stoppingby4now
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Everything posted by stoppingby4now
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Skyrim Unplugged (by stoppingby4now)
stoppingby4now replied to stoppingby4now's question in Other Utilities Support
My launcher has full admin rights under my user account. I'm assuming it does, but I need to know specifically if the deny rule for your username exists. Right click on the executable, select properties, then click on the Security tab. Click on the Advanced button and in the list should be an entry with Type=Deny for your username. If you click on that entry then click the Edit button, there should only be two entries: Deny Delete & Deny Create files / write data. For the past month or more, I launch using the SkyrimLauncher and NOT SKSE, as I am in pure testing mode. Based on the above, either UAC being disabled will not allow the file to be deleted, or SkyrimLauncher hasn't performed a check for a newer version yet. There are certain settings in the ini files that when tweaked will cause that behavior. I don't know specifically which ones though. In the testing I did with ENB shadows, I started with a fresh INI and only tweaked shadow settings and the launcher did not do that to me. Whenever I did full tweaks to INI files though, it would do it every time. -
Skyrim Unplugged (by stoppingby4now)
stoppingby4now replied to stoppingby4now's question in Other Utilities Support
It is my experience that Steam does not constantly poll the game version and attempt to apply an update. Even when enabling Automatic Updates, the game does not update right away, but eventually will if left to its own device (I have enabled Automatic Updates and ran Skyrim Launcher when a new patch is available, and no update occured). I just don't know what all of the triggers are for when Steam decides to check versions. So in other words, forcing Steam to obey updates will prevent it from automatically downloading files related to the new patch. Whether SkyrimLauncher or Steam initiates the file deletion I am not 100% sure, I just know it happens (my gut tells me its SkyrimLauncher). But the only way for the deletion to occur is to have Administrative rights on the process that is attempting the deletion (Windows Explorer is an exception to this). If SkyrimLauncher is not being ran as Administrator, I'm pretty sure the only other possibility that could cause the missing files is having UAC disabled. The problem is even harder to lock down due to SKSE which completely bypasses Steam. So even if you have UAC disabled, you likely will not see the problem unless you happen to launch SkyrimLauncher for some other reason, either directly or via Steam. With that said, I need more feedback for cases where TESV.exe disappears while Automatic Updates are disabled. Something along the lines of... Value of HCU\Software\Valve\Steam\Apps\72850\EnableCacheLoading in the registry.Verify Security permissions on SkyrimLauncher.exe to ensure that a DACL exists of type Deny for your username (specifically the DACL should be set to Deny Delete and Deny Create files / write data).Preferable that SkyrimLauncher.exe is NOT set to run as Administrator.Is UAC disabled?Do you launch the game via SKSE, and if so, have you launched SkyrimLauncher.exe at least one time since patch 1.6 has been out? -
Skyrim Unplugged (by stoppingby4now)
stoppingby4now replied to stoppingby4now's question in Other Utilities Support
You are still running Windows 8 right? I'm not sure if there is anything different in that compared to 7 and below. In my testing on Windows 7, any program I ran was not able to delete/modify files when I set the permissions as I do in SU. I believe something else is amiss. Do you have UAC disabled? -
GUIDE [WIP] DDSopt & Texture Overhauls
stoppingby4now replied to z929669's question in DDSopt Support
I would wager that it's more a fact that with objects being very close, detail is obviously going to be more apparent in either scenario since they will have more pixels on the screen to define them. This leads to less of a drastic change on close objects. As the object gets further, it becomes harder to represent data with the increasingly reduced amount of pixels available. Increase the data that is available, and those pixels that previously didn't have enough data to render before, now get filled. AA will affect the render, but it should be far better with the image that has more definition than without as there is more information available. But in terms of using texture packs (i.e. SRO), does DDSOPT need to be ran on those as well to get the increased definition? And per the moss, that doesn't make sense. Everything else gains definition whether foreground or background. Why would the moss lose definition in the foreground, but gain it as it fades into the background? That doesn't jive with what is clearly being seen with every other object. -
GUIDE [WIP] DDSopt & Texture Overhauls
stoppingby4now replied to z929669's question in DDSopt Support
There is a lot more detail coming through on the branches, though more so in the background than the foreground. Rocks in the foreground see very slightly better definition of shadows and edges, but again is most noticeable in the background. However, I agree with Fri. The hanging moss (or whatever it is) on the tree in the foreground is more detailed in the Vanilla version. Seems odd that detail is gained everywhere else, but lost on that one piece. -
Websites you really should be aware of
stoppingby4now replied to frihyland's topic in Step Banter Inn
Deleted the marked spam post in ACP as I have submitted the user information to stopforumspam.com. -
That's great news concerning SKSE functionality. Will be curious to see how many mod authors will take the time to switch. I'm happy that Gopher is planning on updating iHud for full SKSE use of current functionality once 1.6 hits.
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Skyrim Unplugged (by stoppingby4now)
stoppingby4now replied to stoppingby4now's question in Other Utilities Support
Version 1.4 is now available. -
Some information and in-game footage from Dawnguard. Jump to 3:35:00 for the goodies. [video=youtube]https://www.youtube.com/watch?v=VxfI1xW-SJU
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Cool, will keep with the current then, thanks.
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Skyrim Unplugged (by stoppingby4now)
stoppingby4now replied to stoppingby4now's question in Other Utilities Support
V1.2 required all of the files to be there, but I removed that in V1.3 so that only TESV.exe needed to be there. When V1.4 goes up, TESV.exe will still need to exist in order to disable Automatic Updates, but not to enable them. -
Skyrim Unplugged (by stoppingby4now)
stoppingby4now replied to stoppingby4now's question in Other Utilities Support
The reports of problems hasn't been huge, but enough that I have updated Skyrim Unplugged to not require TESV.exe to exist when enabling Automatic Updates. This will allow it to continue on and undo the registry permissions without having to muck with creating a temporary TESV.exe file, etc. It still requires TESV.exe to exist in order to disable though. Will be uploaded later today. -
I just updated Skyrim Unplugged and am about to upload it, but thought I'd check to see if you know what the full format should be like. Would like to give it a go and test it on the archive name that I upload.
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It very well might be RCRN. You could test in the same spot after removing RCRN to verify.
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Landing in water from 20 feet isn't the problem, it'll be that jet pack smacking into you from behind. I'd wager you could still go in smoothly, just depends on whether the person freaks out. :PI'm wondering if they limit to a max rate of water propulsion to keep a safe ceiling, or if that is about the max they can go. Just watched it again, and one guy was at street level next to a bridge that looked fairly high up.
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WOOHOO! Is any of the new functionality in SVN currently?
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Actually' date=' what I mean is.... is there a safety parachute.[/quote']It's called landing in water. :D
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I was wondering that too. I'm sure it's long enough for the maximum height though.
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Happy Birthday! Hope you get a slot, that has got to be a blast.
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This looks like a blast! [video=youtube]www.youtube.com/watch?v=im1iNq02Kz0
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GUIDE [WIP] DDSopt & Texture Overhauls
stoppingby4now replied to z929669's question in DDSopt Support
Great compares, detail really comes out with those. I notice select trees in the background as better defined, snow on rocks having more clarity, and rock crevices/edges become much more evident. The difference between PreIII and III is so subtle and only in very specific areas. Upon further inspection, I actually think the III images have some things with better detail. The ledge of upper ground on the left hand side is smoother, and more detail. The log on the ground slight to the right of center on the other side of the river also has better definition of moss. -
uGridsToLoad Limit: maximum allocated RAM on 64bit < 3GB?
stoppingby4now replied to PatimPatam's question in General Skyrim LE Support
Exactly. Even in games with much higher resolution textures, I never see any large amount of RAM usage approaching anywhere near 4GB. The majority of the textures should be in VRAM except when cached by the application. Even then, there shouldn't be any necessary case where it would need to cache that much data. -
I still have a hard time liking RLwC in some cases, and these screenshots reveal a lot of the initial problems with the current releases. Shadows too uniform and far less depth, sky oversaturated and unrealistic (can be tweaked but I have yet to be able to get anything I would call realistic without causing other problems in the scene), and distant fog removal too much. The biggest problem though with lighting mods is that regardless of which one you try, you can't judge them entirely by screenshots. You have to play the game for awhile to take in various weather effects, lighting conditions, etc. With that said, I really like what ITM is offering. Definitely adding this to my list of mods to use.
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uGridsToLoad Limit: maximum allocated RAM on 64bit < 3GB?
stoppingby4now replied to PatimPatam's question in General Skyrim LE Support
A 32 bit windows application can reference a full 4GB of RAM, and thus it can also request more than 3GB. But requesting and actually being granted are two different things. The supposed 3GB limit on Windows 32-bit systems is constantly misunderstood and thus misrepresented and has to do with hardware addresses being "memory mapped IO reservations" in Windows. It's a horrible design. To make matters worse, 32-bit Windows allocates up to 2GB of system memory for the kernel, leaving the rest for user space. Applications requesting more memory than is available in user space can still be granted the extra memory that is reserved by the kernel, but it's not guaranteed. Microsoft introduced the /3GB switch in order to help special cases by forcing the 32-bit kernel to only reserve 1GB, leaving 3GB available for applications (more like ~2.3GB after hardware addresses eat up what's left). Point being, on a 64-bit system with sufficient RAM, a 32-bit application should have no problem using 4GB of RAM. -
Awkwardly bright ENB - Maybe gamma issue?
stoppingby4now replied to Holymartyr's question in Post-Processing Support
Very odd. If you are loading SMAA by proxy, remove it and see if the issue clears up.

