torminater
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Everything posted by torminater
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I think this run for the presidency was far too much based on constrigated emotionalized opinions.
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oh god, that spotlight video in the description has too much texture shimmering for me. I only see billions of colored ant pixels crawling everywhere. I'll have to pass.
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Gameplay overhauls, the more, the bettter.
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Back from the dead indeed. It's nice to be back and see most of you are still there! At least now I can lay this z-fighting topic to the dead after 5 years of burning in my eyes Yeah, they'll have to refix most of their clutter mesh/texture fixes. Edit: Without UP (or any mods) there is no flickering clutter for me, so I guess it is safe to say that things like SMIM will make problems as well.
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Considering Z-fighting, shadow striping: I have tried the Skyrim Special Edition, and there seems to be no more z-fighting or shadow striping for me. As if that is linked to the fixes towards the shadow processing or has something to do with the new 64bit engine, I cannot say for sure. If you have further insight, please share below. For now, STEP doesn't need to include the links to the z-fighting fix in the next version for the guide that uses Special Edition as a base. Today, is a good day.
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Black Circles, z-fighting and texture shimmering
torminater replied to torminater's question in General Skyrim LE Support
NEW UPDATE: I have tried the Skyrim Special Edition, and there seems to be no more z-fighting or shadow striping for me. As if that is linked to the fixes towards the shadow processing or has something to do with the new 64bit engine, I cannot say for sure. If you have further insight, please share below. I've not tried any mods yet. I have heard that clutter seems to flicker a lot now, if the Unofficial patches are installed, e.g. in Dragonsreach. -
GUIDE Mythic Dawn: 2015 Update Discussion & Changelog
torminater replied to SynthetikHD's topic in Oblivion - Mythic Dawn
Oh and the mesh for the counts' clothes are missing. You need slofs victorian clothes mod nowadays. It's found on wolflore (sign-up needed). https://www.wolflore.net/viewtopic.php?f=60&t=649 -
GUIDE Mythic Dawn: 2015 Update Discussion & Changelog
torminater replied to SynthetikHD's topic in Oblivion - Mythic Dawn
I used OBMM to convert it to a 7z archive and then installed it through WB. -
GUIDE Mythic Dawn: 2015 Update Discussion & Changelog
torminater replied to SynthetikHD's topic in Oblivion - Mythic Dawn
I already asked him. Could you try whether it works for you using the newest versions? I really have no idea what's wrong. The packages and all the files aren't corrupted either... -
GUIDE Mythic Dawn: 2015 Update Discussion & Changelog
torminater replied to SynthetikHD's topic in Oblivion - Mythic Dawn
I cannot for the life of me get Oblivion XP to work with either DarNified UI or DarkUIed DarN. I don't get the correct level up-screen. Any help on that? -
GUIDE General Oblivion Support
torminater replied to hishutup's question in Guide Support & Bug Reports
Hey hishutup! I've recently developed the urge to revisit Oblivion and thought why not try out your guide (it's not THAT outdated ;-) ). I've come through the entire guide really fluently. However I would like to adress several issues I am having with the result. For reference, I installed all non-red marked mods in the list and I used the most up-to-date versions of all of the available mods (even if the guide relied on older versions). First of all, the game looks beautiful. I don't think I've even imagined how awesome it could look. It is still a very choppy experience for me though. Framerates drop when visiting new locations all the time. Your system requirements are certainly not adequate for what one would probably need to achieve a 40-60 FPS stable experience. Secondly, while all of the newly added content is a awesome experience, it also comes at a cost of being really overwhelming, especially at the start. For people who have never enjoyed Oblivion before, it is too "full". It takes hours of real time getting to know the imperial city and especially the Alternative Beginning mod makes it hard to find a starting point. A warning to new players to first play Oblivion vanilla style and get to know the quest lines might be necessary. Thirdly, the game is not stable. Even after I got the framerate stabilized the game CTDs on me frequently in the open world space. This might be caused by now incompatible mods due to recent changes or because my system is not as good as yours (although mine is pretty much on the high end for Oblivion at least). I want to ask you whether you have ever actually played 100 hours into this setup and seen how the gameplay and stableness develops. Especially with all the new additions it seems quite an undertaking for this old engine to not crumble during longer play sessions. Thank you, for all you've put into this guide, it certainly is a great starting point to get ideas for which mods to install! Best regards, torm- 459 replies
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Black Circles, z-fighting and texture shimmering
torminater replied to torminater's question in General Skyrim LE Support
Hey ToggleAI, as far as I can remember I had close to no z-fighting in the early patch versions of the game. Some stabilizing/performance tweak Bethesda included in their patches might have come with a reduction of z-buffer capacity for certain systems that actually caused z-fighting to become worse. Or it could be engine-defined. Of course, the nicer your game looks, the more negative impact z-fighting will have on the picture. I settled with 4.0 for the original fix, because it was stable, had the best benefit per cost ratio and didn't seem too far from vanilla game settings. Using a lot higher settings didn't make z-fighting better for me, it was the happy medium that made it a tiny bit nicer. Hey Matt714, that what you see there might actually be z-fighting or mesh clipping. A mesh fix is usually needed to remove that form of z-fighting. Have a look whether some overhauls include mesh fixes. Usually the unofficial patches or similar projects include them. If you know how to use nifscope etc. you might be able to do the tweak on your own. Just increase the z-buffer-discrepancy between the clipping planes and you should be fine. fNearDistance tweaks always come at a cost of clipping. For this specific issue (if it's just those two examples and not everywhere in the game), mesh fixes are the preferrable solution. Hey Exalerion, that is very interesting. You use a very high SplitDistanceMult-value. You probably have a powerful machine, that you don't notice a performance drop on your modded game using it. Are you sure, that there is no z-fighting for you if you use vanilla Skyrim ultra generated settings? Hey Hackfield, this looks like you either are using a parallax normal without parallax or it is some clipping of planes due to bad meshes. For the latter check my response to Matt714 at the beginning of my post. Hey Matt714, interesting, have you checked on it, whether that is actually the case? I don't own neither XP nor Vista, so I can't check for myself. -
nice work! there are a ton of other settings that are applied if running the saveini command in the console. if you're done here, there's a lot of more work there! ;-) (be aware that using the saveini command may crash your game and cause other weird side effects, be careful and always back up your ini's etc.)
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SKYRIMLE Minigame Mod - The Battle of Heroes (by Sagittarius22)
torminater replied to EssArrBee's topic in Skyrim LE Mods
Awesome stuff! Reminds me a bit of the card game added in witcher3 -
SKYRIMLE Warburgs Detailed Paper World Map (by Warburg)
torminater replied to Besidilo's topic in Skyrim LE Mods
Wouldn't it theoretically be possible to keep the original map as it is, but to create a total conversion of it into 2D which is accessible trough a different hotkey which displays only the information that would've been displayed if the player would open up the regular map instead? Eg. only those map markers will show, if the map markers from the original map would show as well? Through "hotlinks" it might be possible to even interact with the map markers from the paper map if they would just redirect the action to the map markers on the original map. I don't know how hard this would be to implement, but given that the paper maps with corresponding markers are already drawn the only thing one needed to do is create a skse or mcm function that would open up the secondary as an extra resource and the the linking of the markers from primary and secondary map. I am no modder by any means, I'm just thinking that this could be a workaround for the engine's limitations. -
Is there a mod that... (Mod Detectives)
torminater replied to rootsrat's topic in General Skyrim LE Discussion & Support
Well, you might want to look for a mod that makes light armor more viable in a sense that you are far more agile. TK Dodge or other mods that give you more options to avoid melee attack are some of the simpler ones. There are also big overhauls like SkyRe, PERMA, Requiem etc. that also increase the benefits of light armor vs. heavy armor, but of course they are not as modular. -
This video is just SO AWESOME!!! Gotta love it, even if it is totally fake :-) I think now we can laugh even more about it.
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Black Circles, z-fighting and texture shimmering
torminater replied to torminater's question in General Skyrim LE Support
Yup, the only other thing you can try is altering the tweaks upwards and downwards to see, whether the z-fighting can be improved any more on your system. Mind the fNearDistance tweak though, as it will likely cause worse clipping if your FOV is set higher as normal. See Gopher's videos TechAngel linked to for details. -
ACCEPTED Not So Fast - Mage Guild (by cdcooley)
torminater replied to WilliamImm's topic in Skyrim LE Mods
Those ITMs might be required for the mod to work correctly. Are you sure you didn't use any mods that alter the same things? -
That racing chair mod surely needs convenient horses implementation with follower support! Ramp up speed and stamina and go for the maddest race that side of Nirn!
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Well I've been keeping more or less track of this matter since it started to get public attention. I think that there will need to be some changes to how this pay-for-mod-method works right now. It will require a offline-time for the workshop and a ton of work from lawyers and execs from Valve to figure out what went wrong and how they can adapt their concept. I find that 75% for Valve/Beth is too high as well, however I am REALLY interested to see, how much Bethesda gets from the 75%?! I think the "pay what you want" was an incentive from the modders they contacted early on, because they were sure that a simple price tag is not the right way with how our community is set up. It didn't work that well though, since the 0,- option is not an option. The steam wallet has been a major rip off anyways even before being used as a mod money gatherer for Valve. They have too much power in the gaming and marketing industry nowadays. They will become something obscure like Google, if they aren't already. The 100$ minimum is per month. So if you earn 160$ in a month you will get 160$ at the end of it. However as soon as the mod loses attention and rides down the wave of popularity it will be really unlikely to get that sum of money together in less than a year. What some people also do not seem to get right, is that the mod needs to generate 400$ of revenue per month, before the modder gets anything. Until then Valve (and presumably Beth?) keep everything. Now what I do not understand is how this will affect mods that are created by a team. Will they need to generate 800$ before the authors get paid? If the limit is still the same 400$, then this is a rip-off. There shouldn't be any limit then, since you could have 10 authors who will receive 10$ each, so why not give a single author 10$ he earned? I also don't know whether it is possible to have a co-author who did around 10% of the work to get only 10% of the mod author's share? Why would anybody want to cooperate with other authors if he will need to split equally even if he has most of the work? There is a lot more that needs careful consideration, especially concerning pirated mods with pay walls on them for quick cash. All of us should be aware that this change is not for Skyrim only. Skyrim is a guinea pig which both Valve and Beth are willing to sacrifice in a real-time experiment to see whether workshop 2.0 for Fallout 4 or TES 6 with this function will be able to make even more money. The sold copies of Skyrim have probably declined so much, that it wouldn't be much of a financial loss anyways for those guys. It is sad to see that both of those companies have not taken into account that modders have kept the hype over FO and TES alive on games that were out of support for such a long time. Almost every steam sale of Skyrim after the first two sale offers has been a direct effect by how much more the community offers to this game. I also want to make clear that I personally don't blame any of the developers for this affair. They have shown support and love for the community, even if they have moved on after a while. Bethesda is part of a pretty large company that has less incentive to be associative with fans and rather squeeze every drop out of a really successful franchise. Those are the guys responsible. Don't yell at Bethesda, yell at Zenimax. I could go on for another hour at least, but I need to get dinner ready and I'm running experiments today, so I'm out of time already. I am happy to be part of a community in which it is possible to express yourselves without fear to be torn into a *********/flame war/ or whatever else media has started to call choleric idiots raging on the internet like maniacs.
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I would totally use a "real weapons and armory overhaul". Don't think there is anything as complete as that on the nexus or anywhere else...
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Black Circles, z-fighting and texture shimmering
torminater replied to torminater's question in General Skyrim LE Support
Good to hear! Come back at any time if you have a question! -
Black Circles, z-fighting and texture shimmering
torminater replied to torminater's question in General Skyrim LE Support
You should use the skyrim memory fix in SKSE with 512 MB. There is a rather extensive thread on these boards about this. Sheson is the author of the fix. Also there are distant mountain fog textures with some enbs like vividian that help cover the z-fighting very well. The higher ugridstoload should only be used with Stable uGridsToLoad (search nexus for that). It will allow you to test higher ugrids without butchering your saves. Using higher ugrids is not reserved anymore for top end rigs nowadays. The game is three years old, the fix is old as well. However I feel the majority of modders like to keep their ugrids standard because of save game corruption and stability issues which arise when using a lot of mods that all need to work a lot harder if more game space is forced to load. -
Merry Christmas!

