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Aiyen

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Everything posted by Aiyen

  1. Also it is a bit ENB dependent... due to the more grainy look then depending on contrast settings you can make the texture look out of place compared to the surroundings. I believe the author covers this somewhat in his description too. Also I am personally not a fan of the color coded rocks... I prefer the light blue beam of light for all. I guess one could just use the textures and nothing else and that would solve that part though.
  2. Did more testing. Seems to have been a random fluke with the fire breaths... at least I have not been able to reproduce. Properly due to having so many mods that sometimes something mess up stuff. I did further testing with "normal" dragons... and there it works flawlessly. The dragon fights as it should, and screams tor suul at you when breathing fire. Also works nicely along with dragon soul absorb more glorious. One slight issue is the volume and intensity of the shout... it seems a bit off compared to the other sounds. It is a minor thing but I guess some audiophiles would dislike it based on that. Other then that then the worst part of the mod is in its limitation. It only works for those select few attack types, and when you have more dragon types then they are logically not able to use the sounds. This is properly not an issue for STEP, but I thought it vital to mention regardless since I know many people do use dragon mods, especially the lore friendly ones.
  3. There are only 2 mountain textures and their corresponding normal maps... As far as I know they only cover the actual mountains, the rocks etc are covered by langleys texture pack. Ultra rocks I believe is only for interiors (if it is the same ultra rocks mod that I use anyways), where you can use more 4k textures with no issues since there are not as many details in caves and interiors.
  4. For every 4k texture you use... you could be using about 13 1k ones. I hope that answers it! ;)
  5. Actually it is just ENB that hates that driver version... The latest stable driver version is 314.22 for Nvidia.
  6. I do not know if Neovalen have implemented the fix into his mesh or not. If not then that sword will look ... really bright ;)
  7. Skyrim is mainly a CPU heavy game, so having a better CPU will give higher performance obviously. However the performance difference between a phenom II and a core i5 is not super large if I recall correctly. Before I got this rig I had an an older AMD model (Phenom I model if I recall correctly) and the CPU was still good enough that it was not the main bottleneck.
  8. I only use 512 in water, since the difference in quality is so small that it is not even worth talking about. Even less if you are using WATER. It is just a waste of resources. Also well try to reduce the texture size of stuff like mushrooms, and trees etc. Also if you are using Automatic Variants then make sure that the textures here are also only 1k for forest animals like foxes etc. Or you can very quickly run dry in those heavily forested areas where there are alot of detail.
  9. Wish people would keep the ENB issues in the ENB thread, so I actually notice them fast! :D The horizon issue is game engine related (Game world boundary), and as such cannot be dealt with other then trying to make sure that the ENB settings minimize it for every weather, which with CoT is more or less impossible. It cannot however be eliminated entirely. Many have tried and still try over at the ENB forums. Axnotic: The brightness issue is one that is related to the very bright days that CoT has that many ENB presets do not really take into account. Mainly it is because they change the adaptation values so that the overall scene gets extremely bright because there is nothing to dampen. CoT was designed with adaptation in mind, hence any preset that says they are CoT compatible but do not have adaptation most likely will have issues with certain weathers. (Some have other ways of dealing with this so take the comment with a gain of salt) As I recall then realvision does alter adaptation... but not sure and I do not have the files laying about right now. You can either alter the weather into something else by another weather ID and then type "sw WeatherID" in the console and the weather will change. Alternatively you can change the directlightingintensity and bloom intensity in the ingame GUI for the duration of the weather, and then when it changes you can press backspace to restore the default settings again.
  10. My preset will get an update soon... I am currently in the process of fine tuning it, changing stuff that one can only see by actually playing the game. As for the "required mods" ... they are not strictly required it is just the lighting and environment mods that I have used. For example you can use vanilla water but then the settings will make the water reflections look all wrong etc. As for load order then for all but one I just use the standard BOSS load order. The one where I do not is my heavily edited Relighting Skyrim, which BOSS place before the unofficial patches. I place them after Sounds of Skyrim and RLO in order to make sure that the changes I have made there are actually used. If you want to do something like that you can throw me a PM and I will offer what assistance with Tes5edit that I can. The Skyrim particle patch just needs to be put late in your mod list so that its meshes overwrites any others. Except for the fire related ones which the fire effects mod includes now. As for the .ini warning, then it is part of the vanilla game. From what I gather then it is only relevant if you are only using the built in mod manager via. the games setup screen.
  11. Inside the ENB thread we already cover several performance and other similar issues. You should be able to find everything you need in there. If you are just lazy then on my ENB preset´s descriptions page I cover the main parameters for performance... which are universal to every preset. That should help you tweak away until you have an FPS that is suitable.Â
  12. Only worked for me with integrated installer
  13. Sounds odd... all helmets should remove the hair while equipped, unless you use the toupee part of Apachii hair.
  14. Yeah, it might not be because of the heat directly. Just the heats effect on some components which have lower tolerance levels due to poor materials used etc. It happens all the time in electronics, since it is just not practical to stress test all components in a batch every time. This is also why you never see any company offer much more then 1-2 years of warranty on their products. The few that do, normally require a bit extra payment for the service. Of course some components, most notably in the audio industry, have been put together by hand and stress tested all the way though. Which is also why their price is so silly. Other then that then I can relate to the waiting... it is annoying. When I had to RMA my card I had nothing but a playstation 2.... That was a horrible month.
  15. Sounds like a text book example of bad memory from everything you are saying! Your issues are most likely because the cards components cannot handle the thermal stress they come under when you operate at peak performance. This always translates into artifacts, errors, and crashing.
  16. Have you made sure that the issue is in fact due to memory issues, and not because of some spawning of animals etc ? Try to disable the texture packs and only use vanilla textures. Since no esp´s are altered doing that you do not do anything to damage your saves. Also next time you make a thread.... do not use such a long title :PÂ
  17. That would depend on the compression used. I do not know what OT uses as its standard. However most errors due to altering texture size/compression happen because the algorithms used do not do a good job at interpolating and/or resizing the textures which causes parts of it to get altered in bad ways... most often smearing. Most 1k textures at DXT5 compression are about 1.3Mb. Some textures are larger and special... like for plants where multiple parts of a texture is in one, hence the size increase. Also certain textures do not really require to get saved in DXT5 compression but could get a higher compression. Hence when you do the process on large packs some textures will in fact increase in size. Just check the total size of the texture folder after you have done the process and you will know.
  18. I have even more downsized then you do since I have more stuff on then you do I guess. But as we established in other threads here then the number 3Gb etc. is not representative for the actual use so it is not just that. And I mean just save your game... quit to menu and reload it. This forces the game to unload all entries from other cells you have visited that are no longer required. This is especially effective if you traveled by foot through a lot of really complex cells.... which the heavily wooded areas are.Â
  19. If it fails at even simple OC that other report works then there most likely is an issue somewhere. Also it should not matter if it is OpenGL or DirectX that does a test... at least I have never heard of any issues in that regard. But just in general if there is a grinding noise.... then the life time will drop quickly as the fan deteriorates and is not able to maintain proper temperatures. That and the horrible noise it makes.
  20. No crashes but the memory use is similar... around the 3Gb point. Rather impressive I have to admit. Ran directly from helgen to Falkreath and then ran about the entire area... did not notice any textures missing or any other issues that normally happen. I guess if scripts etc. have to happen there then it might be a bit too much. However the good ol save and reload from menu does force the game to unload all unneeded stuff. You could try to do that once in that region and see if that solves the issue.
  21. Are you also using mods like realistic mushrooms? Those are 2k initially and they do contribute in wooded areas. In general all mods that replace something in the exteriors you can downsize, or normal downsize to reduce the texture load. In general I find it sounds strange that you hit that if you have in fact done what you say you have done. Will check out Falkreath and surrounding later tonight and see what I get in that region.
  22. Overall SRO has the better quality... however this is mainly due to its sheer size. There are quite a few textures that are contained in other packs, that might look better if you where to compare them side by side. Which was part of the reason for it getting removed from the nexus initially as I understood it, but lets leave that in the history books. In general for large packs, then if they exist in 1k versions from the author. Chance is that they have been made by a superior program with better algorithms then what ddsopt has.
  23. I use a mod that makes sure you can only have one healing effect on at a time.... does a fine enough job tbh.
  24. Increase your shadow resolution in the skyrimprefs.ini would be my first guess. Do not recall if that particular version of ENB has a shadow issue, otherwise try one of the 150 ones instead... they have more optimized shadow and AO code compared to 149.
  25. Graphical artifacts etc are almost exclusively due to memory errors on the GFX card. Instead of a complete restart you can just try to logout and in again in windows. It is faster then a restart, and the result should be the same. You cannot exclude bad card memory just by running a stress test on it sadly. But it would be strange if it only happens in Skyrim. But ultimately not unlikely sadly. If you are using an OC´ed card then try to reduce the OC back down to stock speeds.
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