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hishutup

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Everything posted by hishutup

  1. All the bethsoft games use similar methods however there is no mod that can compare to UL in Skyrim. UL is a pretty neat idea.
  2. That was more fun to read than it should've been. I like the most of the features.
  3. I found some of them to be wrong or leave out details, Im all for the separate library + user choice. Mator, is everyone that adds tags to the dictionary going to be equal or are some people going to have raised suggestions like authors and whatnot?
  4. Exactly, its not finished, its alpha, I was letting grant know that many of the planned functions do not work. I just poked around it the other day with ver 0.1.1 to see what the output would be but I couldnt even change the smash settings. Thats why I didnt go complaining to you because I knew it would be "Barely functional" since most of the functions are not yet implemented.
  5. From what I've seen the standalone is bearly functional, lots of functionality is missing.
  6. Gah I think people need to stop installing skse and the ini outside of mo, however I do see that skse is the mod name. I had a post in the general subforum about some issues with using skse ini inside mo
  7. You have the ini nested in two skse folders. Even though you have 768/256, the effective value would be 512/256 respectively
  8. UseDefferedRendering needs to be enabled and UsePatchSpeedhackWithoutGraphics must be disabled
  9. Meh321's testing strategies are questionable at best. He claims that test with ugrids at 15 or higher he cannot load the game without safetyload which I wouldn't disagree with however using anything above the default can cause all sort of issues and unknowns; I can see using 7 and maybe 9 but 15 is too absurd and I doubt the engine is even equipped to handle it because keep in mind increasing ugrids is exponentially more intensive. I do not have a fully loaded game to properly put his methods to the test but i feel that I am eligable to make an educated guess that the current methods of skse mem tweaks + enboost is all that users need. Anything more is either irrelevant or redundant. However I'm glad to have someone prove me wrong as it would be more info. I will agree with about half of what he claims on the mod page but the rest is incorrect by current standards.
  10. This is not a secret for anyone with a minimal amount of skills in navmeshing. For example, the navigation meshes are also used by the AI for general spatial reasoning and spatially localized information. That's the basic of basic, any decent lectures about navigation mesh contain this kind of information. Information which can be found in less than 5 minutes by searching on the net.If you want to be able to understand a complexe problem in a specific field, it asks a minimal amount of skills in the field and the only way to get skills is through hard work. So don't expect to understand easily why it's not possible to fix some compatibility issues between ICAIO and ETaC with the current tools available. The only info that I am able to extract out of your comment is that everyone can learn what navmeshes do by "google-ing" it. I highly doubt that all the info on the web about navmeshes is applicable to skyrim. All people are asking is to share what you know and have learned so that others can branch off that knowledge. If you are able to provide specific examples with an image and comment of the -potential- issues then people can understand why and they don't need to pester you anymore.
  11. It should work, maybe something changed. I believe the author is pretty active maybe theres some info on the mod page
  12. it depends on what the OMOD is, if it is ONLY an archive then its fine but if it contains an installer then WB will not be able to understand the installer but it should still unpack the OMOD
  13. If it was my choice, txaa 100% of the time, sadly it's heavy and not everyone supports it. Taa is okay but fo4 implementation is poor quality. 2nd best is down sampling 2715x1527 with msaa x4 but its very heavy and the ui can be a little soft
  14. Blocks 2 is fine when it fills up because it just spawns another block2.
  15. By my understanding its the vanilla textures that are not overwritten by any mods. Who optimizes their textures anyway :/
  16. Merging order kind of doesnt matter unless you are trying to do something janky but keep in mind the "rule of one" applies. As for LOOT sorting I dont know if you are talking about mods pre-merge or mod post merge. LOOT doesnt read contents so its pretty random with merged mods, if you need to find a spot for it, you'll know by the record conflicts
  17. if ya need anything just ask :P
  18. umm, the reflections are the same in Fallout4, I think they the same as Oblivion, just a bit higher res. Pretty much all around, they are basic. I wonder if it is possible for ENB to redo those reflections so that they are more accurate and do not discriminate most objects
  19. Well, Skyrim's water reflections are fairly basic and most objects don't show up. I believe this is normal but it definitely doesnt look all that great.
  20. I tried claralux and it was... flashy. The lights were unpredictable and tend to second guess themselves. EDIT: I fixed all your fomods and other misc fixes that I noticed
  21. I see you use SkyTest, some say it can lead to unusual crashes and other issues. There is an alternative that affects similar things called Animal Tweaks, it may be a better mod but I havent taken a look at it but it seems to be compatible with everything every mod that you include. Even though there is a patch for both I wouldnt use it because I can see all sorts of potential issues. Since I am on the topic of animals, I think these would be a wonderful addition CSV and Farm Animals
  22. You could potentially safely merge one but I would be careful. There are a few other records that are compiled, I just can remember them.
  23. Mp can merge anything other than compiled info such as na navigational info maps or story manager
  24. I wouldn't merge the main esp but everything else, I believe is fair game. If one of the mods contains NAVMs, its fine to merge however if there are two different esps that have NAVMs then that's where merging becomes interesting.
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