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stoppingby4now

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Everything posted by stoppingby4now

  1. https://forums.bethsoft.com/topic/1373515-so-i-thought-i-was-hitting-a-vram-wall/Of course shadows are rendered by the GPU, but that isn't the issue. The issue comes down to Bethesda's use of DirectX9, where the shadow volume is generated on the CPU, hence making shadows CPU intensive. You need DirectX10 to be able to offload the creation of the shadow volume to the GPU.
  2. Sounds cool, and would only suggest it be converted to muted colors or grayscale. Will likely need to paint on a monochromatic text surface as well.I would much rather have color. Muted is fine, but not too much.
  3. ENB will only enhance the shadows that are produced by the game. If you turn off shadows, ENB will have nothing to work with.
  4. Have to say I just love this font and layout. Prefer stone or wood as the background though, and font carved into that surface.Or how about a leather strap with the text branded into it.
  5. You keep outdoing yourself ElvenArcher. :) If you are up to it, could you do a large Skyrim related image (must be in jpg) to serve as a background to both the forum and wiki? I've been looking for something to be around 1600 width, to be elongated oval, and the edges of the picture fading to black (sort of vignette).
  6. I had read that, but Bokeh DOF also stopped working when I tried it. I had heard it was working with 1.09 as well, but I have had no luck.
  7. Me neither, I'm loving a slight DOF. A Bokeh DOF standalone ENB version had much better performance, but I was left with ghostly images on my screen when around grass.
  8. Beald posted last page. I think we have a solid consensus on SVN until the nexus gets updated.+1
  9. I think a short explanation would help towards this by explaining that this is a unique situation and normally SVN would be left to testers/developers.
  10. I watched his vid, and he sounded quite surprised by 1.4 million. :)
  11. Lol, I'll tell you when I get there, this is really slowing me down atm as I need to take so much more care... love it! :D This is sounding like a mod I will enjoy once I actually start playing again. Starting fresh as well to get the total experience. Will be interested in your take on the first dragon fight at the western watch tower.
  12. +1 to notepad++ :P In regards to the mod, how hard are fights with dragons?
  13. I've been experiencing problems with Dynavision, to the point where the game produces an error and fails to launch. It's the most problematic with uGridsToLoad set to 7.
  14. I've been experiencing a problem with Dynavision with uGridsToLoad set to 7. After exiting the game, the next time I go to relaunch it, it's a coin toss whether or not I receive an error and the game fails to load. Once this happens, I have to uninstall the mod to get Skyrim to launch again. Any one else experiencing this?
  15. If it was requiring files in the Interface and Strings folder, you need to get the latest 1.3 version which only requires the TESV.exe file to exist. The latest version enumerates the Interface and Strings folders and modifies permissions on files that match a pattern, but does not require them. This does need to be updated for troubleshooting, and now that I think of it I should update the main Nexus page as well.
  16. sorry s4n, I am lost. Can you be more specific? What is DLC2? Only STD vanilla has textures\landscape\trees\treepineforestbranchcomp.dds (HRDLC does not, only the normals... I still have to test the normals BTW)Increase in detail of the DDSopt versions? Sorry, I always name my directories DLC1 and DLC2 (for downloadable content 01 and 02). You're right, I was referring to the normal "with _n", but it's interesting to note that only applying my DDSOpt'ed textures folder for HRDCL02 (which only contains the normal), I still get the same behavior where trees have missing information. When I remove them and everything is vanilla, the information comes back. For the detail, I meant to say that using the non-DDSopt textures there is no change in definition of the tree as I approach them, just that the detail level increases (normal behavior).
  17. Confirmed that the ONLY problem is that missing mip level.These are 2048x1024 textures, and this gives 11 mip levels down to equal aspect ratio of 2:1. However, this particular example includes a 1x1 mip level by default (the 12th level), and DDSopt gets rid of this since it is not instructed to allow this final mip level due to the diff in aspect ration. Turns out Skyrim graphics uses this last level as a sort of "edge filler" for mid-distant trees. I have not been able to get a hold of Ethatron to fix or comment on the prevalence of this problem on any texture with non 1:1 aspect ratio.For now, I will add the following to the skip list for DDSopt (and examine other 2:1 ratio textures ... could use help on this if anyone comes accross stripping of 12th mip level on 2048x1024 textures!): textures\landscape\trees\treepineforestbranchcomp.dds textures\terrain\deepwoodredoubtworld\trees\deepwoodredoubtworldtreelod.dds textures\terrain\skuldafnworld\trees\skuldafnworldtreelod.dds textures\terrain\sovngarde\trees\sovngardetreelod.dds textures\terrain\tamriel\trees\tamrieltreelod.dds I can't help but now ask the question, what other textures is DDSopt doing this to? Not a totally big deal for me personally as I don't play with the DDSopt version.
  18. MO does need to be running in the background in order to provide the virtual Data folder and INI files to both the game and any other process that may need access. While I doubt it's going to have any impact on performance, it's a reliance that some don't like to have. It's also a stretch to say it MO is far more powerful at managing mods. They are simply different mechanisms. WB also has profiles, so nothing new there. What it really comes down to is that MO does a great job at managing mods, and with the ability to register NMM links, it's a superior replacement to NMM.
  19. Haven't as of yet. Will give it a go hopefully tonight.
  20. Unfortunately you won't be able to turn off shadows in the game, as he's only modifying the shadows. The game still needs to do the math as to where the shadows are drawn.
  21. For this interim period while development is at a standstill, recommending the SVN is a logical thing to do. Though I certainly wouldn't recommend it as a permanent part of the guide (assuming that development eventually continues). The main advantage that the Standalone version has is that the python interpreter is bundled in the exe so you don't need any extra software installed. If a user uninstalls the python version of Wrye Bash, it doesn't ask if you want to uninstall Python and the supplemental packages as well. If the user wanted everything gone, it's not a complete clean uninstall, so that would be a useful note to put in the guide as well.
  22. Interesting. Did you follow the wiki guide, or use custom constraints?
  23. Is there any known override for SkyrimPrefs.ini?
  24. Following some links from the wiki page and I stumbled across the following in regards to overriding (may already be known, but new to me): User Defined Changes to automatically created INI files are reverted by Steam when validating the local game cache. User defined INI files can be used to prevent this. Settings defined in a user defined INI file override settings in a regular INI file. Used by the game My Documents\My Games\Skyrim\SkyrimCustom.ini overrides Skyrim.iniUsed by the editor steam\steamapps\common\Skyrim\SkyrimEditorCustom.ini overrides SkyrimEditor.ini
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