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Aiyen

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Everything posted by Aiyen

  1. Jason: It wants the java binary.. on my computer it is C:\Program Files (x86)\Java\jre7\bin\javaw.exe If that is not the case I do not really know what the problem seems to be as my install autofill all the entries after I select add as executable. Statmonster: The ritual stone CTD is a common feature for some people even in a vanilla game, and there is no real fix other then save frequently when in that area. As for Another life.. what you describe is just one of many small "bugs" that come from using that mod.. live with them or play without it. The dark face bug most likely is due to whatever hair and facial textures you are using. I personally never had it with the SR texture choices. If you are using that then it is most likely because you are running low on RAM and the game is not loading in face tints etc. The game frozeup at that specific spot I have had, and it was mainly because the game needed to clear the RAM. Try to save just before you go over there, quit to menu and reload the game and play on. That should sort out any memory related issues unless you are pressing your setup to the limit and need to reduce texture size on some outdoor mods. (I assume you have half sized your normals by now!) All in all it sounds like you need to optimize your game!
  2. Also in case you have not found out by now. The list of installed mods to the left in MO is placement sensitive... it must be in the order specified in the guide or you might overwrite something you do no intend to overwrite, which can also cause a few headaches! Also when you say start the game... always try to start a new game and go up to char generation at least before quitting so you also see if the script based mods are working, and you will also be able to see if you got weird textures meshes etc (Like if you do not have any hands in 1st person after you installed body re-placers!). It will save you a lot of time later even though that horse ride is getting a bit boring after you have seen it for the 100th time... but the helgen intro is very good for testing performance as well too see if your computer can handle all the textures etc.
  3. Just run the patch again after each time you make changes to your load order. I do not know if it is strictly required, but it is written in the AV readme that it is a good idea. You should only need to just run the .jar file again.. press patch and then it should take care of the rest and create an updated .esp for you with all the required information in it. I will find out tomorrow for sure if it is necessary to reinstall it from scratch after you make changes to your load order or if it is enough to just run the patch again! Speaking of AV then I got wolves and everything else again! Properly because of doing the DDSopt wrong that some of the textures where no longer properly read by AV... Also I got a few of my persistent crashes back! Weee so now I know it is working again hehe!Â
  4. Seriously just use MO instead of wrye bash. WB is only required for the bashed patch! MO is superior in almost every other way when it comes to dealing with mods. It is easier to see dependencies and what overwrites what etc. and in general you just have more control. (Unless you are an expert modder and/or mod author that has used WB for years in which case that will give you more control! :P ) Also if you keep getting CTD then try to disable mods one section at the time starting from the bottom. (Remember that the soul gem mod has a dependency with the other soul gem mod in the top)... Then just keep doing that until you can start the game. It is generally a good idea to finish one section of SR at a time... start a game and see if it will start up then continue with the next section. By installing everything at once you got no clue if you made a tes5edit error somewhere in the middle and that is what is causing all the problems now. Oh yes before I forget since it is not said explicitly in the guide... every time you change loadorder or an esp (Even updating just to be sure).. rerun AV patch and bashed patch (And FNIS for good measure) since even if they do not use an esp directly they kinda use the load order in their inner workings so it is best to have an updated and correct one stored.
  5. Okay I have tested out dragon combat overhaul now and it works nicely and does what it says. Really makes dragon combat more interesting. There are a few bugs due to the nature of how the author has made the scripts, but it is nothing compared to bugs caused by the ragdolls mod. (Mammoth flying 500m up in the air is not normal after you kill it! ) But even though the mod author is quite mad then the mod itself is quite lore friendly and definitely worth checking out. Also was checking out the mature skin texture but dropped the idea again because of all the little changes that it would require in the SR setup. So for now I will have to make due with the beautiful ladies that I have now!
  6. Ah yes thanks Kelmych! That did the trick, never stopped to think about that when it worked every time! Silly just have to name a folder "Textures" and it will work... anything else and its meh... kinda silly but oh well it works! And all this time I thought I had optimized it! Guess I will get an even more stable game now... Just need to figure out why only certain types of creatures spawn now.. I have selected the option so that it can use all variant in all regions, and ticked that it should not use the vanilla skin as a variant.... guess there is some setting that makes it so that black wolves are just predominant over everything else. But oh well as long as that is the only issue I have.
  7. So RLO 4.0.7 finally out, going to test it out tonight and report back my initial impressions. Have high hopes for the adaptive interior setting for vanilla weather since that was the main point of criticism in the last version. I am not going to do screenshots, since I have to adapt my ENB settings for RLO now that I have run with relighing skyrim for the past few weeks, so want to make sure that is done first. Update: Okay so spent a good part of the evening with godmode on running about the world and various dungeons etc to see what they had to offer. And initially I am very impressed, it is so much better then the previous version almost all around! The ambient lighting from outside is splendid and nicely done in the various places I have been in. Dungeons really do deserve special mention... I only had time to try a few small ones, and then bleak fall barrows, but they where all a lot better then previously! There are still a few "bugs" and areas where I think they should either add a light to make the area brighter or increase the intensity of the sources already present. There are also areas where the opposite is the case! Then you have a tiny candle that has more brightness then a chandelier. But overall there are many more good things then bad.. and most of the bad are mainly because they are just trying to be realistic... Today I have tried it without CoT 2.1 and tomorrow I am going to try it with it just to see how bad the ambient lighting actually is! Since an ENB allows for manipulation of the day night cycle then it might not be totally bad, or perhaps there is no other choice then wait for 3.0.
  8. In relation to my ddsopt problem. I have tried to only do single folder with just one dds and _n.dds file in them, nothing. If I do the same with an SRO texture it performs the operation on it.... very strange. Also even if the texture is optimized etc. then if I ask it to resize a 2k x 2k texture into a 1k x 1k one then it should perform that operation not ? the AV package normal textures are basically 5Mb in size, and when I preview them they have 2k resolution in them... Also tried to constraint them to 128x128 just for fun, but nope same problem. I am quite at a loss why these textures are special in some way. Also a bit puzzled about how the game actually shows the new textures ingame. I did a complete reinstall last night and even allowed the pink mammoth files just for testing. If I spawn say 5 mammoths via console, then it seems like it works since they have different skins (including pink), but if I just run about then I can only find mammoths with the vanilla skin... a little strange but I guess the mod works, and I just need to kill them and wait until the game respawns them later and they will have a different texture. It is the same with Wolves, every wolf I can find have the same texture and even if I try to spawn wolves via console they all have the same texture. But perhaps this is because there are many wolf spawn codes as some of them also include skewers... And this is strange to me since the very first time I ran SR after installing then the very first wolves I found outside of helgen had a different skin. And yes I am starting a new game every single time I make a change to my esp´s etc. :p
  9. Okay here is a strange one. I am messing around with AV again because as far as I can tell running about and spawning various monsters via. console then only some creatures get the skins. Mudcraps have different skins, fox and bunnies have as well. However wolves do not, and neither do mammoths and giants etc. So now I am trying to reinstall AV from scratch too see if that fix the problem. Now I thought I previously had made an DDSopt optimized version of all the textures, but apparently when I try to run them though it does nothing to any texture! I figured something might be wrong with my settings, so tested on a texture from SRO and other packs that I had done earlier that I knew should make a change and they work. However not a single one of the AV ones get any operations done to them. I have double and triple checked that every setting is pr. the STEP wiki. I also tried to constraint all the textures to 1k x 1k but again nothing, but with other textures no problem! This is really strange, anyone have a clue ?
  10. Your problem is most likely due to using the beta version of 1.9 since alot of mods are waiting for full release before they make adjustments. Do a quick reinstall without applying the beta and run again and see if the problem persists. Will make your troubleshooting a lot easier.
  11. Basically it allows you to control how many enemies spawn, and what perks and spells they can use to a certain degree.Â
  12. Yes it is an interesting feature, but with heavy mod use then the list gets.... rather long and can take up a big chunk of your screen hehe. I personally cant play without iHUD.... I love getting lost, one of the best features in skyrim. The whole " Oh whats over there.... oh a bandit... no wait.. a bandit and his 5 extra goons!!! "Runs for the hills" and gets killed by a pack of wolves! (Yes I added ASIS to my list because it is just more fun that way!)
  13. The new active effects feature.. so that instead of going to the magic menu you get an icon with time on screen instead.
  14. Man this skyUI stuff is annoying... cannot get wet n cold to work with v.3.3 at all, guess there is no other option then to revert to 3.1 and wait until they sort it all out. I do not like the new feature with displaying effects on screen anyways (Kinda ruin the point in iHUD.), and it seems that map marker mods and minty lighting still works even after applying the patches so no harm done it seems.
  15. Last I checked then Skyre only requires that you drop the two soul trap mods since it changes those and hence conflict. Everything else should be compatible, since they are mainly visual mods. But do not hold me up against that, I removed skyre again a while ago as I replaced it with other mods that are not as restrictive, and function better with everything else.
  16. Does anyone else have a problem with "lightning during thunderstorms" after updating SkyUI to the latest version? It no longer shows up in my MCM menu.
  17. Would not go as far as to say it looks better, but not much point in arguing over taste. :) But in other news that are more related to this thread. Can you share some light on the performance hit and compatibility of the parallax texture packs ? I am considering trying them out, but I have not had the time to see how they would mix with the SR texture choices.
  18. Yeh it "works", but why use an ENB if you are just going to deactivate the SSAO and skylighting etc? Of course tweaking the ini´s and using the Nvidia tweak guide also looks decent, and you can saturate colors via the control panel.. it is a fair alternative. But again only if you are satisfied with their SSAO solution, and I personally aint. Also I get horrible performance with SSAO in v.119 compared to the newer versions, and I hate not having the GUI to tweak the stuff I do not like ingame.
  19. Is SGSAA not hardware driven just like normal MSAA ? In which case it would not work with the newer versions of ENB. As for choice of ENB. The best ones that are optimized for the newest version are K ENB, Unreal Cinema, Realvision ENB and yaenb v.155, phinix natural ENB as a few others that are slowly getting up to date as well. If you want to use Skyrealism ENB then use the .ini file from yaenb instead since they share .fx files but Skyrealism do not have updated values for the new additions etc. If you want to use hardware AA then v.119 is the latest edition to use, and in that case then project ENB is by far the best. It is still maintained at that version since the author do not want to leave his hardware AA. Then there of course are a million others but most of them are not really up to date hence you will have to do alot of tweaking yourself or get strange stuff showing.
  20. Do not read too much into how much VRAM you actually use, this number will always be high since the game actually stores textures in the memory even if you do not actually use them right now... but it helps reduce stuttering if you are going back to an area you where in previously. When you say it is not stable then for how long can you play ? 1h, 2h or just 15 mins? If you can play more then 1 hour and run about the world then an SR configuration is "stable" due to the excessive amount of stuff put in. (When I say run I mean you can actually run from one major city to the next and do a cave or dungeon on the way.) Also if you save your game while you play, exit to menu and reload then you will force the game to flush the RAM usage and you can play for longer, if the CTD is related to RAM issues and not a bug or such in the mod list. Also it is not recommended to ever run with ugrids=7 with SR... the game engine just cannot handle it since it would almost always require that you run the game at the RAM max limit. Even more so if you use Skyrim flora overhaul alone and left out everything else.
  21. While I do see a small performance gain for dungeon and caves, it is normally so small that I prefer to just keep them as is since dungeons are normally so small compared to the outdoor that it does not matter, and the game flush the RAM upon a transition from in to outdoor. Might help a bit for the infamous infinite load perhaps... but I still do not have enough of those that are not ENB related that I care to bother with them. As for model space normal maps, I read that those could create some rather bad distortions, so for now I have refrained from doing anything character related outside of AV which was just in very dire need of optimization. Do you or others see any visible distortions in faces armor etc?
  22. The texture for the trees is in HD trees not in skyrim flora... helped for me to reduce the normals in that. Also the mushrooms mod... you would be surprised at how many fungi are in forested areas and there is no real reason that they are in the quality they are in.
  23. It is hard to tell if you cannot reproduce the effect with the texture in question. But since it has a semi transparent thing to it, then it is perhaps something in the normal map or a transparency map that failed.
  24. Try to re install the particle fix... I would be surprised if it was not a fog/mist/shadow shader thing... since if you removed any texture from MO the official HDDLC one should take its place.
  25. Sounds awesome Neo looking forward to seeing what you have cooked up! I do have a small annoyance that I would like to ask about. A few of the mods like wet and cold have these REALLY annoying messages when starting a new game... after having started a new game a million times I kinda know them to heart now and would like to know what to remove from the mod to make sure they never show again! I hope someone has already done this!
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