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Aiyen

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Everything posted by Aiyen

  1. Just an update to the above issue with sunrays. Apparently Boris has fixed that bug and it should now be possible to use v.239 as well! The rest of the advice should still apply to my knowledge however. Let me know if there are any issues and I will look into them! Enjoy!
  2. Yes Z the models have information in them that relate to how they visually show. Since the vanilla models where cut back and simplified for whatever reason, then some of the more advanced effects like shiny will not work universally with any body replacer , since they are all based on the base vanilla model, and hence carry on the problem. So even if the issue is fixed for vanilla meshes, then someone needs to redo the uni cbbe etc. as well with the new values. Gonna take quite some time to do properly. At least that was my understanding of it all.
  3. You cannot really use those graphs for much when you use ENBoost, since it make use of an extra process to do what it does which the monitor programs for skyrim cant see. What you should test for is stuttering while moving around and when loading new cells, since most of what ENBoost does relies on memory swapping, hence there is going to be large amounts of data moving about all the time. If the settings are not properly set for your system then you will have bad stuttering, but might still be able to run the game without any CTD. You can try to open the console from the main menu and type coc riverwood Then walk to whiterun while monitoring your fps, and if you get bad stuttering etc. then try to change the value and try the same again. Hope that helps.
  4. With that try 512Mb for Reserved and try with 3072mb for Video first. If you get stuttering and too long load times, then try to increase it. With those settings you should be able to get away with using 8192mb.. but since it depends on the system then it is not the first value I would suggest. Also SLI does not share VRAM, it mirrors sadly. Hope that was enough info, otherwise just ask away!
  5. Oh well might as well do it myself before someone beats me too it! BEHOLD! The complete weather patch for CoT. Now with 101% less bugs, and 102% easier to configure your post processing shaders for! Combines the work of prod80´s super epic fog weathers, with my silly goal of making CoT easier to configure an ENB for! Also we fixed a truck load of bugs with the CoT weathers, that JJC71 never got around to! Instead of many different daytime gradients you now have a few... so if you make one weather look epic then there is a higher chance they all will! Also as an added bonus we have included the great work of Saerileth if you are having issues with snow blooming your eye sockets out using your favorite post process mod. (This depends on texture used and post process used.) Also yes it can be used without ENB, but wont (in my opinion) look as good as CoT original since it was designed around the vanilla color correction etc. this was designed primarily to be used with ENB, SweetFX etc. Enjoy, and ask away and I will try to answer!Â
  6. Ah thanks for that explaination Cabal! Makes more sense to me now! Thought it was an engine limitation that was the reason they had done that since not even high end armors looked cool. If it is just a mesh issue, then I guess it is just a question of waiting for someone to fill in the details, and doing it properly. But yeah doing meshes like that properly, and even more so nifs is a pain... at least when ya do not have the proper tools!
  7. Yes water parallax requires ENB version 236 or higher to function. As well as a parallax texture in the folder.
  8. Okay since I was quite frankly a jerk inititally regarding this mod (Once again sorry!). I will try to make up for it by helping out in a much more constructive manner! Well to the issue at hand! By God rays, I assume you mean the Sun Rays that ENB has. Reason I ask is because God Rays are not possible with the Skyrim engine. I think the shafts of light between clouds when I hear God Rays. Not the lines of light through trees etc. Might be that it is just me who think of it like that. Anyways! This is a tricky one with the latest ENB versions. Mainly in order to get RCRN working and looking like intended then you need a few things. From a fresh install of ENB then you need to have the following set in the enbseries.ini EFFECTS section. UseOriginalPostProcessing=true UseOriginalObjectsProcessing=true EnableSunRays=true And in the enbeffect.fx file you need to have APPLYGAMECOLORCORRECTION set to active (remove the // in front). This will ensure that all default ingame shaders are working, which is what RCRN relies on. Of course do everything else the RCRN help says to get it working properly. Their documentation should help with that so I am not going to go over it. However in the latest version 239 of ENB then for some weird reason Sun rays are linked the the SSAO effect requiring it to be on as well. Hence the performance drop is always going to be very noticeable. So that will not work for ya. However if you can get v.236 it will work just fine. (If you cannot find it then throw me a pm and I will support it for ya! ) I would not suggest lower versions, since the Sun Ray code was different back then, and there was issues with glowing through walls etc. on some drivers. Hope that helps, otherwise just let me know!Â
  9. To my understanding then the engine is also severely outdated when it comes to what materials etc. you can assign to meshes, hence you will always have issues with stuff looking like proper metal and wood, since they would share settings, that would make it impossible for either to look like it should. You just have to find a middle path and make both look decent.
  10. The value in the mod furthest to the right is what is used. So if you want to use the SOS acoustic space, then make sure it is the one in the mod furthest to the right. This regardless of what any of the other mods are saying. They are just using the vanilla record from the sound of it.
  11. It works fine for me. Boris has just said that the highest limit was 10Gb and while he could make it higher that would require yet another process, and much larger cards, so he saw no point at this time. I only have a 2Gb VRAM card but 16Gb of RAM.... no CTD (Due to memory anyways) or stuttering what so ever on my list, with almost full 2k in exteriors.
  12. Just because it is funny... 8096 is not a multiple of 1024... I think you mean 8192 :p
  13. When you are using ENBoost, then the number recorded by the Skyrim Process is much lower, and can no longer be used as an indicator... at least nobody have done any detailed investigations about it. Without it then the limit is about 3.1Gb, since there is only one process, the Skyrim one. With ENBoost, you also have the ENBhost.exe process which is used to expand the amount of memory available. However it does this at the expense of VRAM, hence your VRAM will go higher. It is still very possible to load in so many high resolution textures that even ENBoost will fail. What you can try is to double the 4096 and see if that helps. You have plenty of memory available so it might help. I run with that value with 16Gb RAM and 2Gb VRAM, and it turned out to be the most stable for me. Note that the value should never go above 10Gb, since that is the hardcoded limit Boris put in. Also I moved the thread to the active support forum instead of the one containing solved issues.
  14. When using large amounts of 2k textures in exteriors you will get stuttering. You can try to use ENBoost to reduce it to the point where it is no longer noticeable. If that fails, then reducing the texture load and or playing resolution is the best way. Also the more mods that add extra models, like trees, houses etc. that you use will also increase the issue. In some cases then it can be because of Vsync issues. But I can go into that if the above suggestions fail.
  15. For install folders in steam Open Steam Go to Settings. Select the Downloads tab Open library folders Here you control where steam can install games too. Most games allow you to pick where they are installed based on what you have input here. If your save games have never seen a mod, then they should be good to use. However if they are really old then they might contain some issues due to skyrim having been updated.
  16. Ah yes I forgot to mention those! As long as Water Height is either 0.0, default or -2147483648.000000 ... then you are fine! It is part of the Bethesda mysteries why they have three values for the same thing. I have never found a difference between them at least. If anyone has, then I am all ears! :)
  17. If you are using the enhancer for ELFX then you will properly overwrite some of the RCRN changes, since most of what it does is alter the imagespaces, which is one of the main things RCRN does.
  18. Going to assume that most follower mods already include this as well or ? If anyone knows.
  19. "This is not spam" Wonder why the spammers never got the bright idea to type that before they post! :) Price is fair, but I am not in need of a new Mobo, and you are also a bit out of my local area code.... like half a globe away :)
  20. Where I live (Denmark) we have the Autumn storms atm... wind strength of at least storm strength, locally up to hurricane strength. Was worse yesterday, but in general it has been getting worse these past years. Really not looking forward to when the snow starts dropping, at least the sea keeps that from happening until next year... most of the time anyways.
  21. Any CTD in the crafting menus, is most likely because you have too many items there... and they all need to load in at once. Some crafting mods like for cloaks, require that you use a book and a spinner when you want to access their stuff. This helps reduce the load. If you know for a fact that there are items you are never going to use, then you can use tes5edit to remove them so they no longer show up.
  22. Incorrect. The memory is mirrored on both cards so they are using local copies of the same data.Ah yes, my bad, should have wrote total VRAM amount is used. You are correct of course! They are mirrored.Â
  23. Most of the conflicts are minor, however some would in my opinion need to be patched. Going over them in detail. XCMO - Music type: These control which music is played in a given location. Some locations in vanilla have some odd music playing, this fixes that. It is a minor thing that you only notice if you well ... listen to the music. XEZN - Encounter Zone: These help control spawning and re-spawning of items, they are vital since otherwise you can get some weird bugs in relation to what items appear. Of course this sort of thing you only notice if you return to the area several times. FULL - Name: These are minor things, that control the name shown when you enter said location. Some areas have small typos in their names. These fix that. XCCM - Sky/Weather: They decide which region is used, and hence which subset of weathers... Since RCRN is part weather overhaul, we have to assume that they have this under control, and their changes should be allowed to win in all cases. So no patch should be required unless you have a mod that also alters these after its .esp. RDSA - Sounds: If you do not add the sound, then it will not play in the region. Specifically this sound has to do with Eclipses which is something you can do as a vampire lord as I recall. I would just forward it, since it would not ruin anything RCRN have made. XCLR - Regions: Again since RCRN is part weather overhaul, we have to assume they have tweaked this so it fits their mod, and hence their changes should take precedence. Hope that clears up a few details in that regard.Â
  24. "You can then reasonably call it 4GB of VRAM" No you cannot. VRAM is not shared, only one cards VRAM is used. This is the main reason why multicard setups are not cost effective, you pay quite a bit for something you are never going to use.
  25. First off, Thank you for taking the time to respond to my criticisms aLaaa! Some of the clarifications have put some of them to rest! Getting into it then. RCRN/ENB comparisons: Yes these are largely pointless, since one cannot compare a hook to a non hook, just because the hook can do some of the same things the non hook can. (Try saying that sentence really fast!) What I mean when talk about it is the following! On a high end system that laughs in the face of ENB then ENB can do all that you can do, just with more effects added on top. Hence if the goal is getting the most pretty experience, then for a low end your work here might be the best around (And I in fact think it is, it goes beyond just doing a SweetFX preset, and add that extra stuff that makes it really good), however for a high end system an ENB can do the same (Yes your CK edits can be put in and used, and your external shader settings put into an .fx file and used as well.) just with more stuff on top. I am not talking about doing such a thing and releasing it or suggesting that anyone should etc. just that it can be done! That said then to reply to a select few of your comments! - Full support to ENB and HiAlgo via the AE Customizer tool You write FULL support as a feature of your mod you have a button that supposedly makes it so.... hence in my world this means take any ENB with corresponding shaders, and plug it on and it works.... why else have the button etc? And I know for a fact that this will not be so since some shaders are made so they disable the vanilla game ones and hence your changes would never show, hence not compatible, even though they can work together.  While there is a standard for the .fx files then the beauty is that more and more people move away from them since they are finally figuring out how to do stuff that is not just dependent upon the ingame ones. This is going to be hard to standardize with what RCRN is doing since it rely so heavily on the ingame ones. - No more stuck or slow weather, pick your favorite weather ratio according to your timescale via the AE Customizer tool. Since the vanilla weathers themselves can be made slow by adding on enough extra mods, and textures etc. then it is a game feature you claim to have fixed.... Where I am skeptical it would work for super large and complex mod lists etc. Most of the time you have to go looking for it, but it does happen. Same for stuck, the game can easily lock up the weather due to something non weather related. Takes longer to notice however, since any transition normally fix it the few times I have experienced them. - Photo Realistic atmospherical Lighting, and perfect color balance, based on REAL LIFE data directly collected by our team in Finland and Pennsylvania (US). I know it takes ages, in the process of doing it myself these days. The point was that you claim a perfect balance, which would largely depend on the observer (And their monitor), and also on the textures used in a given area, even if it is just the HDDLC. It would only be perfect (color wise anyways) on the monitor, and similar ones, that you used to make it. -Bloom stuff First off... how would you know that it codeside is not totally crap ? Unless you somehow got the source used? The Skyrim bloom is buggy.. if you try to take a blank ENB, and load in the vanilla bloom shader and only that, and then try to crank up the various intensities so you can see which parts of the scene causes bloom, then you will get lots of various models that are not even light sources go nuts (depending on location ofc.)! This is largely due to weird shader flags on the model, but also due to how it is implemented. For example the sky bloom is a certain way compared to any point lighting source you might place. In my world this is a bug, and since you did not hook into the bloom, or offer loads of meshes with corrected values etc. then you will also be subject to these bugs. Also again... perfect is only in the eye of the beholder, especially with something like bloom then some love it some hate it. -Regions Since this is a bug with the vanilla game and the region borders, depending on the textures used in that region then YES I will be able too. Since you use vanilla values for the region boundaries, then said bug can happen! Will it happen often, most likely not, but to claim that it never will is a long shot. However this happens so rarely that you have to go out of your way to find it...so actually more confused why it is mentioned as a feature in the first place. Since you added more weathers into the mix, then you properly just reduced the chance of it happening further. -Interior stuff This was interesting stuff... for me anyways! Been fighting a lot with bloom inside interiors. The implementation I currently use is 50% intensity on the vanilla bloom, and then a tweaked version of the injected one based on Kyo´s bloom shader. Again like I mentioned above then to my understanding then the things that cause bloom to mess up half the time is models having weird settings. As long as you use the vanilla bloom, you can use the thresholds in the CK to control it though individual image spaces. If you end up in the future you to use an injected version, then you can just reduce the intensity of the vanilla one until most of these bugs are not longer there, while using the injected bloom to create the ambient features you want. - Reworked 1 by 1 the lighting of each interior location. Here you talked about the dynamic interiors... however in your feature description you have already added that above this... hence why I was puzzled with what you exactly mean by this. If it is just that you altered the image spaces then fine... Just not very clear in my opinion. -The last stuff Oh I do not mean to say what you have made is ugly... and would never suggest that you should go and do something that is. What I meant was that along with the very liberal use of the words such as "perfectly" along with the visual representation tends to throw some people off, like what you have done is more marketing then the good lighting overhaul that it is!I hope that made more sense! But of course this is just my opinion on the matter.. I just think it would help make ya mod more popular! Hehe while I can read some viking language, then I cannot read finnish... Not even while semi drunk. But yeah this sort of semantic argument can always wait! It is purely me who is interested in this sort of thing. Uh before I forget! -About the dragonfire Yeah you just edit the effect, you do not touch any shaders. At least in my world then altering the effect parameters for a given effect does not constitute altering any shaders, but rather a specific effect. As for suggestions, then the ones I have out of the box would involve some optimizations to your coloring shaders. I can PM you that stuff if you want to hear about it! That said, then I guess that would be that for this post. Edit: I have moderated my initial posts, so they are more respectful etc. It was not worthy of these forums, and I hope the current version helps keep the discussions here more on track!
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