Jump to content

sevencardz

Mod Author
  • Posts

    3
  • Joined

  • Last visited

Everything posted by sevencardz

  1. OOO.. you like my mod yes? :D I'm excited to see you guys are testing it out. I literally decided to call it Immersive Horses because I knew people would talk about it simply for using the term 'immersive'. Also, it was better than 'Improved Horse Overhaul', which was the original (crappy) name. I'm actively working on the next major update, which I'm calling version 2.0 for simplicity, though not much will change. The next release is mostly bug fixes and generic changes for compatibility with other mods. Followers riding horses or fighting on horseback will never be integrated into Immersive Horses because those features rely heavily on the follower's AI packages and/or scripting and that's out of scope for my mod. I don't want to be fighting follower mods for control over their followers. A dedicated follower mod could do a better job with it anyway. As far as scripting goes, I guess you just have to take a scripter's word for it because it depends entirely on what the scripts are doing, not necessarily how many or how complex they are. What I can say is that the latest version of my mod doesn't use any OnUpdate loops at all and I don't use the cloaking method to apply scripts to horses dynamically either - instead the scripts attach at the race level for horses. The entire mod runs on a few thousand lines of code, which is a fraction of the size of the scripts for Convenient Horses and yet it delivers a similar feature set. I hear from my users that switching from Convenient Horses to Immersive Horses mid-save is possible... but I wouldn't recommend it unless you really know what you're doing and you feel you absolutely must. I imagine a script cleaner would be necessary to really nuke out the CH scripts, then you may need to kill some or all of your horses or use console commands to force them to respawn to recycle AI, stats, factions, etc. Possibly other things I can't think of right now. Anyhoo... let me know if you guys find any bugs or have any ideas for improvement. :)
  2. Hey guys! Glad you like me mod She's grown up quite a bit since her last mention on this thread. Oh, and I changed the name to NPC Knockout Overhaul when I realized I wasn't even close to being done after an influx of ideas came about. That's all died down now though and the mod is pretty darn stable at this point. I'm planning on releasing a 3.2 sometime in the not too distant future and possibly a 3.3 for any bug fixes and/or the next SKSE upgrade, but I have no plans after that.
  3. :Shakes the thread to wake it up: Hey guys, First off, thanks to everyone who has worked on this and for leading me to the fBlockMaximumDistance solution. Here's what I settled on in SkyrimPrefs.ini: [TerrainManager] fBlockMaximumDistance=70000.0000 fBlockLevel1Distance=70000.0000 fBlockLevel0Distance=35000.0000 fTreeLoadDistance=70000.0000 It does give my distant mountains poorer quality, but it also eliminates 90% or more of the Z-Fighting. Most everything else is set to Ultra and I get no clipping, no performance loss, and no graphical issues. There are still certain small areas in the distance that suffer from Z-Fighting, but they are now small enough and rare enough that I don't notice them unless I'm really looking for them. fSplitDistanceMult and fNearDistance were not changed. My specs: Windows 7 PRO 64-bit AMD FX-8350 Gigabyte GTX 660 2GB (soon to be replaced with a 970 once everyone stops buying them all up...) NVidia Driver 344.11 and all previous versions for the past year or so Ambient Occlusion = OFF Anisotropic Filtering = 16x Supersample Transparency Antialiasing (SSTRAA) = 2x(supersample) Texture Filtering = High Quality Vertical Synchronization = ON And more from SkyrimPrefs.ini: [Display] bFXAAEnabled=0 iMultiSample=4 iMaxAnisotropy=0 I use MSAA 4X to balance quality and performance just as STEP recommends. I have Ambient Occlusion turned off because it creates little blotchy shadows and shadow flickering in odd places. SSTRAA 2X to significantly reduce the texture shimmering on plants/grass/pointy things (4x started eating my FPS). Anisotropic Filtering is shut off in SkyrimPrefs.ini so it can all be done directly through the GPU at 16x because it makes water look awesome (especially using the Pure Waters mod). And last but not least, we now have Fences of Skyrim to fix the nasty aliasing on fences - halleluja. Now I can worry less about Skyrim giving me an epileptic seizure.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.