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Solist

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Everything posted by Solist

  1. All great suggestions Besidilo, and I agree. I'm using 2048 textures for landscapes and dungeons, 1024 for other bits and it's working great. Saw a great improvement by halving normals as well. The one thing I still have yet to do is implement any AA, a lighting solution and an ENB final selection. In regards to the SGSSAA - how would you recommend implemeting it? Also, any STEP/SR'ers who have found a nice lighting/ENB solution that complements Skyrim Revisited well?
  2. Is anyone using any of the character facial preset mods with STEP? Wondering how Inhabitants of Skyrim would run with it. Personally I'm running a full Skyrim Revisited, but before I go mucking with it I figured I'd ask around and see what others experience has been with using facial presets instead of the menus...I lose too much time tinkering with them. :)
  3. Having some interesting issue with Automatic Variants executable. It was working fine yesterday, however now whenever I click on "Open" next to Texure Variants, the window doesn't load the options pane in the center like it normally should. It changes the header in the middle, and you get the 4 buttons at the bottom - but the main panel that loads all of the SkyProc data doesn't appear. Has anyone had this happen before and know of a resolution? Thanks. Resolved, appears while reinstalling the AV packages, this time out of 100s, they decided to go read-only.
  4. So, as a total DDSOPT noob, I assume that eventually there will be steps on how to do this? Or is this already laid out somewhere and I'm missing it? I'm getting CTD's at the crossroads by the Brewery, or if I run behind the Brewery down the hill I get it at the Giant encounter. I'm not using anything, lighting/enb's, that Neo has not put in the Guide. When halving the normals, uncheck both of the selected options under Apply, set the Constraints to 1024x1024, and filter and process only _n files.
  5. Nope, you need to have a Wiki account for it. Perhaps just dump the changelog history into a post and amend as need be?
  6. I was just looking to do the same...but can't figure out where to access the page history. The Wiki > Recent Changes shows edits to the entire Wiki, is there a way to just look at revisions to SR?
  7. Yes, you need to check every bsa file in that tab along with the default Skyrim esm's selected.
  8. Question regarding the Alternate Start - Guard Dialog Overhaul patch that was recently setup. For the following instruction, I'm having some odd behavior: The condition MQ102 at this step is in the 4th row/position. If I move it to the right, it shifts up in the patch to be in the 3rd row/position, overriding the GetInFaction/Whiterun entry. My question is, should I drag that condition over into the patch, so that when I drag the MQ102 condition over it stays in the 4th row, or is the intention for it to move up? Thanks in advance.
  9. That pretty much sums it up, to manage the TPC was a nightmare I'm sure...more so than STEP most likely because of the constant batch file editing. He was doing it all manually, and had no automation tools built so at some point there just becomes a burnout/not worth the effort. Add to the fact that new mods are constantly being released that conflicted with what was in TPC and you have a recipe for a mangled mess. I think the big reason why Neo stopped using it here in SR, is because a few of us continue to use SRO (which was removed from Nexus), and as such the TPC no longer had it available which made the process moot.
  10. Neo - just a note that you didn't mention the additionof SILENT - Skyrim as a new mod on 2/25 to the changelog.
  11. Silver Swords are now available as of 2/23 for aMidianBorn Book of Silence.
  12. Lots of users reporting issues with Race Menu v1.4.1 and the latest SKSE version(s). Did you notice missing sliders in your testing last night? Folks are reverting back to v1.3.4 until Expired makes an update. I'll hop in later and see if it's widespread or just affecting some folks. Haha...it appears he just fixed the issues and released v1.4.2 as I typed that post here.
  13. Neo - SKSE was updated again to 1.06.08. That's currently the only updated build available on his site. The one from yesterday (1.06.07) he has removed. I take it we go with the new one for those of us that didn't get x.07 in time?
  14. Thanks much! Come to think of it on SRO, I'm using the lower version already so I shouldn't need to do this (SRO 1024). I'll have to check on the others. Also I updated my original post while you were replying so you missed my second question above. Thanks sir!
  15. Neo - what's the procedure for running these through DDSopt by "half-sizing" the normal maps? I'm going to give this a whirl but wanted to make sure I set the correct option in DDSopt. Also, should this be done on the original extract of say SRO, or can it be done on an already DDSopt optimized version? On a seperate note, what specific file(s) are you using for Better Makeup for SKSE? I can't make heads or tails of that guys page updates and it appears in-game I'm not getting the files you are intending (v1.0b is the same one from earlier this week). Thanks.
  16. Yep that's pretty much how to work around it. That mod file has a ridiculously long name. Just unzip to a temp location, rename the folder and install.
  17. Dead Body Collision Fix updated as well.
  18. *cough* What are you referring to?! *cough* nothing to see here. move along. On another note, for the below, I'm confused on the guide text to choose your location - is that the purpose of the main file, or are we to decide between the main file VS. the back-hip-dagger one? Just enabling this now - forgot to ask this awhile ago.
  19. Neo - is this a typo in the guide? Should we be using the latest update for Dragonborn from 2/6 (v3.4.1)?
  20. You can do 2k versions as well in some cases. Really, I have found that the best way to go and get stable while getting the best bang for your buck is start with the S.T.E.P. recommendations for mod texture sizes and see how your rig runs using those in Skyrim Revisited. Once you have that as a baseline, you can check out your VRAM usage and have an idea of how much room you have left to play with. On a 2GB card, you're looking to try and be stable at 70-80% usage is a good marker, in my experience at least for when I was running with that VRAM. Hope this helps.
  21. Have you followed the main S.T.E.P. guide as your resource for mod downloads and the recommended version? If not, and you have a card with a smaller amount of VRAM as is the case here, you're missing out on some proven recommendations for which versions of files to download to ensure that you're not going to max out your VRAM while still gaining benefit from each mod. Normally the S.T.E.P. guide recommendation is 1k vs 2k or larger. If you have installed max resolution versions of many of the larger texture mods, that's the first place to start in order to get your VRAM usage down. If following the Skryim Revisited guide only, you're likely grabbing a lot of textures that are going to add up to be problematic. So first I'd start with ensuring you're using the 1024x1024 versions of many mods, and see how that works. If you're still having issues you can then do additional DDSopt runs on texture replacement mods and do deltas comparisons to see if you're gaining solid optimization which will help as well. The last resort is to just starting picking and choosing which mods you run. Sometimes foregoing a handful of mods is enough to get stable again, others nixing a large mod alone can do it as well. Just have to balance the sacrifice of the selected mods against your game being playable.
  22. Neo - for The Eyes of Beauty, the special instruction states: Special Installation: Install only the "The Eyes Of Beauty - Dawnguard Update" optional file only but do not install the esp. Just to confirm, we do *not* install the main file, "The Eyes Of Beauty PLAYER Unleashed" (v8.2) that was recently released. Correct? Having some issues with the eyes and I think this might be the source of my probs. In a sleepy daze I think I setup the main mod too the other night.
  23. Yeah, I didn't bother going to 12.7 today - after reading Nexus comments it's safer to wait for his next update/hotfix that resolves most of the bug reports from today.
  24. No idea, never get that. Other than the typo (patch=path) I don't see a problem... in MO 12.6 the files did NOT move into overwrite but stayed in the main dir for some reason... Are you using 12.6 or 12.7?@NotARobot - it's a fluke. For some people who have done literally everything right, MO moves files back to the proper folders. For others they stay in the overwrite directory and have to manually be moved back. Prior to starting on a brand new machine, my version of 12.5 and 12.6 on different computers both would leave everything in the overwrite directory requring manual copy back to the mod directory. Now on a new machine with 12.6 and 12.7, it's been working automagically. It's just flaky and appears to work differently for people randomly that no one has quite figured out yet. So in the case of the guide, it's fine as that's the functionality that is intended by MO (and Neo)...however for an unknown reason yours is doing the opposite, as mine did at one time. The best you can do (as I was never able to figure out what it was after tons of debugging), is just post a bug report to the MO author and hope he has some answers.
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