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torminater

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Everything posted by torminater

  1. Got the same thing on vanilla skyrim setup with 1.5.26 or beta doesn't matter. Maybe puuloo can fix that, too? ;-)
  2. Hmm, well I am German but I only play games in their original language...
  3. So do you still have micro stutter or not?
  4. Well normally only objects added by mods are displayed purple if textures are missing, since the game loads the vanilla texture.bsa and all tree textures are there. did you unpack the bsas and deleted or overwrote files directly in there? Maybe you use something like lush trees which is incompatible with your tree-mod. I don't know really. I'm not sure whether you installed the meshes for Trees HD or not. Be sure to delete those and VurtsPine-files in textures before installing the mod and don't do it after installing the mod of course... Maybe somebody else has a more precise assumption as to what is causing your trees to miss their textures...
  5. Apparently you deleted some tree-textures or they got corrupted. At least I can say for sure, that purple textures mean that the textures for those objects are not loaded correctly.
  6. Enable stereoscopic 3D and disable in-game effects for curing the SLI Water Bug. Also be sure to have the newest WHQL nvidia drivers installed. It might be that you have less VRAM stutter with only ONE graphic card active. But it will decrease your framerate to disable SLI. It's Loss-Loss situation...
  7. oh really? didn't know that, I did say that injector version worked fine so I have gathered that there must've been something wrong with the d3dll. ;-)
  8. Well I fixed the wrapper crashes by deactivating MSI Afterburner for the record ;-) I actually only applied the STEP recommended tweaks and my own shadow bias and other minor tweaks since I have a problem with "black circles" on every structure wich is as I found out an outdoor variant of shadow striping caused by sun/moon-light!
  9. Nope, that was definitely not the problem. I had shadow striping fix installed...
  10. Well, finally by reverting all the steps and using vanilla inis I could make ENB work on my rig. Still I can't really say what "broke" ENB. I think some sun shadow update tweaks in Skyrim.ini made the shadows flicker like hell. But well, I don't know. What also annoyed me with ENB is that shadows seem to "move". Not over the ground but it looks as if they were alive and pulsating or sth like that. Quite scary actually. But most of all unrealistic. I'm not playing any Horror Thriller here ;-)
  11. OK, I have kept installing and uninstalling several lighting modifications and making them work on the same save. These were: -> RCRN 2.1 -> RCRN 3.0(.1) -> RLwC 3.4a (several different configs) -> ENB 0.112 plus various configs -> Ultra Realistic World Lighting Now as I deinstalled all of those and installed the 1.6 beta I saw a very very very thin black line in the middle of the air all the way around (360°) every firepit. This seems to be some sort of lighting area which is marked by this line. I am not very sure, whether this is caused by savegame corruption or the new beta patch, but I just wanted to tell you, since 1.6 (fixed navmesh) is going to be a necessity for every modded Skyrim. What could also be, is that maybe since I use Vano's HR Textures, that some newly implemented fix produces this seem on Vano's altered textures. I don't really know though...
  12. I wasn't able to reproduce the navmesh bug so far =)
  13. Ok, I've tested the beta but only mounted combat. it's really hard to hit your target, because they run around you and can damage you from every side, whilst you can only damage them on your exact left and exact right hand side which makes close combat really unnerving. ranged combat (bows) is really cool as you can now hunt down animals whilst riding your horse which ensures that you actually get to your prey and it doesn't prance off. Sadly you cannot shoot backwards, so you have to move in a huge circle to change direction. You can use a shield but only for armor stats not for blocking. you can only use your right hand for combat. you can use a two-handed weapon though. the view for daggers in mounted combat seems a bit broken though. Z-fighting is still intrusive with only vanilla inis but hey, there's worse ;-) maybe I'll update tomorrow if I get the time to actually continue testing
  14. haha, I'll check it out. ASAP! :D Although it'll take until next week but maybe I can look a bit at it tomorrow...
  15. Ok, i researched the new DNA-based ini's and compared them with my old tweaked ini's and found out that: compared to vanilla: -> my DNA-ini-config z-fighting looks BETTER in game -> my DNA-ini-config DECREASES z-fighting on distant LOD's -> my DNA-ini-config seems to make the air a bit foggier which reduces z-fighting, too. Gotta find that setting. compared to my own tweaked ini: -> my DNA-ini-config z-fighting looks BETTER than my tweaked vanilla config -> My tweaked vanilla config DECREASES z-fighting MORE than the DNA-ini-config -> My tweaked vanilla config keeps distant clouds rendered and the air stays less foggy/misty, so the distant detail is greater -> my DNA-ini-config ELIMINATES distant clouds and makes the air look foggier/mistier, so the distant detail is less Quite interesting, isn't it? I used the script dragon weather script to find my self a setting that allows me to remove all clouds and all mist to check out how much z-fighting gets reduced. So, I guess I'll have to make a thorough search for that holy grail hidden in these parameters!!! If I can implement the DNA-generated tweak to my Vanilla tweaked ini it might be possible to keep distant detail AND decrease z-fighting even further. OR, I can only isolate and implement the DNA-generated tweak that makes the weather less clear to see, and then tweak the ini to perfection.
  16. Z-fighting is less intrusive using this driver for me at least. But maybe it's also my new awesome tweaks (if I can make out the right ones oc) ;-) From me THUMBS UP!
  17. I'm actually more interested into the other value... but thanks for the info. i made several testing videos activating several z-fighting tweaks. I'm going to gather as much output as I can asap.
  18. Afaik, RCRN textures should not be incorporated into step, since it's overriding the whole world map for those who use Map Overhaul instead of HQ3D-Map...
  19. You're welcome. I recommend you to look into all of your driver versions mods, ini configs etc. This is most likely only a workaround...
  20. OK guys!!! Let's get ready to rumble! I've finally figured an ini which has nearly no z-fighting for lod textures. obviously I have installed the BRAND NEW WHQL Nvidia drivers, so you are very recommended to do so, too. Whatever. I've found something in my standard ini that gets generated that caught my interest. In SkyrimPrefs.ini I found two really tempting settings under [Display]: bShadowMaskZPrepass=0 bMainZPrepass=0 So, what I think is that this seems SOMEHOW linked to the z-buffer, as I get z-buffering issues to only characters, since they are moving by altering those values. Now, maybe, there is a possibility to manipulate those two settings, so the z-buffer is fixed for long-distance. What do you guys think? Later on I'll post my new ini configs for you guys to try out. OK, so first of all, those were two configs I generated with the donotargue tool. After I found out what KILLED my rig using all maxed out settings, I actually perceived that Z-fighting seemed very improved by it, at least for the vanilla/HDDLC/vano hybrid Skyrim. so I tweaked around ya know. And voilà , what a view! almost NO z-fighting using vanilla lighting. I tested different other lighting mods, and they did enhance the z-fighting. at least the ones I tested. The problem is, and I'ld like your help on that issue... I have no clue what improved it by that much. It's really barely seeable on the whiterun spot for me now, and I've got an eagle's eyes for z-fighting ANYWHERE. So I travelled to the throat of the world and dang, that was not as bad as I thought. I could improve the very very very distant LOD z-fighting, but nobody would see it unless they visited the throat of the world on a sunny and clear day... What I'm trying now is to find out exactly what might have improved z-fighting in this constellation. I already tried my enhanced terrainmanager-tweaks but they did not decrease the z-fighting any further for whiterun z-fighting. If you look through those ini's you'll see loads of settings increased to insane heights, but maybe one of them is the clue to this matter. Also, shadows SUCK. I'll tweak those again to my favor since they are really really really bad atm. And I only tried this on a pretty much VANILLA setup. ANY big texture mod can crack your FPS with all of those tweaks into the low one-digit numbers. So handle 'em with care. Skyrim.ini [General] uGridsToLoad=7 sLanguage=ENGLISH iNumHWThreads=8 sIntrosequence= uExterior Cell Buffer=72 uInterior Cell Buffer=6 fMasterFilePreLoadMB=200.0000 iPreloadSizeLimit=419430400 bUseThreadedMorpher=1 bUseThreadedParticleSystem=1 bUseThreadedTempEffects=1 bMultiThreadMovement=1 bDisableAllGore=0 bTrackAllDeaths=1 bPreemptivelyUnloadCells=0 [Display] fShadowLODMaxStartFade=1750.0 fSpecularLODMaxStartFade=3500.0 fLightLODMaxStartFade=6125.0 iShadowMapResolutionPrimary=4096 bAllowScreenshot=1 fSunShadowUpdateTime=0.0000 fSunUpdateThreshold=0.0000 bShadowsOnGrass=1 bActorSelfShadowing=1 bMTRendering=0 bForcePow2Textures=0 bForce1XShaders=0 bAllow30Shaders=1 bAllow20HairShader=1 bDoTestHDR=0 bDo30VFog=1 bDoTallGrassEffect=1 bDoTexturePass=1 bDoSpecularPass=1 bDoDiffusePass=1 bDoAmbientPass=1 bUseRefractionShader=1 bUse Shaders=1 bUseSunbeams=1 fMipBias=-0.7500 bSimpleLighting=0 fDecalLifetime=52.5000 fNearDistance=25 [Audio] fMusicDuckingSeconds=6.0 fMusicUnDuckingSeconds=8.0 fMenuModeFadeOutTime=3.0 fMenuModeFadeInTime=1.0 [Grass] bAllowCreateGrass=1 bAllowLoadGrass=1 bGrassPointLighting=1 [GeneralWarnings] SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the Warnings.txt file for more information. [Archive] sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, HighResTexturePack01.bsa, HighResTexturePack02.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa [Combat] fMagnetismStrafeHeadingMult=0.0 fMagnetismLookingMult=0.0 bDismemberOneLimb=0 bForceNPCsUseAmmo=1 [Papyrus] fUpdateBudgetMS=1.6 fExtraTaskletBudgetMS=1.6 fPostLoadUpdateTimeMS=1000.0 bEnableLogging=0 bEnableTrace=0 bLoadDebugInformation=0 iMaxMemoryPageSize=8192 iMinMemoryPageSize=256 iMaxAllocatedMemoryBytes=8388608 [Water] bReflectLODObjects=1 bReflectLODLand=1 bReflectSky=1 bReflectLODTrees=1 [Trees] bForceFullDetail=1 bEnableTreeAnimations=1 [TerrainManager] bKeepLowDetailTerrain=0 bDisplayCloudLOD=1 [Controls] bMouseAcceleration=0 [HAVOK] iNumThreads=8 [SaveGame] bAllowProfileTransfer=1 bUseSaveGameHistory=1 [Animation] bMultiThreadBoneUpdate=1 [BackgroundLoad] bUseMultiThreadedFaceGen=1 bUseMultiThreadedTrees=1 [Decals] bDecalMultithreaded=1 bForceAllDecals=1 [Imagespace] bDoRadialBlur=1 [BudgetCaps] uActorMemoryBudgetCap=20971520 uLoadedAreaNonActorMemoryBudgetCap=371195904 uWaterMemoryInterior=20971520 uTextureMemoryInterior=20971520 uGeometryMemoryInterior=20971520 uWaterMemory=10485760 uTextureMemory=20971520 uGeometryMemory=10485760SkyrimPrefs.ini [General] sLanguage=ENGLISH fBrightLightColorB=1.0000 fBrightLightColorG=1.0000 fBrightLightColorR=1.0000 uExterior Cell Buffer=72 uInterior Cell Buffer=6 iStoryManagerLoggingEvent=-1 bEnableStoryManagerLogging=0 [Imagespace] bDoDepthOfField=1 iRadialBlurLevel=2 [Display] iBlurDeferredShadowMask=5 fInteriorShadowDistance=5250.0000 fShadowDistance=14000.0000 iShadowMapResolutionSecondary=2048 iShadowMapResolutionPrimary=4096 iShadowSplitCount=2 iMaxAnisotropy=16 fLeafAnimDampenDistEnd=8050.0000 fLeafAnimDampenDistStart=6300.0000 fTreesMidLODSwitchDist=17499998.0000 fGamma=1.0000 fDecalLOD2=1750.0000 fDecalLOD1=875.0000 fSpecularLODStartFade=3500.0000 fShadowLODStartFade=350.0000 fLightLODStartFade=6125.0000 iTexMipMapMinimum=7 iTexMipMapSkip=0 iWaterMultiSamples=8 iMultiSample=8 iShadowMode=3 bTreesReceiveShadows=1 bDrawLandShadows=1 bFull Screen=1 iSize H=1024 iSize W=1280 fMeshLODFadePercentDefault=2.1000 fMeshLODFadeBoundDefault=448.0000 fMeshLODLevel2FadeTreeDistance=3584.0000 fMeshLODLevel1FadeTreeDistance=4977.0000 fMeshLODLevel2FadeDist=17500000.0000 fMeshLODLevel1FadeDist=17499998.0000 iScreenShotIndex=0 bShadowMaskZPrepass=0 bMainZPrepass=0 iMaxSkinDecalsPerFrame=54 iMaxDecalsPerFrame=175 bFloatPointRenderTarget=1 sD3DDevice="NVIDIA GeForce GTX 570" bFXAAEnabled=0 iShadowMapResolution=4096 fShadowBiasScale=0.1600 iShadowMaskQuarter=4 iAdapter=0 iPresentInterval=1 iShadowFilter=0 bTransparencyMultisampling=1 bDrawShadows=1 [Grass] b30GrassVS=1 fGrassStartFadeDistance=12250.0000 fGrassMaxStartFadeDistance=12250.0000 fGrassMinStartFadeDistance=700.0000 [MAIN] bGamepadEnable=0 bCrosshairEnabled=1 fHUDOpacity=1.0000 bSaveOnPause=1 bSaveOnTravel=1 bSaveOnWait=1 bSaveOnRest=1 fSkyCellRefFadeDistance=262500.0000 [GamePlay] bShowFloatingQuestMarkers=1 bShowQuestMarkers=1 iDifficulty=4 [Interface] bDialogueSubtitles=0 bGeneralSubtitles=0 fMouseCursorSpeed=1.0000 bShowCompass=1 [Controls] fGamepadHeadingSensitivity=1.9000 fMouseHeadingSensitivity=0.0125 bAlwaysRunByDefault=1 bInvertYValues=0 bGamePadRumble=0 bMouseAcceleration=1 [Particles] iMaxDesired=1313 [SaveGame] fAutosaveEveryXMins=5.0000 [AudioMenu] fAudioMasterVolume=1.0000 fVal7=1.0000 uID7=0 fVal6=1.0000 uID6=0 fVal5=1.0000 uID5=0 fVal4=1.0000 uID4=0 fVal3=1.0000 uID3=94881 fVal2=0.4000 uID2=466532 fVal1=1.0000 uID1=554685 fVal0=0.8000 uID0=1007612 [Clouds] fCloudLevel2Distance=262144.0000 fCloudLevel1Distance=32768.0000 fCloudLevel0Distance=16384.0000 fCloudNearFadeDistance=15750.0000 [TerrainManager] fTreeLoadDistance=125000.0000 fBlockMaximumDistance=437500.0000 fBlockLevel1Distance=122500.0000 fBlockLevel0Distance=61250.0000 fSplitDistanceMult=2.6250 bShowLODInEditor=0 [NavMesh] fObstacleAlpha=0.5000 fCoverSideHighAlpha=0.8000 fCoverSideLowAlpha=0.6500 fEdgeFullAlpha=1.0000 fEdgeHighAlpha=0.7500 fEdgeLowAlpha=0.5000 fTriangleFullAlpha=0.7000 fTriangleHighAlpha=0.3500 fTriangleLowAlpha=0.2000 fLedgeBoxHalfHeight=25.0000 fEdgeDistFromVert=10.0000 fEdgeThickness=10.0000 fPointSize=2.5000 [Trees] bRenderSkinnedTrees=1 uiMaxSkinnedTreesToRender=70 [Decals] uMaxDecals=1750 bDecals=1 bSkinnedDecals=1 uMaxSkinDecals=175 uMaxSkinDecalsPerActor=105 [LOD] fLODFadeOutMultActors=26.2500 fLODFadeOutMultItems=26.2500 fLODFadeOutMultObjects=26.2500 fLODFadeOutMultSkyCell=0.2500 [Launcher] bEnableFileSelection=1 bShowAllResolutions=1 uLastAspectRatio=4 [BlurShaderHDR] bDoHighDynamicRange=1 [BlurShader] bUseBlurShader=0 [Water] iWaterReflectHeight=2048 iWaterReflectWidth=2048 bUseWaterDisplacements=1 bUseWaterRefractions=1 bUseWaterReflections=1 bUseWaterDepth=1 Oh, btw... I cannot tell how much of those settings are pure nonsense... sorry ^^
  21. I've seen somebody who had similar issues and cured it by setting anti-aliasing to 0. try it out.
  22. This could be a texture/mesh problem. Have you installed any parallax meshes?
  23. I have downloaded all new beta drivers. checking them out asap.
  24. Ok Guys. I've found out something REALLY annoying. I have a lot less vram stuttering with only one graphic card than with SLI activated... It's so annoying I cannot even express my frustration...
  25. That was the very first thing I did...
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