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torminater

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Everything posted by torminater

  1. He says himself that He cannot reference a source
  2. Sry didn't Look at the pics before. Your seam is a Vanilla issue post-1.6... Its caused by AA artifacting of light emitting structures such As hearths, torches, spells or your beams. Turn off AA and the issue will Be gone. That has Some issues As well though...
  3. For Mod textures you should deselect the "increase of opacity with higher mip levels, but that's not the cause of your problem. Deinstall all texture mods and optimized textures and See what happens.
  4. Maybe ask Arthmoor whether he can add it to his point the way mod?
  5. I have the same gfx as you have and I play at 1366x768 native resolution plus I only have 4 GB RAM. sorry, but I don't think that you'll be able to use any post-processing. If you search for my performance thread on this forum you can look there for further information, how to gain a stable gameplay experience. Your GFX is most likely your limiting factor as it is for me. Playing on higher resolutions will make it hard for you to use any texture mods, and on a lower resolution better textures won't make as much of a difference than on a higher screen resolution, so you might as well skip them and focus on mods adding things to the world space or enhancing the gameplay. The 3.1 GB RAM level won't be an issue for you at all - I had RAM issues, but that's due to my RAM limitation.
  6. google for shalikrans video tutorial for tesvedit fnvedit etc. Loads of info in a understandable fashion.
  7. Of course they can get worse. If you want to do it right, you have to optimize the mods One by One AND check all the optimized textures for unwanted quality loss or corruption. If not just optimize all AND replace textures you find ingame that didn't become well.
  8. Didn't find it explicitly, but I figured I need the skeleton.nif, since the SR install of xpms ends up with a 1stperson skeleton.nif as well.
  9. Thx for the confirmation! I'll Test this asap. Update: Only could fix the issue with manual installation, since all fomod installer tweaks were in vain (I get a installation error: 5, that has sth to do with my MO, it's kinda broken on my computer...). Could sb tell me whether I need the 04 1stSKDefault package as well? I guess so, but can't say for sure...
  10. I think it'ld Be better if we'ld use a Mod adding Stone pillars Marking the border of the Various Holds! On One Side it would Read the one hold and on the Other One the Other, this could Be Done by arthmoors point the Way Mod! The pillars should only Be near the Main roads though, to keep things realistic. This would Be the most immersive Way for me at least to perceive the Transition between the Various Holds!
  11. At least they don't get overwritten by anything else in the load order... OK, so I've fixed everything by deleting all files in vanilla optimized folders with the size of 132 bytes and then copying over all files from the extracted archives without overwriting any files. Interestingly enough there remains one 132 bytes file in my MO directory: textures/armor/iron/shield_em.dds of Hvergelmir's shield retexture. It is a broken file as well, but has been uploaded by hvergelmir this way, since in the original archive it's also a 132 bytes file. I'll inform the author.
  12. Perhaps the game recognizes the textures are corrupt and automatically uses the files from the bsa?
  13. Forgive if I am wrong, but does not Duel Sheath Redux put your blade(s) on your back?It supports the weapons on the back, but doesn't actually "put" them there. XPMS provides the skeleton. My problem is, that all the skeletons I install through MO are the same: Sheathes on back! It seems as if MO would always pick the wrong skeleton when installing the mod. I'll copy and paste the skeleton files directly into overwrite, so as to see whether that fixes things. Might be only a MO/installer problem.
  14. Could somebody explain to me how I revert to a skeleton with chesko's quiver placement, but vanilla style one-handed weapons and daggers? I already installed the different versions of XPMS, Immersive animations and Dual sheath redux, reran the SUM patcher and FNIS. The animations are correct, but my blade is still on my back! OK, whenever I install any version of XPMS the onehanded blades get put on the back, although I've deactivated all other mods having sth to do with this and I started a new game!!! EDIT: WTF?!?!?! Ok, any other skeleton replacer will work, but whatever I try: Using XMPS skeleton replacers always result in swords on back NO matter what I'm trying... Neo, please help, it's 4 am here and I'm getting desperate...
  15. Hey guys, have you ever gotten 132 bytes big files when optimizing vanilla skyrim textures? Almost all of the terrain section is reduced by DDSopt from 43 kbyte to 132 bytes, and consists of only a black fence on a white ground... I think that's a form of texture corruption by ddsopt, and we should put those files into the exclusion list!!! Edit: I have 8982 files in my MO folder with only 132 bytes size. None of those files (the ones I compared) were "empty" in the original, but all of the empty (132 bytes) in the optimized versions... There are NO *.dds files in any of the vanilla unoptimized directories with 132 bytes size.
  16. You know what I'm thinking? Skyrim's engine has some oddities on it's own. Anything adding items, giving items Full-LOD, raising size of textures and meshes will affect how detailed the mid-distance will be. I think that uGrids 5 will work for vanilla skyrim perfectly. Many users reported that with only vanilla assets they don't really notice the pop-ins, but I think it IS really less! As soon as they throw in mods, the pop-ins are more abprubtly/less smooth and "later" which means closer to the char, since the data amount of the uGrids is already filled up with all the extra LODs and highres textures nearby. To get the same "feeling" like in vanilla skyrim you'ld need to raise your ugrids, but this will make your game (modded of course) unplayable.
  17. I think you can change a setting in the ini file as well.
  18. So call me a cheepo, but I just ran ddsopt on my MO-folder with 2k res-limit for diffuse and 1k res-limit for normals. Before I would CTD closing in on Whiterun from Riverwood at 3.2 GB, afterwards I run smoothly at 2.2 GB RAM usage. In Windhelm my RAM doesn't go above 2.5 GB RAM, which is safe enough for me. I'll only be sure whether those places are stable when I play the battles of those regions during the civil war campaign. But for the normal game I should be more than fine. Mind you: I have removed broken .dds files (128 bytes size) and the reroute files from Automatic variants. and then copied the optimized files from my working directory over the unoptimized files in MO directory. I didn't touch AV though. Still my MO directory size went from 36.6 GB to 30.3 GB. Fair enough for me!
  19. 30% looks more like a bolt than a spike... I'ld vouch for 50% as well.
  20. Was that the first attempt and thus part of the known bugs? Does this behavior of faendal continue throughout the dungeon?
  21. Hooray, loads of edits, navmeshes and bugs will come along there... Not sure whether that's the right approach.
  22. And what about a Cave entrance?
  23. In my experience freezing mid-game (not on loading screen) is a save game/mod related issue in 99% of the time as long as your gaming rig is fairly high-end and you didn't overdo it on the texture load or ini tweaks. As you said in advance: 3 GB RAM-issues usually lead to CTDs not freezes.
  24. SkyTest should definitely be part of a pack instead of STEP 2.3... It does add scripts and spawns (and conflicts somewhere with other STEP mods), and if we want to keep baseline "performance-friendly" and user-friendly, this mod doesn't belong in there. I like all those mods very much, and will continue to use them (except Roosters at Dawn), but I don't go for baseline anyways.
  25. 3-4 MB is a very small save. Are you actually using any mods?
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