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EssArrBee

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Everything posted by EssArrBee

  1. I mentioned it while I was updating all the flags on the wiki pages. Z agreed with me that this is neither Core nor Lore, and really it just looks out of place in game.
  2. I feel like it's bad that anyone leaves messages to Brumbek on his page while he's making lots of updates. It's like talking to a pitcher who's throwing a no hitter.
  3. No those are the limits of the texture sizes. It is good practice to reduce some of the sizes of certain textures, like the normal maps, to save VRAM without a huge difference in quality. For powerful systems that do not have many crashes you could try the color maps or files that end in .dds to 2k and the normal maps or files that end in _n.dds to 1k. Weaker systems might try 1k color maps and 512 normal maps. Those 8192x8192 limits are good for a first pass to just optimize the textures without any resizing of the textures. You could also just reduce the size of a texture on the first pass or do it on a second pass to save VRAM.
  4. v0.218 is more for testing out new SSS features that aren't ready for primetime yet. Other than that there is no reason to update, except for one little fix to distance objects, barely noticeable at the moment. SSS will not really be worked out until there is _sk.dds textures for bodies made by someone that does it properly. It looks really weird in game with the current replacers. Either to white or to red if you ask me.
  5. He hasn't added Nordic Carved yet to the BoS, so he might need to add a specific file for just Dragonborn now that there are two done.
  6. So, has anyone tested with the new SSS features yet? I know they are still being worked out, but I'm wondering if anyone has the right combo of textures yet? I'm thinking No More Bronze Shine might not be the best option since it's just three mono color black textures that don't reflect anything.
  7. I feel like I just posted about an update... More cave meshes, ingredients, and some clutter stuff. Version 1.55 -SMIM'd the roughly 10 ingredient items (bonemeal01.nif, ectoplasm.nif, glowdust01.nif, mammothcheesebowl.nif, moonsugar01.nif, powderedmammothtusk.nif, saltpile.nif, sap.nif, trollfat01.nif, and vampiredust.nif) that used a certain bowl style. The vanilla bowl was very ugly. Now they use a nice smoothed bowl with custom textures. -Of the bowl ingredients, I mostly improved the actual ingredient in the bowl with better UV mapping and custom textures. Half still use vanilla texture to allow texture replacers to work (mammothcheesebowl.nif, moonsugar01.nif, powderedmammothtusk.nif, trollfat01.nif, and vampiredust.nif). I might make custom textures later, but for now I recommend High Quality Food and Ingredients. -The moonsugar ingredient mesh had a MeshSmooth applied to double the polycount and make the rocks a little less ugly. I recommend the great retexture of the rocks from High Quality Food and Ingredients. -SMIM'd dwarvenscraplarge2.nif. -Minor UV improvements for dwarvenscraplarge1.nif but not SMIM'd yet. -UV fixes for totally low-resolution mine grass cliff rocks (cavegcliffs01.nif and cavegcliffs02.nif) used in about 175 places. Also minor mesh improvements to a few rocks to remove harsh edges. -UV and mesh fixes for caveghall2way02.nif, caveghall2way02c.nif, and caveghall2way02uf.nif to fix rock UVs and polygons attached to wrong block. -UV fixes and improvements for most of the dungeons nordic rubble piles (norrubblepileXX.nif). -Very minor fix to one of the nordic skeleton catacomb meshes finger placements (norcathallbg1way01.nif).
  8. That may be true, but if this mod is placing an effect on the player or NPCs like the snowy effect, and DSI comes along and places the burnt effect on the newly dead character, then it could cause a conflict. One is saying cold the other hot and so it could freeze. These type of script conflicts are probably more common than we realize.
  9. Copy everything in that black box and paste it over the entire INI text. It is a replacement INI, but we don't make you download a new INI because it changes pretty often when we find new textures to add.
  10. It is unless you use the Enhanced Blood Textures plugin, which incorporates this fix. If you do not use EBT's plugin then you need this. Personally, I only use the textures from EBT and don't use the plugin so Brawl Bugs is a must for me, it's about preference.
  11. Not sure why CoT stopped working as ENBoost specifically does not make graphics modifications. You need to make sure you installed everything the correct way. I guess something like ENBManager is okay, but I'd say that learning how to do it properly is way better.
  12. Just click the number twice and you can type in the number.
  13. Thanks for the help Mangaclub, that is useful. Is the time measured from 0.0 to 23.9 or 1.0 to 24.0?
  14. I agree with you guys about managing the community. You'd basically have to have a community that was dedicated to the upkeep of the community, and I just don't see that there would be a large enough team of people to do that. It's not like a Linux or Document Foundation community in size and scope.
  15. Dual Sheath Redux makes one handed weapons swords appear on back. If you don't want that and want them on the hip then uninstall that mod. The skeleton just allows for new slots for weapons and for new animations not possible with the default skeleton to be applied.
  16. It's almost like SP took all the best parts of RW1 and made improvements and then isuko came back and is now taking all the best parts of WATER and making improvements. You're move SP....
  17. Hey mangaclub, you use the weather helper mod with your ENB, and I was wondering if the [TIMEOFDAY] and [DAYNIGHT] sections have anything to do with the weathers for ENB? I've been trying to find info to update the ENB guide wiki and don't really see to many specifics about [WEATHER], [TIMEOFDAY], and [DAYNIGHT], though I haven't had time to read every forum thread.
  18. Oh that's good, so we only have 683 versions until Z can lend a hand. So close...
  19. And that only goes as far as the current version, as soon as you update to another version all those features might not work for you anymore and you have to start all over.
  20. Well, yes, but ENB in its traditional sense comes with ENBoost active and ENBoost without the graphics still requires the d3d9.dll. As long as the posts are related mostly to the memory performance of ENB it's all good.
  21. Yeah, I was only thinking that the SMIM'd trees in 1000+ locations with a custom texture would matter in this update. The one thing that does need to be addressed is the SMIM's chests which are not overwritten by detailed chests. I don't think the new meshes (which are superb) can use textures from vanilla meshes.
  22. When I can tell under no circumstance should you mess with vsync either in skyrim.ini, skyrimprefs.ini, and enblocal.ini. Physics gets crazy weird over 60 FPS. Did you use the utility that was provided by Phinix? I've also linked to it on our wiki in the install section I believe. That is pretty much the best bet for getting the [MEMORY] section correct in enblocal.ini. I know lots of different things come into play like GPU architecture, drivers, system RAM, VRAM, prayer to Cthulhu... so it can be a bit of a pain to test every configuration. This line: ExpandSystemMemoryX64=false should be set to false on x86-32 systems, even though it can be set to true without affecting most PCs. Probably has little effect on more powerful systems though, and would probably not even matter on your desktop either way. I'd bet you get the same performance either way. I'm surprised you use ENB on your laptop, I'm guessing that you set UsePatchSpeedhackWithoutGraphics=true when on that thing. Can't see you using SSAO or Skylighting.
  23. So another update to this wonderful monster of a mod is out. Looks like the Juniper trees will need to be compared to vurts if they have been SMIM'd. Hopefully this doesn't mess up any cave textures since some of the meshes have been done and you guys did so many compares of them. Version 1.54 -Included the Prisoner carriages. Further improvements to all carriages. Now done except for the leather straps. -UV fixes for totally low-resolution mine cliff rocks (minecliffs01.nif and minecliffs01.nif) used in about 80 places. Also minor mesh improvements to a few rocks to remove harsh edges. -UV and mesh fixes for minecroomdoor03.nif. -UV and mesh fixes for minechall2way02.nif and minechall2way02c.nif to fix rock UVs and polygons attached to wrong block. -SMIM'd the Juniper trees used in 1,000+ places to fix the very ugly tree UV mapping and stretched texture. Now uses a high-quality texture. Also fixed various branch placement issues. -Mesh fix for Whiterun Tree loading screen (loadscreenwrtempletree02.nif) to remove extra floating tree vines in the sky. -More UV fixes on both metal cage meshes.
  24. Well, with a companion wheel I'm going to use EFF forever probably. Plus, expired has redone the modder's resources to allow for new plugins that someone will eventually use for something awesome. I could've sworn that I already had a mod installed that made Lydia use three different lines, but I have no clue what that is and I even looked for it with TES5Edit.
  25. I thought disposition went from -4 to 4? And where is it even listed in Skyrim.esm, I can't seem to find it under HousecarlWhiterun which is Lydia's NPC ID.
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