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Aiyen

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Everything posted by Aiyen

  1. Look up two posts for the temp solution.
  2. If the version text etc did not appear in the main menu then ENB did not load. Try to activate the injector outside of MO so you are certain that it runs then start the game. Also Shift + Enter to open the GUI should work if it is loaded. Finally then yes the enbhost.exe needs to be present or you will get a red warning message saying that it is not.
  3. No it is not required. The textures are in the proper compression, and the files are as good as it gets in terms of quality/performance. The only reason you would want to do it is if you really need lower resolution versions... but it would really wash out most of the detail in the textures so not recommended at all.
  4. Curious that it helps out since there is not that much addition memory for it to assign when you only have 4Gb in total. But nice to know! Guess I need to update my views on that sort of setup.
  5. When you open up an image space modifer in the CK or tes5edit then you have the values called "cinematic" which contain saturation, brightness, contrast. As well as a multiplier and addition of each... If I recall correctly. If you want darkness you just subtract a certain amount of brightness, and if you want blood red tint then you just multiply one red color to the the tint. It is easier to do in the CK then in tes5edit due to the GUI. Blur will work fine as long as you have "removeblur" set to false in the enblocal.ini under FIX. The same should apply for all the other screen bluring techniques that are available.
  6. If you only have 4GB of RAM then ENBoost is not a good thing to use at all. You need at least 8Gb of RAM and a 64bit OS to get any benefit from it.
  7. Yeah it is also quite obvious when you read some feedback comments from people that they play on woefully uncalibrated and in general bad display panels. I in general do not like or recommend the "good for gaming" presets on monitors, since all they tend to do is increase saturation and contrast to make colors ... pop more. Especially on IPS panels which already have a really rich color and decent contrast default setting mode. If I enable my "gaming mode" then it will turn almost any game into a cartoon looking thingy in terms of color crispness. But yeah I agree that this vanilla version just works in most cases. And I am also supporting its inclusion in an official capacity! :)
  8. It is a skylight and vividian thing mostly, since they use the same shaders. Serenity use a clamp mechanism to make sure the image space values all are in a certain range... which is something I have considered just to open up the options of a little bit more customization. In the enbeffect.fx file you will find a line that says AGCCSkylight.xyz, below it you can find the vanillaAGCC.. it will have the games original post processing with all its issues and glory etc. The easy solution is to simply activate that line instead. However then the visuals will ofc also change since now the image space values are applied again. The more complex method is opening up the AGGC.fxh file in the shaders folder and manually alter the code! Or just let me know what you specifically require and I will take a look at it. Since my AGCC is so simple it is easy enough to build on top. The reason I have done it like this is that I hate image spaces... they are annoying when you do ENB presets for a number of reasons. One is that you make one location look stunning, but the next one will look like... meh since some imagespace value is radically different. Two is that it is required to make sure adaptation actually works and plays nice, without being annoying and triggering all the time. The only image space values I use are the tint and brightness, tint because it was a faster way of making weathers look different, and brightness because it is required for night vision and a number of other effects to work. (More specifically then it is the cinematic brightness value) Also the tint value is required for some of the shout abilities. For fadeing to black and back then brightness can be used instead of contrast under image space modifiers. For pointers you can check out the imagespace modifer for slow time and night vision, they both show how it can be done. Other then that then just ask if you want something specifically done. I do not mind helping out! :)
  9. Lovely compares, thanks for taking the time to do em! Overall my impression is that it takes vanilla.... removes the annoyingly ugly teal tint that is persistent through the entire game, and replace it with a more grey tone that actually helps break the monotony I really hate about vanilla. Also manage to make the sky get closer to looking blue, instead of always being only variations of pale blue/greys. The much improved tonemapping also really shine in just about all of the images. Vanilla is just ..... too much made for TV´s imo. I could ofc nitpick a little bit, but it is not so much issues as design choices so I will refrain! :) Again good work and thanks for the compares!
  10. Well not many who release stuff like 2 days apart.. they would just wait until the whole thing was done and then release it. Like if Cabal made the rest of the armors and weapons in the game and only released one every 2 days he would have all of them for a while hehe. People love them quality textures.
  11. Hehe well sort of I guess! ;) But vanilla weather colors (All of them actually) are entirely in the realm of your control. Also it would not be the image space you would have to edit but the actual lower sky color during dawn and dusk... those you do have full control over! So you could make them any color you want.... since you already have an .esp up then it would be easy to just include it in there if you so wished! Anyways.. time for sleep for me!
  12. Once more just to say it. I currently have one CoT.esp and one CoT.esm and that is it! If it was another weather mod then it would also just be one .esp. Since the release of the merge plugin for tes5edit then it is really simple. Since all of the additions are unique in all cases then it is a really no hassle process. At least that is the nice thing about weather mods. Ofc for people with allergies to tes5edit then it is not the best option around! Also in relation to the clouds.... if you REALLY want to see them in CoT then simply rename some of the textures into their CoT counterparts and overwrite. Perhaps you will find them nicer. I know on my end that I have a few manually edited cloud textures since a few of CoT´s are just.... not for me.
  13. Cant speak for the vanilla weathers, since that is their own doing entirely. But in the CoT version then because of the weather patch you will also find something like this. And it is not an error there but rather something I specifically wanted to have included. Since there you have 500 weathers then I felt that at least some of them should stand out in terms of color. (Why have 500 that all have the same realistic blueish dawn dusk variation.). This was something I had to argue with some folks over since they found it "unrealistic"... where my standpoint is .. it is a fantasy world, perhaps events happen far away that day which cause the sky too look like that! And in most normal games you wont see the same weather again the next day anyways. Ofc in vanilla terms I can see the issue since there are a much higher likelihood of getting the same weather again the day after as well. Perhaps a bit OT but just something I wanted to put into the debate! All that said then nice screenshots.. I wish I had that sort of feedback on my own preset! Then it would probably go to the same heights as vividan some day! :)
  14. Because someone is going to ask... No it is not required/compatible etc. if you use an ENB preset that use the ENB sun shader (procedual sun). Sigh edit: Silly Aiyen you noob! Wrong as usual. Ofc. the sunglare texture works with procedual sun, it is the sun.dds one that does not!
  15. It is easy to look up the weathers on web pages as well but I can just provide the main ones here. fw 10a230 Let the last digit go from 0-9 A-F and you will go through most of vanilla variation. Only one not really there is snow. Snow would be 4d7fb as I recall.
  16. Well you are learning the hard way why you take your time and do proper conflict resolution etc when you do super heavy mod lists! :) Even small silly things can upset it all. Funky about the ENB causing issues though. But I guess some weird shader interaction can cause some sort of issue.
  17. Everytime you run ddsopt on something new, make sure to give it a unique folder to extract too. Then make a mod out of that folder and install as normal using MO. In general I think the wise thing is to avoid making bsa´s using ddsopt since it can apparently do it the wrong way... not 100% on this though, since I do not use bsa archives for anything myself.
  18. When you clean the official files then tes5edit will make the changes to the files in the data folder. If you also select that it should make a backup then it will also create a copy of the unmodified file and put it in the backup folder in overwrite. If you want to keep an entirely pristine vanilla installation without cleaned files then you need to copy the backups back and rename them after you copied the new ones into new folders. However I would advice against that. It is easier to just leave the cleaned files in the data folder and if you ever need to get the pristine files again simply delete them and reverify with steam, wont take long since the .esm files are very small. When you clean mods then it will automatically make the changes in the mod folder. Again if you enable backup then an unmodified file will be created in overwrite. But again rather redundant since you could just simply reinstall the mod with only the .esp. If you create a new .esp using tes5edit then it will be placed in overwrite and you can place it elsewhere if you so wish. I hope that covers all three scenarios one can experience. Just to avoid any confusion going forward.
  19. When you post a comment saying people should not press a button because it is silly, then people will press it just for fun! No need to get all angry over that! I admit I was tempted to upvote it just because it was fun! :) Also if you feel like you are being treated wrongly then you can pm any of the staff with the issues and it will be taken seriously. This will produce a much better result than making a public post about it.
  20. Other then reducing the complexity of the list then nothing really come to mind. It could be anything with a list that complex! It is a bit weird that the CTD´s transfer over to other saves, which makes me think that some sort of script related issue might be the cause. However those should go away if you can load the saves after quiting the game and restarting it. (Information is carried over from load to load as well... so if an issue happens once it might stick.) Sorry to say that there is not much more to recommend other then trimming it down to where it is manageable, and then work from there. Doing conflict resolution is again a must for any complex list if you want it to behave just somewhat. Since you already have most of the mods then you could easily just look up the requiem guide here on the forums and install the mods it has in it. It would not take long since you use MO. Heck you do not even need to reinstall mods, just select the right ones since you already have most installed as far as I can tell.
  21. Well some items do not appear in the game until later.. when you level up and new leveled lists are made available. However if it is a mesh then it wont be on you... since the game will CTD instantly when it tries to load a bad mesh. So if it was an item in a crafting station then it would CTD when you open up that. If it was an item on a loading screen it would CTD when that appears etc. If it was just crafting stations then it could be a case of "too many craftable items". This will also make the game CTD... hence why it is not a good idea to have a million and one items craftable. But I doubt this is the reason since that form of CTD kinda requires that you scroll the lists and try to create something etc. It is more likely that it is just the shear scope of stuff you are using that is the cause. When doing complex stuff like that then conflict resolution is a must! You can get the general idea on how to do it from the SRLE guide, and then apply the same principles to your own list. It is time consuming but it is well worth it if you want a mostly bug free experience. And it also helps against some CTD´s just because the data is more structured and the assets the various mods expect to find are actually there. The general gist of it is that you load in everything you have with tes5edit, then you start from the first .esp and move down pressing * to unfold everything.. look at every red and orange entry and then make a new .esp with corrections which you can place before your bashed patch. (Speaking of that.. then you should always have one when using that complex a list or there is no way all assets will be available!) Other then that then yeah.. most likely the overhauls are compatible.. if you only used the big ones and nothing else! The proverbial drop tends to be when you start to add other small stuff on top of them, since they are designed around not having anything else thrown on top. One thing I would start with is to only use requiem for combat.. and get rid of all the others. Yes on paper they are all compatible.. but in practical runs then they are not... since they add such a massive script load that it is just not funny.. even less so when you also got mods that adds massive NPC battles etc. as well as extra mods for blood, spell effects etc. Also are you going to be playing as a warewolf or vampire ? If not then get rid of the special mods for those as well, since they just serve to increase random load even more. If you are going to be using them then for the love of all make sure you disable NPC to NPC infection from the warewolf one... or just about everyone in the game will be a warewolf before you hit level 10 or so. Could probably pick your list even more apart, but I am getting too sleepy! :)
  22. Works fine with Chrome... at least I have not been having any issues like this yet. Edit: oh I forgot I actually do have IE installed as a backup due to certain sites sometimes refusing to work on anything else! So that might be why!
  23. SUM.esp should always be the last thing on your list.. so you can just manually move it back down. Also before making a new one you should delete the old one to avoid random weird issues with the new one not wanting to be made because the old one have missing masters etc. LOOT have many weird issues imo.. but this is not one of them!
  24. God these loot load orders :S Oh well.. a rant for another day. Looking over your list then it is rather massive in terms of content mods. You got massive overhaul packs and then some! And my guess is that since you did not follow any specific guide that you most likely missed some critical cleaning, or post install conflict resolution. However due to the way the crashes happen and seem to infect other saves then something leads me to think it might "just" be a corrupted mesh that is trying to be loaded. It only takes one to create a CTD. And if the loading screen the game tries to show involves the mesh it will always CTD on load. At least that would make more sense then some random scripts etc preventing previous saves from loading at all. Does the saves work if you quit the game entirely and start it again ? Since your first save was in relation to some alchemy crafting then I would first try to reinstall the meshes from all mods you have that relate to alchemy, then see if that fixes it. Other then that then hopefully someone with more experience in requiem mod lists will chip in.
  25. There is always going to be confusion with DDSopt... it is just not the most intuitive program to use.... until you have actually used it. I just used it earlier today after about a year.. and it was like riding a bike. Granted I decided against doing the vanilla optimization this time around... since well most of the textures are going to be overwritten anyways so felt a bit redundant to do the entire process yet again. But I did want to have an extracted textures.bsa to cross reference with when I make my own stuff.
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