Aiyen
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Everything posted by Aiyen
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Xaviien: No since ugrids tells the game where and when to load stuff. The render distances just tell you when they should be rendered.
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SKYRIMLE Solitude dragonhead HD (by rgabriel15)
Aiyen replied to EssArrBee's topic in Skyrim LE Mods
I think it is time to ask the rather obvious question.... is it only used there or elsewhere ? Just because it does not blend nicely there perhaps it does in other locations. We cannot expect one texture to fit in with every other. Afaik then that particular model is also used in various nord ruins. -
Random CTDs, full details inside. Any help will would be great
Aiyen replied to uncleseano's question in General Skyrim LE Support
Try to remove Burn shock freeze effects deadly spell impact Auto unequip ammo enhanced blood in general any of these small scripted mods that affect tiny things. Reason: Each of those tend to add loads of scripts on top of the player model as well as NPC´s. You got a lot of mods that affect NPC´s so even if you cant see something happening over a hill etc. then those scripts will still be there and it will still have a potential to just go bad. -
There is brick wall at around 400 mods for FPS stability
Aiyen replied to mindw0rk's question in General Skyrim LE Support
I guess it would REALLY help out if you actually had your list in spoiler tags, as well as showing which mods you are adding which is the proverbial drops. In general you cannot say it like you do however... Even one very extensive 4k texture mod will be able to cause all kinds of stutter on just about all systems and still be the only mod you ever installed. The number of mods does not matter... it is what you install that does. Also if you merge your texture mods your mod number most likely go from 400 to 40. So just to stress it... number of mods is an extremely irrelevant number.. just like saying how big your mod folder is! Since the entire mod folder is never loaded at once! -
ACCEPTED RUSTIC POTIONS and POISONS (by Gamwich)
Aiyen replied to EssArrBee's topic in Skyrim LE Mods
I got that texture in my unpacking of the bsa´s.. it is one of the default cube maps. So not sure what sort of mojo you got going on in that list of yours! :) -
ACCEPTED RUSTIC POTIONS and POISONS (by Gamwich)
Aiyen replied to EssArrBee's topic in Skyrim LE Mods
For what you are proposing you only need nifskope luckily. You can specify all color changes there, as well as shader changes. You would only need an external 3d application if you want to do changes to the vertices.. ie change the overall look of the model. And Nifskope does not really have a learning curve per se... it is just tedious to work with due to the very basic GUI. -
You just have a LOD texture that does not have the right scales for what is inside of it. Most often happens if you use SFO and do not use an SFO LOD texture. or If you have SFO and use a vanilla LOD texture. The specific path to the texture is ...\textures\terrain\tamriel\trees
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SKYRIMLE Solitude dragonhead HD (by rgabriel15)
Aiyen replied to EssArrBee's topic in Skyrim LE Mods
Higher res > lower res if nothing else really come into the equation. I also think the added noise in the texture give a bit more that just having a blurry thingy hanging. -
ACCEPTED RUSTIC POTIONS and POISONS (by Gamwich)
Aiyen replied to EssArrBee's topic in Skyrim LE Mods
AA would be mesh related not texture. Unless the textures are transparent.. which I do not see any that are. -
How do I add the mod I'm making in Mod organizer?
Aiyen replied to dreamer1986's question in Mod Organizer Support
If you are making a new mod and update the .esp often, then it not a good idea to make a new mod. Simply put it in overwrite and it will update every time you save via the CK since the new .esp you create will always be put there. If you put it in a separate folder you will have to manually copy paste each time. -
ACCEPTED RUSTIC POTIONS and POISONS (by Gamwich)
Aiyen replied to EssArrBee's topic in Skyrim LE Mods
I guess if the point is ceramic then rustic is pretty good for that sort of material. I dunno why I was thinking just glassy material! In that case I would also prefer that over current, since it just seems like the current have a bit too much going on and it cannot decide what it want to be. -
ACCEPTED RUSTIC POTIONS and POISONS (by Gamwich)
Aiyen replied to EssArrBee's topic in Skyrim LE Mods
In my opinion they are both ... bad. But I do prefer the STEP specular. The other is too dimmed down, does not look like a glassy material at that low intensity. -
You just use the SKSE as you always have.
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Vividian - Weather & Lighting enhancement - CoT - RCRN and Pure Weather
Aiyen replied to Mangaclub's topic in Post Processing
It largely does depend on how stong the mist effect is. With too high mist values the issue becomes more noticeable. At lower densities it can be removed entirely. But other then that you are correct that it is an issue with how transparent objects are dealt with. (This just relates to the staff issue, not the flare like behavior) -
Vividian - Weather & Lighting enhancement - CoT - RCRN and Pure Weather
Aiyen replied to Mangaclub's topic in Post Processing
Issue would not be a general ENB one since it does relate to the shaders and how they are setup. I still have not had any luck in replicating it on my end, so still puzzled as to what specifically causes it. -
Checked out the force fullscreen part of the guide. Wording seems good for what it does. Hard to explain it in finer detail without it just being a bit overkill. The FIX parameters need the graphical parts of ENB enabled to have an effect. They are alterations to how the ingame shaders do things. These shaders are what Boris hooks into and alter to create alternative visuals. Obviously to get any benefit from a fix to SSS you will need to have SSS enabled and working. Likewise with all the others. As for the unsafe memory hacks... yeah the name was funny when it was introduced, and I do recall a small debate over at the ENBdev forums. Boris had some reason for calling it that, but I personally got the impression that it was more a thing that resulted from some annoyance with how he had to implement a feature. Guess one would have to go ask him again to get a more detailed response.
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The silverware is imo the best of the bunch. There are no other replacements, and the vanilla is just horrible. The main issue is that reflections in game are very limited to very low resolutions. So trying to make a smooth surface and expect a mirror like reflection is not going to happen. Hence I prefer the more rugged version where the low resolution makes visual sense. But perhaps it is just me who really hate looking at those giant square reflections. For the pottery I do prefer his version as well... the less noticeable specular component just fits better. The wooden stuff... well potata potato really. I do like that the color of the wood match better with the table in the shot, but that is about it.
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ENBoost & Ultimate Lighting Overhaul questions from a non-ENB user
Aiyen replied to kylhwch's question in Post-Processing Support
You rename the ULO one to something else. -
ENBoost & Ultimate Lighting Overhaul questions from a non-ENB user
Aiyen replied to kylhwch's question in Post-Processing Support
Install the ENB d3d9.dll In your enblocal.ini fill in the proxy lib line with the name of the ULO .dll file and enable it. Also set UsePatchSpeedhackWithoutGraphics to true to disable the graphics parts of ENB. That should do the trick. -
If it is a 1k scaled down from a higher res then most likely that will be the reason why. Cabals textures normally have quite a few details in them... which when you scale down will blur out due to the algorithms used to do so.
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This lack of contrast is also why you do not normally notice the issue without ENB or other mods that alter it. Increase in contrast directly make such things as halos worse for (what I think) obvious reasons.
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Bannered mare and the inn keeper. That is a good spot to notice the halo effect.. something about that place just really tend to provoke the effect.
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DoF is very scaleable. My own DoF cost less then 1 FPS at 1440p. But it is no where near as pretty as the really fancy ones can be. The main difference is also partly with what you mention. Some DoF are for cinematic and screenarchery purposes.. those do not work for playing the game since they will just distract more then add to the gameplay. However they will tend to be a lot more costly. They are however really pretty and really help to guide the focus and make the overall cinematic more epic to watch.
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No I do not think so, the mod currently only affects meshes and object placement. So it will not interfere with that mod.... unless it happen to alter the layout of blackreach radically. Worst case it would be a conflict at the start where you start inside a mesh... but then you should just be able to walk out of it again, or the game will shift you outside of it.

