Aiyen
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Everything posted by Aiyen
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I might be wrong! At least in my control panel I only have 11.0 and my card should support it if I recall. Will have to check this out in detail when it becomes relevant down the line! But like I said, you should not get all excited about v.11.0 vs 11.1. I forgot the details about what was added, but it was a very minor thing as I recall. I am sure someone with more knowhow about this will put in their five cents soon enough! :)
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Altering compression levels etc. on textures sometimes have this effect sadly. Glad to hear that you found the texture in question. However you should not delete it, just replace it with a non optimized version since that should work. This is most likely an optimization gone wrong.
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Only reason to use ELFX over RLO is if you like the authors vision of how lighting should be done more. They cover much of the same, and have many of the same weaknesses. I have adjusted my monitor settings, and ENB preset so that nowhere is pitch black, unless there really is no light in the cell at all. One should always be able to at least get the hint of a wall etc. since it is a game afterall. One have to consider that while it might look all immersive and realistic etc. then after a while it just gets really annoying, and slows down the gameplay.
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SKYRIMLE HD Charcoal for Smelter - by skyrimaguas
Aiyen replied to rootsrat's topic in Skyrim LE Mods
Yeah I agree that it looks a bit too blue to be coal really. Even if one compensates for the lighting used. -
Well none of the textures the mod uses as unique could account for it I think. Otherwise the issue should be fixed by reinstalling it. Guess there is nothing to it other then the good old way. If you followed Neo´s guide I assume you are using Mod Organizer. And that you have extracted all the .bsa´s from the official HDDLC etc. Try to move the HDDLC mods all the way down to the bottom of the mod list, this way you make sure that vanilla textures are overwriting everything and are used ingame. This way you do not have to disable individual mods etc. you can just move the HDDLC mods back up again when you are done testing. Start a new game using the console (open the console in the main menu of the game , and then type coc riverwood) Now provide yourself with a lantern. In the console type "help lantern". This should give you a list with all the required formID´s. Find one under item I think it is. (You scoll the list with pgup and pgdown) Then type "player.additem # 1" Where # is the formID for the lantern you want to add to your inventory. Now you should be able to see if the problem persists. If it does! then you most likely have an issue with a vanilla texture, and then you should try to do this all over again with ONLY the lantern mod and SKSE enabled. If it still does it after that, then I guess you have to file a bug report to chesko and have him look it over. Edit: Alternatively if you know where to find one you can buy really quick just coc to that location instead and provide yourself with some gold. player.additem f 1000 is for 1000 gold if I recall correctly! might be faster if you are not familiar with the console commands.
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Extremely few, since the last console generation was purely dx9, and most high budget games are made for those. Also as far as I know win 7 allows all versions of DX, it is only a matter of which card you have, and if it supports a given DX version. But considering that dx11.1 was just a minor update then you properly will not miss out on much. At least it should never be the reason why you get a card.
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All script based mods can cause issues. Essentially I think you reach a point where you are just staring at the papyrus script engine and its flaws. It is a rather old and not very optimized engine after all. Even the vanilla game can get issues with freezing etc. This is all due to the script engine stopping its function due to any number of reasons. If you can play for 1 hour or more without any issues, you have about as stable a game as you can get without going into every mod and optimize the scripts yourself. You have to consider the complexity level of your modded list as well.
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Which mods break with Climates of Tamriel?
Aiyen replied to Quitch's question in General Skyrim LE Support
If you want to replace the sun and sunglare textures. you need to go to to the \sky folder of CoT and replace the textures there. CoT links to a different path then the vanilla sun and sunglare texture, so to avoid any potential issues of a double sun or the like then just replace the one inside the CoT folder. -
If you are sure that it is due to the lanterns mod, then you should be able to find the path of the texture used with Tes5edit without too much of a fuss since the mod is not that massive. Once you have the name of the texture you can find out which to replace or look at more indepth. Also a screenshot would help, since I am a bit confused if you mean the actual lantern or if you mean the glow it produces etc. But regardless if a simple reinstall does not solve it then try to isolate the texture responsible.
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Just as a small reminder. If you run the game with logging enabled it automatically gets more unstable due to the extra recording the script engine has to do. You can get issues just from having it on that you would not get with it off! So always test both with and without logging enabled.
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No the worst case scenario is that you mess up your meshes and get CTD´s due to SMCO doing whatever it is that it does to "optimize" the meshes. But I already commented on the other thread so no point in repeating myself! :)
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Nice addition with some good points. However I got a few issues. Why would you run both DDSopt and Optimizer textures? DDSopt can do all the same operations that OT can and then some. I have not yet done anything with SMCO, so I will give it the benefit of a doubt. But again anything that "optimizes" textures essentially do the same operations as DDSopt and should as such not be necessary. As for the mesh "optimizations"... then I will have to do more research before commenting. But my initial impression is summed up nicely in the known issues of the mod. If you perform this on your entire MO folder and you get CTD´s due to meshes messed up, then you will have a really hard time finding out the correct cause.
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No but the GIMP documentation is very extensive, and (mostly) easy to read. It is just about downloading the program, get it installed, and then just search for the plugin and install. Then you can set it to open all .dds files by default, and it can export them again, and create mip map levels etc. But most vitally it lets you see the texture so you can easier catch potential errors. Only for skin and weapons/armor. But I only use vanilla versions of weapons and armor. If I use any of the larger weapon/armor packs the game gets more unstable. In general you can run with more 2k textures... but then you just cannot run with multiple script based mods. You have to cut back somewhere. If you want more content, then use less memory on textures. If you want more textures, cut back on content.Â
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For the ENB related question. No it would most likely be because of your lighting mod choice (Like RLO or ELFX). If you are using vanilla lighting then every location have rather high ambient lighting values which should prevent pitch black or even remotely dark areas. Of course depending on ENB choice then it can darken the scene by a rather large amount. As I recall then Skyrealism only implements color correction to the vanilla post process so it should remain rather bright everywhere. Also it could be an issue with your monitor if your brightness and gamma settings are not properly calibrated, which will make the output of the game look much darker.
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[BUM]Nothing in the left lower pane
Aiyen replied to nubkratos's question in General Skyrim LE Support
Marked as solved then! :) -
You would only use DDSopt for larger amounts of resizes etc. If it is just single textures then I recommend gimp + dds plugin. Since it allows you more control over what happens.
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Are you 100% sure that the problem also persist if you have no mods running at all and just vanilla Skyrim? It just sounds really weird if that was the case, and I certainly never noticed any bugs like that. I am also fairly sure that Bethesda would have fixed it if it was the case. Or at the very least the unofficial patch would have been made aware of it. Regardless you now have the means to find the formID´s if you happen to figure out which are the correct ones! I am sure someone with more modding experience can be of assistance in that regard.
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Deleted double post Sadly you cannot really get away with even 2k textures in the exteriors. It might look pretty, but at the end of the day if you want to do more then take pretty screenshots then you might as well downscale. Sadly texture makers do not seem to remember/care that people are going to use their work in combination with other similar texture files. Which all together is going to make it so the game cannot even run. Also after a while you are going to stop noticing the lower resolution textures regardless. If you want to mimic the feel of them then I can suggest that you just try to increase the contrast setting of your ENB ever so slightly. This will make the textures stand out more as well. Alternatively then also use the SweetFX texture sharpening addition which will also help make lower res textures look a bit better.
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More of an ENB specific question then this mod... but here goes anyways. Most modern ENB presets have DNI seperation (Day/Night/Interior) on all values. If you open the enbeffect.fx file. Then depending on which preset you are using then search for the following. EBrightnessV2Day (The V2 might be V1, V3 etc. depending on how many post process variations your file has. The pure ENB one has 4) Then just increase this value ever so slightly and voila. However this requires an enbeffect.fx that has this feature implemented. They normally say in the description if they do. However I know that many ENB presets just use the default file from Boris, which does not have it as standard. If not just find one that does and copy in the numeric values into the file and use the correct post process (at the start you define which post process number you are using.) and let that file overwrite the one your are currently using. If you need more help, just throw me a pm so we do not clutter this thread too much.
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The vanilla game is not 100% stable. It is a massive open world game, those are always going to have issues. When you start to add mods to the list it will always become more unstable, it is the sad fact of the matter. You might be able to play for several hours at a time, but every now and again the game will freeze or crash. In general for cleaning you can think of it this way. All cleaning does is to remove entries in a mod that are completely identical to the games master files. Hence it should not break or cause any instability that you remove those entries. Why it does for certain mods is a bit of a riddle and I think that most of the time this is due to the fact that said mods include its own resources, and then link to specific entries inside the mod, instead of the master.
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It would take too long to explain what gamma is. If you really want to know then the wiki entry is decent on the topic. Most of the time you do not need to ever alter it since the game should have values so that the image displayed on your monitor is neither too dark or too bright. So in general unless you have a good reason to alter it, then just leave it alone. If you want a brighter or darker image just use the ingame brightness setting instead. Or if you really need to alter it then do it in your video cards control panel. It comes down to your monitor.
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Climates of Tamriel + Immersive Thunder?
Aiyen replied to DoYouEvenModBro's question in General Skyrim LE Support
Not much point since between CoT sounds, and SoS and minty lighting you already have lots of thunder sounds. If you happen to like the ones in Immersive thunder more then just overwrite the ones in Minty manually instead. Since those should be what takes precedence if I recall correctly. -
I would still just suggest an addition to the .ini wiki along with a few screenshots to show what to expect. Since color correction is personal preference I do not think it should ever be included as an integral part of STEP, rather just as an option that people can use. They are effectively just altering the ingame post process shaders which provides better performance then if you are using 3rd party solutions since those have to "steal" the output from the game and then alter it, where this makes the altering before the scene is rendered. For people with low end cards, or who just want max. amount of performance then this solution is of course the best. It might even be interesting for ENB tweakers to alter the initial game post process to get the desired result they are looking for. Also thank you for the time spent on making the screenshots lunithil! Great work!
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Yes it does! Does the mod involve cheese? What about.... okay I will stop! Looks like another default addition! Excellent work all around.
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I sometimes have the issue where they cant find each other. Even if I bump them so they stand next to each other nothing ever happens. Only thing to do is to reload before entering the first time and then hope the scripted event pans out as it is meant too. Do not know if would work with you.... since it is a once per game experience I have not put much thought into it!

