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torminater

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Everything posted by torminater

  1. Is the pixelation of the nose what you refer to? I'ld check whether all the "characters and creatures" mods are installed correctly.
  2. Used it for ever and never encountered an issue (playing human/elven races, can't guarantee for khajit, since they don't like the shader effects...)
  3. If you want a stable performance then you'll probably have to live with texture popping. Except using higher uGridstoLoad values I have been unable to reduce popping as well. Since that isn't a solution either, because it hurts your performance pretty badly, I'ld say you just keep a lookout on the other skyrim related forums as well. I'ld be interested to hear which ini tweaks you've used.
  4. There are other (I believe radiant) quests leading to Yngol Barrow. I had the problem, that my quest item spawned in the chest after the gate, which only opens when the helmet has been taken off the skeleton. The helmet only spawns when the quest for retrieving yngol's helmet has been started, so that's the actual problem.
  5. What about fast travelling? Does it reduce RAM-load or not? If it doesn't we could try to spawn loads of items, fast travelling to another location spawn loads of items there and fast travel back and forth until the engine gives up... Also, if anybody wanted to do some testing in which areas RAM-load is the highest (vanilla Skyrim/all DLC/HiResPack active) we could use those points for the 3GB-overload-test.
  6. I think it's necessary to make them brighter and the light circle bigger than vanilla though. Otherwise there is absolutely no use to use staves with that enchantment.
  7. very interesting indeed... I think it might be a combination of different mods... a mod editing the lighting of the campfire and the animation from frostfall... perhaps the back side of the head of the khajiit is then partially marked as illuminated and gets lit up, while the rest is out of the "light circle" and remains dark... pure hypothesis though.
  8. Looks good. I like it. Any other thoughts?
  9. Have you optimized any textures?
  10. Well, I don't think there'll be any issues... but no guarantee from my side. You might ask Neovalen/Kelmych/WilliamImm about those out of order subrecords.
  11. Yep, I had the problem, that the sword almost disappeared completely a couple of times when running with it drawn... Also lots of AA will make the sword look thinner, too...
  12. Please post your inis, so we can have a look at it.
  13. Well, honestly, I think the default Skyrim meshes might be closer to reality than De-larp's... Skyrim's armory is comparable to the 9th-11th century of medieval europe. Swords were not massive chunks of metal... This article has more information on how massive swords were back in the renaissance: https://www.thearma.org/essays/weights.htm We can be sure, that swords were heavier in the early middle-ages than in the renaissance. I'm still looking for 360° models of big swords... Edit: A sword was between 4 mm and 8 mm thick. Later age swords had a fuller, which made it much better for piercing your enemy and also reduced the weight of the sword. A two-handed sword weighed over 2 kg, some up to 4 kg (ceremonial swords). Here another article: https://www.worldwideswords.net/medieval.html
  14. Opened thread and moved to Support and Troubleshooting.
  15. What about smaller ice spikes?
  16. Duke Patricks Heavy Armory Combat?
  17. What's your RAM usage there? Are you using Open Cities?
  18. Reverted the Terrain Manager section of SkyrimPrefs.ini back to the default values?
  19. I told you to keep the nvidia inspector/control panel on application-controlled, and force Vsync through the SkyrimPrefs.ini, didn't I?
  20. Well, I'ld say we keep the esp of smim, since it might be possible brumbek will add further features to his mod and they won't necessarily be implemented in the USKP.
  21. ... Ok, if you want to lower your fps cap, you might use nvidia inspector, if you want to keep it at the default of 60, set the setting to application-controlled and Skyrim will use vsync unless [Display] iPresentInterval=0 is set in SkyrimPrefs.ini. If it is set to "1" this enables Skyrim's own Vsync.
  22. I like the glowing on the armor, but the helmet is far too blue. A version with a little more grit would be nice, but I still like the retex.
  23. Just be sure to release different versions for Modders using dawnguard/Hearthfire/Dragonborn/Unofficial Patches or any combination of them. For us, it would suffice if you upload a esp which ensures compatibility with the STEP mods - since they conflict on their own, I'ld say the 4 mentioned above would be enough.
  24. Keep it enabled. When vsync is disabled and your framerate goes up by a lot all sorts of funky things can happen...
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