
Aiyen
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Everything posted by Aiyen
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"Plague was defeated by sanitation" Sometimes I think public restrooms show just how doomed humanity is! :)
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A while back I read an interesting view on the current state of the world. The core idea is that a huge problem today is that we are still feeling the vaccum left when the war of ideology was more or less finished about 10-20 years ago now. (facism, communism, capitalism and all the other ism´s) Back then there was a clear "us vs them" mentality. These days any ideology that pop up, gets twisted and reinterpreted so many times over so fast that nobody really know what "cause" they are supporting. Also ironically another problem today is that the past many decades have been documented so intensively, that we are now more than ever painfully aware of just how cruel we are to each other. It is really easy to get support for an "us vs them" mentality if you are not constantly bombarded with all the downsides... Also it does not help that this past decade have probably seen some of the most incompetent and ideology lost leaders in world history.... many times not really a problem with the leaders, but with the fact that people want change... up until the point where that change hits them in the face, and they want to go back to status quo.
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Inaccurate FPS reading in ENB
Aiyen replied to syw651's question in Guide Support & Bug Reports (retired)
The number of mods does not matter as much as the amount of texture memory you require. That takes time to load is textures.. if you have a slow HDD then this will become an even larger issue. Should not be an issue for an SSD.. but for 7000rpm HDD´s it will become noticeable quite quickly. Try to disable the texture parts of your mod list and then test without all of that. (Just all the ones that do not come with .esp´s etc. Most of them should be landscape and skin etc.) -
Star Citizen in a must watch 13 minute nutshell
Aiyen replied to redirishlord's topic in General Game Discussion
Root: Because in the future all the spaceship captains are not going to be using auto aim? Nah they are going to do the honorable thing and fly with a stick! :P I always found that thing kinda amusing in future space games... considering what is going on now, then tracking and aiming would most likely be 100% automated. Which is again why small craft most likely would just be drones... not much point in having humans fly something that will just get shot down the second it gets too close to anything remotely big. Yes yes I know they have to actually make a game out of it... but still! -
SKYRIMLE Undies Underneath for Skyrim (by popcorn71)
Aiyen replied to grhuff's topic in Skyrim LE Mods
I feel like I should moderate this.. but how... it is just that weird/disturbing/funny.... gj. -
Most likely wont be touching them, since I have nothing atm I cant run at 45+ FPS at 1440p. Just seems like a waste of money for very little noticeable gain.
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I thought the new thing was shooters, where everybody suddenly gets the ability to shoot fireballs out of their .... respective behinds. Or similar abilities. I also find it amusing that one of the main points of trailers this year is " Look at how pretty we can make faces now". And then when you get the game you get silly 1k res textures....
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It is just a matter of time. This being larger than just bethesda games and all. It is a rather nice addition to paid DLC for most games. If done right by a developers it could let them focus on bug fixes and leave their community to do content additions. But again the keyword is as always... "done right"...
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Dahaka's ENB isssues with certin objects
Aiyen replied to Masterblakie's question in Post-Processing Support
It is not so much a problem about support for specific presets, as it is a general problem. The door is most likely because ELFX or similar which create that effect. The lava forge is a preset issue since there are variables which affect that particular effect. You are most likely looking for fire and/or particle intensity. The water is texture and mod dependent. There is a mod that alters the water base colors to be more ENB freindly. Otherwise it is not the most difficult of mod to create yourself if you feel up for that sort of thing. (Believe it is called ENB water or something like that.) purple lanterns is either because of a mod that alters the base colors, or because of bloom settings in the ENB which are a tad wrong, or a combination of the two. Hope that helps a little bit. -
New Rig, Windows 10 Enb Vram Question
Aiyen replied to TehKaoZ's question in Post-Processing Support
Once Enbhost runs into the 4Gb limit it should generate a new host process that will continue on, etc. You need to look at the total number and not those for specific processes. -
SKYRIMLE Vivid Weathers - a complete Weather and Visual overhaul
Aiyen replied to Mangaclub's topic in Skyrim LE Mods
Greens are a permanent issue in skyrim. The vanilla textures, and most derivatives from them are rather saturated, to compensate for the rather desaturated default look of the game. Hence in any post processing when you increase saturation, green in particular, you will get oversaturation from the rest of the scene. However if you have previously used a preset that is more dimmed and dark, you wont get these issues. This is also a reason why skin textures look so much "better" on that sort of presets over some of the more saturated ones. When you increase saturation, the variations in skin texture becomes much more prominent and you get seams to be more visible etc. Anyways about the foilage.... The process to "fix" it is fairly straight forward if you have a little bit of experience with GIMP or Photoshop. Simply find all of the textures in the grass and trees texture folder, and desaturate them by about 30-50% percent. I do believe it is also possible to get scripts that can perform this operation on the entire folder in both GIMP and photoshop. But it is only like 20 or so textures if I recall correctly, and it is really easy to do since both photoshop and GIMP has a menu option to just desaturate an image. The only texture where it gets tricky and might require that you are a bit more careful is the LOD texture for trees. Since the different trees have quite different shades, and some have snow on them. Then if you just desaturate, you get inconsistensies. On that texture you need to box select the various tree types and adjust individually. It is a bit time consuming, but the result is well worth it. Also there you need to remember that the LOD texture is unique to the tree texture mod you use. For example you cannot use the default vanilla texture with vurts flora overhaul mod. -
SKYRIMLE Vivid Weathers - a complete Weather and Visual overhaul
Aiyen replied to Mangaclub's topic in Skyrim LE Mods
The intro sequence has a set number of weathers for a default amount of time (specific foggy one as you ride down, turning into a sunny one, up until alduin lands, then it is helgen attack weather, and if you wait long enough it goes back to the sunny one.). They are always the same, and will always be vanilla weathers.. unless the mod edit the intro sequence ofc. For most intents and purposes any weather mod wont start to work until you are out of the intro cave and have walked a bit.. however weather transitions are almost always certain quite quickly after you leave the cave. -
SKYRIMLE Vivid Weathers - a complete Weather and Visual overhaul
Aiyen replied to Mangaclub's topic in Skyrim LE Mods
The sunglass effect happens every time you start to make tweaks to the gamma, or brightness. Which is why you should not do that. It should just be 2.2 and/or 1.0 and then left there. If you deviate from this you get into regions where the compensations become rather weird really quickly. IE stuff that should behave linearly does not etc. The brightness is a fundamental setting that all the other post processing is built upon, just like the base colors in the weather. You can only tweak a given base so far. But you know all this manga! Hence why I found it a bit weird you went for that sort of thing (other than the coolness of having mcm control), since you should know that people just cant figure out how to properly calibrate their monitors, and it is never the users fault if "fancy graphics stuff" looks wrong on their end! :D -
By over here, and your tax and currency I assume you mean Scandinavia! In which case it is 2 years on most consumer electronics. The few that tend to be different is stuff such as power supply´s. (Which are 5-10 years depending on model and manufacturer) The companies are only obligated to do 2 years, a few do more if you pay a bit more... I normally do that with EVGA and get 3 years of extended warranty... mainly because that is the estimated lifetime of a factory OC card anyhow, and I had enough bad memory chips to know it is a good deal. But yeah as long as you deal directly with the manufacturer warranty is normally really easy... albeit a bit annoying to have to send a package to Germany and wait for the return etc. Since most companies have their EU center there.
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Considering the next generation should be out this year (Correct me if I am wrong) then it would not be worth it at this time. Even more so since it is a used produce, in which case warranty etc gets tricky. For that amount of money one might as well get a new one with proper warranty. The only reason I could see in getting a new card now, is if your old one fails and you need a new one right now, or if you somehow decide that you must play game X in a silly resolution, or create something that requires that sort of rendering power.
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Will a switch to a 34" monitor destroy my VRAM?
Aiyen replied to NordPride_WorldWide's question in Guide Support & Bug Reports (retired)
Other that you are nuts then not really! :D Skyrim was not really made for 3 monitor stuff (In my humble opinion then anything other than simulator games is kinda ... weird in a three monitor setup.) Also I am sure there are some ENB related issues with multi monitor setups. But we do not really know for sure until someone tries! Considering the cost etc, there are not many people around these parts who have been experimenting with those setups, but I am sure you would be able to borrow quite a few pointers etc, from the simulator communities, since those setups are more common there. -
SKYRIMLE Vivid Weathers - a complete Weather and Visual overhaul
Aiyen replied to Mangaclub's topic in Skyrim LE Mods
Good news is that you know how to make sure to keep using those textures then! :) Keep it constructive Octo... -
My ENB rant - or someone please explain the fascination with ...
Aiyen replied to begalund's question in Post-Processing Support
TV´s and monitors tend to do contrast quite differently. So in that case I would be almost certain that some tweaking of the so called tonemapping would be required to get satisfactory levels of brightness. I did not make the preset values for TV´s... also since I do not have one myself I am limited in my options to upload a version tailored for those. Load order should basically go like this Exterior mods that deal with weather if any Interior overhaul mods if any ELE The sun rays are on by default because I like the effect through tress, and during sunset and raise. It can add some spectacular moments. It is a matter of taste, and it should be fairly easy to correct. However if you disable the godrays.. it will significantly alter the visuals, since the color balance is made to take that effect into account. Also it looks cool when you see the clouds pass overhead. Even though the scale of the effect is far from realistic! :) On the nexus main page there is an image with dragonsreach and ELE and every single lighting overhaul combination. That is the intended visual. It is a good place to test since you have a lot of shadows, and lighting in a small area, so I recommend that you try to do any tests there. Dungeons etc. will be darker because ELE makes them darker, and removes or tones down the ambient lighting by quite a bit. As described in the guide, adap max and min is the easiest way to make small adjustments. However they should just be small, since adaptation can quickly go out of hand. (Also the effect will stabilize in seconds not minutes!) If that does not do a sufficiently good trick you can adjust the general tonemapping in enbeffect.fx. As long as you only make small adjustments it should be easy to quickly get proper brightness back. Again as I recall the guide has all the details that are easy to go nuts with. Overall the interiors are designed so that on my monitor I can make out the floor etc. but only just. So I can just make out enemy movement, but I wont be able to find anything without a torch afterwards. Also if you use a torch it is designed so that in some dungeons you wont be able to see beyond the light... again an effect I kinda liked. Finally thank you for the kind words, and I hope you can get around to enjoy playing the game soon! -
My ENB rant - or someone please explain the fascination with ...
Aiyen replied to begalund's question in Post-Processing Support
Well I guess I know a thing or two about skylight.... And since it is rare I get this level of feedback I am going to see what I can do to help ya out. 1: Lens flares... these effects should not be on by default. If they are on it is because you have textures for them. If the various textures for those effects are just empty they should not show. I only like lens effects for various screenshots... and as such they should be disabled. 2: Sun rays and god rays... there are two options in ENB. One is the rays you get if the sun is behind a tree or near a building etc... it will be a sun ray. Then there are the god rays produced by the clouds. It depends largely on your choice of texture, and for the vanilla weather version is should not be a super pronounced effect. 3: Darkness... the first thing to say about darkness is that ENB cannot produce realistic lighting... since the game does not support realistic lighting. 90% of the game is lit up by ambient lighting in vanilla. With lighting overhauls more of this goes to point light sources without shadowcasting. ELFX is what I normally recommend since it has imo the best scenic moments... like walking into dragonsreach with ELFX and without... and you will know what I mean. Those extra effects just add a nice touch... it is not realistic, but it is nice to watch. That said ELE is a requirement, since it normalizes every interior so they all have the same base colors. It might be boring but it does ensure that you get consistency. From what you describe it sounds like you do not have the proper load order... you can go to the skylight page and look at the uploaded shots for interiors from various people.. it should look like that, which I would not call dark to the extend you describe. As for exteriors. If you use pure weathers then nights are going to be dark.. because the author decided that black is a good idea... but since post processing works by multiplying pixel values... then 0 * anything = 0.. so it cant be changed without altering pure weathers. I have tried to make it as bright as it can get without looking really silly. This issue should only be present in pure weathers however. If what you see inside interiors and exteriors is not to your liking then there are several ways to make things brighter. Ofc. I assume that you have set the ingame gamma value to 1 (Ie you have never touched the brightness slider in options) Also I assume that you have at least calibrated your monitor once. Most default settings for contemporary monitors have really bad contrast settings that are not made for darker colors. Other than all that I have covered the various variables that will allow you to make the game brighter in the guide. You can do this ingame and once done and saved you never need to do it again. Hope that helps you a little bit, if not just write again and I will see what I can dig up of old memories. Edit: Here is the album I have of interiors shots from the currently uploaded version. https://imgur.com/a/Sd6CH However it is worth noting that most of those shots are taken during night time!... and there is a different in lighting level depending on night or day in many interiors! (When using the mods supported that is.) I guess it is a tad to dark for most monitors that are not properly calibrated. However I do recall that I put the relevant options in the guide for personal tweaking, and interiors are simple since it is only one set of values and then it affects everything. My first guess would be the adap min and max value.. those should be easy enough to adjust so it works for your monitor. Hope that helps a little bit more! :) -
Ah okay, I guess that clears up a bit of my confusion as well mono! I take human ability rather literally, as what we can and cannot experience and see, either directly or indirectly. I used to have some decent Discussions about multi dimensions with a few of my professors when I was back in university. One of them used to use multiple dimensions as an argument that math could be used for amazing and wondrous ideas, well beyond our ability to observe and see. Also that it was part of the reason why math should be the language of god if such a being/entity exist. I was never enough of a linguist to really get a good standing point on that. I think that the argument that something beyond our ability can still be described not only using math, but it might just not be as precise. In the grand scheme of things I am not sure how precision of description matters... Overall I think I am more of an optimist.... I still think that if it is there then given enough data and bright ideas, we can determine if it is or not. The whole concept of having something be.. but not being able to see, use, do anything with it... just seems like a waste. This line of thinking is also part of why I think that cosmology was the most depressing set of courses I ever took! Everything ends badly, or we dont know for sure and never will etc etc.
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Good arguments... nice new ways of looking at it, at least for me. As for the human ability to observe...I still think my previous arguments are valid. Humans do not experience most of what we observe anymore, hence we only get an abstract relationship to quite a few things. The spectrum of light is a good example.. we can only actually experience a very very narrow part of it, and have machines for the a lot of the rest. Does this hamper with our ability to have reliable observation abilities? I guess I will have to accept that it does, but also think it is a limitation which can be overcome with time. The observational ability does not stay static but is ever evolving, both in the natural sense and in the abstract concepts we can understand and utilize. As for the intoxicated part... at least for me good company and a few beers produce much more "outside the box" thinking, than just sitting around staring at the problem! The old... you have to do something else and an idea will come to ya.
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I am clearly not drunk enough to do philosophy! It is like discussing space time and quantum effects.. it gets progressively easier with the amount of beers! But my question is, if something does exist and is non measurable... how will it ever influence us in any way? We as observers would be oblivious to it. The reason I found the other part interesting is that I guess we can have the idea about something that does not exist, but does it then exist... so to speak, since that idea will have an effect on how we think, and then indirectly alter our perception. This brought on by the idea of ghosts.... they may or may not exist, and we may or may not be able to measure something about them. However the idea of them, both in terms of fascination, terror and what have you, will alter the way we behave and go about in life. Hence ghosts, or just the idea of them does have a measurable effect. I hope that made a sort of sense lol ! :D
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If item/object etc. A exist, it should be measurable. Directly, indirectly, somehow. If it is not, does a discussion of it´s existence really matter ? If it has no influence on what we as observers can observe it might as well not exist no ? I once read a bit about the concept of ideas and how and if they exist... and the argument was that you can see the effect of ideas, even though they are intangible, and non physical.
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The problem is that there are always just going to be "upscales" of the vanilla. The textures are designed for specific models, and they kinda put severe limits on what you can do. Also on the large tileable textures you can only do so much before you end up with tiling effects that just look horrible. There are many examples of great 4k textures that have this... they have so much detail and look so great, but once you see a great field of them they look like crap because they tile really badly. The base vanilla ones have mostly great tiling and hence if you stay close to that layout you will save yourself a lot of trouble there. So all "good" retextures are always going to be variations of the vanilla ones because they have the fundamentals that just work. One can always wonder why anyone would want to not work in 4k when doing textures... unless you are limited by hardware constraints... it does require quite a decent computer to have lots of 4k layers in a lossless format open at once in whatever program you use to create textures. Then ofc. comes the fact that the upload would also be quite massive... it is not like everybody have several Mb/sec worth of upload
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Every time I try to get started on a game project.... I am all fire and fury in the planing and concept phase.... but once I get down into the nitty gritty programming details, I kinda get stuck. Guess I just do not want it badly enough. Also I guess that is why I tend to focus more on the creative aspects. As long as I can see my changes and feel that I progress with something I can motivate myself... with game logic I do not really get that. And the sad fact is that a good game will require some good coding and not just fancy models and textures.