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torminater

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Everything posted by torminater

  1. A must watch imho: [video=youtube]www.youtube.com/watch?v=4ct1668FUKs I want that f'n uber rig that managed that so badly! xD
  2. the author is working on it but there is no eta
  3. beta stage is getting shorter and shorter... i hope they know what they're doing...
  4. :) sign me up for testing! i'ld love to!
  5. ok, thanks for the feedback. then where the heck are all of those godsent tools everybody needs for skyrim? they were created a whole lot faster for all the other (new) bethesda games iirc... is nobody motivated?
  6. what're your computer date settings and everything? have you manipulated them? i dunno what's causing your problem but try to de- and reinstall different versions of skse. also be sure to delete every loose file in your data folder. for checking, backup your skyrim folder and delete all the non-vanilla files, or everything except the skyrim bsa-archives and validate. then install skse (the correct version) and see whether it works or not. also don't forget to backup and delete your inis so they can be created anew. are you using enb, rcrn, or any other patchers/plugins?
  7. this is from the open cities skyrim readme: ok, i don't really get any long load times from whiterun, but my rig is pretty good... afaik, this can only be caused by the blockdistance-settings. i'm pretty sure there is no other possibility to reduce z-fighting using those settings. plus: i think i know why load times increase. yesterday i read something about increasing the distances at which meshes are loaded to reduce stuttering, which would also cause slightly longer loading times. increasing the fblockdistance-settings may, too or only, may result in a exponential increase of loading times. anybody willing can test this for themselves, as i don't want to rely on my rig solely.
  8. not the mods, no. it's that the "tester" knows how his system handles higher vram-taxation and what impact the bethesda hires dlc has on his system. for example, if vram issues are already present with only hires dlc installed, there is no way the tester is going to be able to test a mod with all of the step mods installed at higher quality, which might be a problem if he wants to assess the ingame-effect of a mod that adds tons of new textures (huge castle, lots of people,...) for example. the tester would have to refer the chosen mod to someone who is capable of verifying the compatibility/playability with step. the bethesda hires dlc isn't the best option for this "stress-test" but it's probably the most convenient one. if a single mod adds about 500 MB to your vram-usage compared to vanilla, it's definitely not the same, if it would add the same amount to the hires dlc run through. also if you have a monitored run through with hires dlc of the standard testing procedure, you'll be able to more or less "read" when there is a lot more/less stress on your machine f.e. when it's loading new textures. i may have written it out a bit too much, but it's kinda late here and i'm going off to bed right now. so sry and cya ;)
  9. what a mess... just as i thought it would be... well any chance there is a simple solution to it?
  10. i am so happy that you are messing around with this and i think everybody will be thankful for your work and effort you put into this. if you manage to fix the issues you might just make a mod of it and put it on the nexus. there are hundreds of experienced modders that would help you out if you have problems with this!
  11. i personally think that a testing round should always go up to dragonsreach and then checking vram stutter and z-fighting with slower and rapid turns and jerks of the camera for at least 20 seconds. performance drops fairly low. the reason i say dragonsreach is, that my ratio of ctds for general exterior world spaces in skyrim augments to about a billion percent if i close in on the periphery of whiterun. i have never had nowhere as many ctds as right at those couple of in-game acres. have you thought about including a "disable vsync"-step including triplebuffering etc.? might come in handy for testers with high-end-rigs if they can't notice any performance drop using vsync. also i would say that a tester should generate a personal set of vanilla with and without highresdlc accumulated data of this testing process, so the effects of the mods can easily be traced.
  12. thanks for the link! i think this will not work for mountain flicker though. if there was a way to automatically adapt the z-buffer values of all the lod textures then maybe this would eliminate z-fighting. i don't think this works using the described way. it's just a too far range of distance. I personally think that the z-fighting in the mountains is caused by 3 things: - the lod of the mountain - the lod of snow - maybe the lod of "clouded mountain peaks" if one could directly access those three lods and give them appropriate z-buffer-values... dunno. worth trying though. Imho skyrims z-buffer is just not precise enough OR the developers messed up mountain z-values... i personally would love to be able to dive in to the ck and fix everything i like, but i got too much flying around my head and honestly i think i lack the skill.
  13. any reasons why?
  14. they should really really put out complete patch notes...
  15. yeah, i'm not sure, whether this update is worth being considered as a "patch"
  16. do you guys also get texture flicker on structures like in this video of mine [video=youtube]www.youtube.com/watch?v=BqsJti9nZco as of 1:33 it's demonstrated. Just curious.
  17. hmm it sticks to vanilla look a lot, but for whatever reason he changed minor things like the buckle, or the engravings. it's a good high-res retexture though.
  18. then it's probably a vanilla bug... ;-) well, actually my rig crashed on the lvl predator script just above that: the dialogue script you refer to and mentioned in the spoiler only came up after installing USKP 1.05 c beta
  19. naaaw, too much work. got some serious exams comin up next week ^^
  20. So just optimized 427 mods (incl. no-texture-mods) with ddsopt... oh my god. i'll never manage to find all of the texture errors ddsopt came up with :-( From 24.370.488.893 Bytes to 21.759.628.870 Bytes.
  21. after months of troubleshooting i conclude: i don't like scripts.
  22. well snoring is easy to disable, but what does he mean by "dungeons' config menu"???. also, regarding civilization - the inn stuff may be a bit immersion breaking. link.
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