrim on a physical core and its respective HT core can cause sudden performance dip, but it is rng but it is somewhat noticeable but I see you have an i5 which doesnt have this "issue". This guide has some things on it. I've been trying to assemble an immersive interesting landscape, I can share what I have so far. I am VERY intolerant of land tears, trees in buildings, unesseccary FPS hit, and any sort of weirdness; in other words, it has to be perfect. I can fix most issues if there is a specific combo you'd like to see, shoot me a PM and we may be able to get a thing going
  7. EVT doesnt hit the fps at all for me, but EL is killing it. I've been recommending Skyrim Landscape Overhaul for awhile. If you come across any incompatibility, I can passively fix it in my patch If you want LOADs more trees, try Custom Placed Trees Megapatch. After playing a bit of Enderal, Im thinking about doing my own take on the landscapes but I am really unsure of it. I have issues with other landscape mods but I'd try to passively support a lot of mods that I use.
  8. I could have swore that it was one of these.
  9. Id bet my money on it being iTexMipMapSkip set to something other than 0. There are various textures like clouds that corrupt with mipmaps
  10. Try pressing the F4 key and see if the FPS increases, if so, its the window virtual memory bug. If not, then its because Skyrim is indeed CPU bottle necked at this point which some people disagree but if the GPU usage is hanging below 99% and the fps is lower than 60, its probably CPU. With ETaC I can barely get above 40FPS, but with my old process it was in the 20s, but now with enderal, I am glad I got the processor that I did because I get anywhere between 20 and 60 fps with current hardware.
  11. For the last two, I think iNeed was the mod that used it.
  12. mhmm, are you using MO?
  13. If you used darnified UI, use the DarN fonts. I have an ini tweak in the UI section.
  14. It was the guy that made the restringer.
  15. This file https://obse.silverlock.org/download/obse_loader.zip
  16. After reading this post I think i figured out what I was lacking. If you are curious about what I did... This time I used the obse0021 AND the latest loader which, was probably part of the issue Now I gotta test DLLs but its late and the plugin I used to check may or may not had a dll.
  17. Its a wild edit, in this case we want it to be identical to master. In other words overwrite ELE's edit in favor of Vanilla
  18. I was also unable to rename the file but I could copy/paste it into the same dir but maybe cut/paste would work?
  19. Nah... Nah... No, comments are waiting for you.
  20. Why I think MP should not handle this. The billboards, yes but for the scripts, probably not. Its kind of hard to explain why but treat it like bash but instead of records, its scripts. Let's say you have an interesting merge where plugins a, b, c, d and e reference each other. If someone merges b and c together(BC), then merges d and e(DE). Also, let every formid be altered. If mp handled this in the merge, only a and BC will work, BC would know nothing of DE and vice-versa. However, treating it like a "autopatcher" avoids this issue. As for smash, why not that's up to mator, Ganda is pretty open. Yup, it handles those and a few custom functions. sometimes the compiler fails to compiler, I found a few condition because of skyUI which I should add to the op.
  21. hey sheson, since Ganda was working on the relinker program, I had him include my Billboard handing portion. So now LODGen Billboards will be copied to the merged mod folder and renumber the forms if necessary.
  22. Yes, it was in a sense, but this is MUCH better. Try it out by merging the Treasures section in SRLE-LotD. As for the process It searches in every script for a function, if it matches, it'll replace the filename and formid to "relink" with the new merged plugin. If the formid is the same just the filename is changed.
  23. <MO dir>\profiles\<current profile>\modlist.txt That make work for what you need
  24. hmm, I have mystermodder's version and its quiet different from both. Its more dark gray without any other color.
  25. So I was taking a look at using this in my guide but there are several INI tweaks that I want people to use and I was wondering would it be possible to add a feature? Basically, what I think would be ideal is a package of ini files that can be added to bethini, so that they can tick each tweak that would be applied last. The closest thing I can think of is how MO handles mod ini tweaks. I cannot just use MO due to OBSE and Steam.
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