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Everything posted by Salvador
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ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
Salvador replied to z929669's topic in Skyrim LE Mods
Yes, kids.... I just noticed it has been updated for 2014. Got it installed and running :). I don't mind giving all those meshes a try, in due time ofcourse. Interesting, never really noticed it. I increased the radius for the Dawnbreaker light for Michael (a mod I made, similar to the daedric dawnbreaker mod, but that one has both wild edits and uses vanilla assets, causing Auriels bow to also light up...), he never noted any anomalies besides the quite common light flicker in ELFX. I'll keep an eye out. -
ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
Salvador replied to z929669's topic in Skyrim LE Mods
Nice phone, my wife had that one until my son decided it needed a tete a tete with a stone floor at high speed... I use the lumia 1020. As for the separation of NitriShapes, you can only separate out ninode grouped nitrishapes in nifskope. You cannot easily cut a Nitrishape into separate parts. For that you would need autodesk. I may download it again. I deleted my student copy... Didn't realise the older autodesk versions would no longer be available for download... I'm not sure I understand, if a room is properly laid out to accommodate 2 torches at a single time, how is the radius affecting the limitation? Or has it got to do with lights crossing. I'm going to head over at the project sub forum. -
ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
Salvador replied to z929669's topic in Skyrim LE Mods
Thanks! I know, I have a MS phone... great phone, but not for writing. No rush! I've read through the thread, nice to see so many people willing to help. I'll add my thoughts about splitting the TriShapes, I feel it's going to be essential for the bigger meshes. When making SkyFalls I had to deal with a few of the ELFX meshes. They were all quickly done by Anamorfus, sometimes poorly, his Solitude mill actually didn't spin... Most of it can be done in NifSkope, which is what he used (personal conversation). Not difficult, but very tedious and boring, so I can relate to him doing it quick and dirty (Mind you, all this was 2 years ago, things may have changed). I don't like the effect it has/can have on performance, hence I personally feel it should be kept to a minimum. Splitting the trishapes isn't always fixing the issue either, it can just make the issue affect a smaller bit of the mesh. In Michael's playthrough and testing there are still a lot of light flicker/splashing problems in many locations when wearing a torch with ELFX. I'm always puzzled as to why he splits seemingly small meshes. I understand he doesn't like the light splashing effect when carrying a torch, but to me increasing the radius of the torch seems a better solution than splitting hundreds of meshes. Although it does work well in several locations (ice caves come to mind). Splitting the meshes can have an equally ugly effect, the solitude mill is a good example of this (The arched bridge in Solitude). Due to the bright lights in the area you see part of the mesh reflecting the light, whilst another is in darkness, showing the clear borders between the TriShapes on the building. However I assume with proper lighting set up this becomes less of a problem. Joe -
ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
Salvador replied to z929669's topic in Skyrim LE Mods
@JawZ, I've just send you a long email to your nexus page... I should have logged in here. It has been ages. I'm all for helping on RS when I'm done with my PhD. Joe -
SKYRIMLE Actual Windows - Farmhouses by (Majk360)
Salvador replied to TechAngel85's topic in Skyrim LE Mods
Love the idea, was waiting to see something like this. And although the implementation was well done, I feel the windows are too transparent... But obviously that is looking at old middle ages windows, especially in northern countries which were really thick and pretty opaque. Hence I like Rustic Windows more for now. However I could probably change the transparency settings to make it more my liking... I wish I had the time to make something like this. -
Hi guys, I am stuck with something at the moment, and was hoping someone here can explain what is causing it. This happens in my game and I don't know why. Any object I set to "is full Lod" in the CK in Wyrmstooth (And Dimfrost) shows up in my esp as persistent, but is not in game.... Workst fine for Falskaar or Dragonborn, or anything really. But not worlds added by Wyrmstooth. Now perhaps this is something specific to my game, as I have not played Wyrmstooth yet, I have to COC to the locations. If anyone can check for me if the windmill rotor is animated in the distance in their game, that would be appreciated. Or anyone who knows what goes wrong and has a solution for the problem. Thanks, Best
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ACCEPTED Static Mesh Improvement Mod - SMIM (by Brumbek)
Salvador replied to z929669's topic in Skyrim LE Mods
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ACCEPTED Static Mesh Improvement Mod - SMIM (by Brumbek)
Salvador replied to z929669's topic in Skyrim LE Mods
Brumbek mentioned that the new windmills have issues with resolutions 1080 or lower. The pixel density isn't high enough to avoid the flickering at longer distances. Could be to mention this as recommendation based on monitor res. This is about the meshes without the sails and is the anomaly I was talking about(1.62b). The one with sails does not have this issue. Since 90% of us play at 1080 or higher I suggest to use the one with sails. 1.62d. No idea, no other mod in the current STEP.... -
ACCEPTED Static Mesh Improvement Mod - SMIM (by Brumbek)
Salvador replied to z929669's topic in Skyrim LE Mods
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ACCEPTED Static Mesh Improvement Mod - SMIM (by Brumbek)
Salvador replied to z929669's topic in Skyrim LE Mods
Hi all, Please set SKyFalls and SkyMills to Install real early and overwrite with the required mods! You see the two textures that come with my mod which are in RWT as well are the EXACT SAME as the ones in RWT and WATER! They are there for those people who install my meshes but use a different water mod than RWT or WATER, in order for my meshes to work. So overwriting them with the ones in RWT or WATER does not matter, since they are identical. Also I suggest you overwrite my meshes with the SMIM meshes Brumbek made with sails, as it removes the distant anomalies you otherwise get, and is a TON more realistic. But that of course is a personal view and not necessarily the one from STEP. -
I use the textures from RWT. So the overwrite shouldn't be a problem. I'll improve my modpage instructions as they are currently not clear on this. The textures are there if someone installed the RWT waterfall meshes (or WATER meshes) from my mod, but uses Pure Waters, vanilla or other water mod. Did you change the textures at all? Why are they even there if you didn't change them? They are the same. And as you can read from my previous post, they are there for NON WATER and RWT users. As the meshes I use require them. There has been 1 mixup though, but that will be fixed next update.
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Very interesting thread. Learned quite a bit. Personally I'm not a big fan of these shiny armors, although they are well done. I like the daedric most, however I dislike the fact that they are 4K. A shame you could not get it to work right with a lower resolution. Keep up the good work.
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Five quik Skyrim tweaks you may not know?
Salvador replied to steveley's question in General Skyrim LE Support
Nope, not all are legit. The iMaxAllocatedMemoryBytes= tweak won't help you at all. And if you insist in trying it, 2147483647 is the max allocatable value. Any higher and Skyrim will make really strange values out of it giving you more problems than its worth. Use bFloatPointRenderTarget=1 only when using ENB or apparently RCRN. fFlickeringLightDistance=8192 does work. bAllowScreenshot=0 Really only helpfull for making screenshots with RCRN. The shadowtweaks are ok, but expect a (massive) FPS drop from the shadowmap resolution of 4096. You can try tweak these settings to your own liking, there are a great many different settings out there, there is no right or wrong, only preferences. Use ENB to improve shadows considerably with minimal FPS impact (When only using the shadow tweaks within ENB, disabling all other more FPS heavy settings). End verdict. Stick to the STEP tweaks. -
CTDs with Clean Install and New Games
Salvador replied to RoninShogo's question in General Skyrim LE Support
To be really honest with you, I wouldn't even bother trying to test which mods are causing the issue. I would just start from scratch as Nearox advised and follow the guide!! Core only! Which will be difficult enough to install properly without problems. When you have a Core STEP installation make sure it runs stable for at least 10-20 hours. Please use Mod Organizer to install, this way you can keep a Vanilla profile and STEP Core Only profile seperately. After that you can copy the STEP Core profile and you can try installing 'some' extra mods, which you will have to test inbetween. This way it will be easier to identify the problematic mods. You have a lot of dirty mods in your current load order, which indeed would need cleaning. The city mods you can forget on your system! As well as many known problematic mods, such as Headtracking. To be actually able to truly help you with your current load order, even we would need weeks of testing and extreme dedication to help you out! So for now, please just start from scratch! Install Core STEP. Your hardware is mediocre, which is fine for running STEP Core, but you cannot run any more than that. Your CPU is not the best for Skyrim, Skyrim is sadly rather CPU dependant, installing so many scripted mods, both heavy and light, will get your CPU screaming! Good luck -
Where in the Install Order do I put the Particle Patch?
Salvador replied to DoYouEvenModBro's question in Post-Processing Support
In my game, I install it early, and let it be overwritten. I only have a look at it again if I find something looking out of place or strange when using ENB. So far I haven't found anything. I did found meshes that are bad in the particle patch. I had to remove the Skylight meshes as they cause there to be a black outline around the skylights which makes them look terrible (In my game at least, just test in Bleakfalls burrow). Took me ages to find out it was the particle patch as I was never suspecting it to change the skylights. I changed light mods, weather mods, ENBs you name it to get rid of it. Then I tried the smaller dust particle mod (which was not the cause) However I did notice it to overwrite some of the textures in the particle patch, which made me look at that. -
Ok so I have my Frame Rate to an acceptable level same with graphics but
Salvador replied to Dweedle's question in General Skyrim LE Support
Micro stutter is annoying, and not easy to solve as no one really knows what is causing it. You haven't given your system spec yet. A few things seem to help: - Running ENBoost - Disabling mouse acceleration in your ini. - Disabling CPU core parking. - An SSD hard drive. - Do not run SLI or Crossfire (makes it worse) - Enable Vsync. There might be more solutions, but this is all I know. I don't experience micro stutters anymore, however, I have not tested if any of the above has actually solved it. The list is purely annecdotal. Good luck -
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You should be able to overwrite again, MO will allways place these files in the overwrite folder. But I don't think it matters much to be honest, to have them as seperate mods, so there is no need to do it all again. However someone else should comment on that.
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ENB DoF messing up Trees
Salvador replied to DoYouEvenModBro's question in General Skyrim LE Support
I experienced that this is not true. There were two DOF files, can't remember which, which gave really awkward glitches on my setup. However, that might just have been due to old vs new ENB setup, although I don't think it has changed for a while.