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Aiyen

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Everything posted by Aiyen

  1. If saturation bothers you, just use a post processing injector... ENB, SweetFX or Reshade etc. and use the saturation controls in those to tone down the game so you enjoy the visuals.
  2. Mainly because the only reason there is better performance in the earlier versions is because they do not have the newer effects enabled. As long as you disable most of the effects, you still get really low cost even with the newest versions. 2nd reason is that ENBoost is only supported in the newer binaries... and it is essential to most mod lists. Finally.... it already takes a long time to make a complete preset using the tools available in the newer versions, such as the GUI. Doing it by hand on the old ones... Well I do not recommend that for anyone.
  3. When doing compare shots... make sure you do it in the exact same spot all the time. Since the effect is so rather subtle, and you have other post processing effects overlaying as well it will be really difficult to notice the difference.
  4. The effect is rather subtle if you do not know what to look for. In general it is texture sharpness. So it is mostly only relevant when you got something sorta up close. The reason you can also sometimes notice it in the distance is because of grass textures... when your grass density is sufficient the change it makes to the texture will make the effect noticeable. You can go to the wikipedia entry for the effect and see the comparison image there... it is rather subtle on most textures.
  5. It is only your downloaded archive, so if you have a list you are happy with you can delete or move the archives to another drive.
  6. If you have it on in ENB you use that type of AF. If you have the driver version on you use that. Not much more to it then that. The driver version would always overwrite the ENB version if it is on and set to override. I am going to guess that the author thinks about the LODbias feature in your enblocal.ini. It is an expanded way of sorta doing what AF does.. but where you can scale how much it does it. If the value of that aint the same as on the authors computer, then it will look very different very quickly. Also it really depends on which textures are used. Higher detail textures tend to have more "blacks" in them, which the LODbias will emphasize more just like all sharpen techniques does.
  7. There are very very VERY few lists that are stable with ugrids 11 and above.... by far most who managed to get a stable list only ever got to 9.. and even then 7 is more of a thing. Alternatively then use all the fancy mods that improve the LOD details and avoid it alltogether. It cost FAR less in terms of model complexity, and still provides a good middle ground.
  8. The difference is that the vanilla implementation will shift the texture ever so slightly.. so you have to make the compensation in the texture. Which is just too tedious and not really intuitive to do.
  9. You have terrain parallax enabled in your ENB settings. Disable it and it will go away.
  10. the resolution of the textures define the higher so called mip map level. The higher it is the more definition will be in the texture when the highest level is used... which is normally only visible when you are close to objects. Even at 1080p the textures will still look sharper than a 1024x1024 texture. The main constraint is not really your display resolution, but how much memory you got to store the textures, since they cost a lot at 4k.
  11. Black textures mean the texture was never loaded, which means you are out of memory. The game simply could not load all assets in a timely manner, hence a black model was rendered. Most likely a CTD will follow soon after since it sort of corresponds to the game expecting something to be in memory which is not there. And programs never like when they look for something in memory that is not there.
  12. Even the best of hardware can still be brought to its knees by ENB. It all depends on how high resolution you play in, and what settings you have enabled, at what quality levels. On that set of hardware at 1080p it would be more than possible to go to 40-50+ FPS consistently. (This also assumes that you did not use some weird custom set of .ini files for skyrim with 4k shadow resolution etc.). At least in most locations. If you want to try out what is about the best quality/performance compromise you can try out my skylight ENB... if only for bench marking and to get an idea about what is possible to get on your system with current mods, and ini settings (I know, I hate suggesting my own ENB.. but it is easier than to tell how to setup every single quality variable.). You will have to create your own enblocal.ini for that, but plenty of resources on the wiki go over that process. If that is not enough just come back and ask again.
  13. Both interesting and... sorta annoying at the same time! :D Guess it will remain to be seen just how much additional update work will be involved for me when that monster goes live!
  14. This is why I think the best solution to whiterun is to add in additional clutter meshes that could cover up most of those issues. It is not like the locations offer anything of gameplay relevance, they just stand out in a bad way. Adding in a bush or a rock or something would solve most of the clipping issues. As for the specular on the wall. Make sure to test it on more than one type of weather. It could just be an image space issue for that particular weather, if not then a new normal map alpha for that particular texture is most likely preferred.
  15. For any project you got going in the CK simply put the .esp into the overwrite folder. It will be shared among all profiles and the CK will also save any files to this folder if you create them from scratch. Once your project is done move it out of the overwrite folder and into its own directory. At least that is the way I do it, to keep it simple.
  16. Depends on what the .esp is meant to to. Most likely it just contain image space alterations or weather changes etc. Which means there is no point in redoing the bashed patch since it does not contain anything that goes into it at all. In general only redo the bashed patch if your .esp adds new items, or altered leveled lists. As for the place in the load order then it again depends entirely on what the .esp is meant to do. If it is just weather and/or image spaces then just place it late (after other mods that do the same to have it overwrite.). That kinda mods you can more or less treat as a texture or model.. and just remove them later without much issue since all they contain is really just a set of color information for the sky etc. And since I am a parrot... check the .esp for what is inside of it.
  17. hmmm I would still learn towards it being the mesh that is bad, however if the same statue in other locations do not have the issue, that idea does not really stick. I would try to disable any textures and meshes that affect statues and see if that fixes it next though. The path for the statue meshes are ...\meshes\clutter\statues And the name of the texture is statuetalos01.dds
  18. Yeah I agree that there are a lot of, at times irrelevant info in most of the videos. I normally just try to quick skip through them and find what I need and only watch that. I have not found much in the way of decent written stuff, since these days everybody makes a video tutorial, and leave the written documentation more as a tech lookup for people who already know the basics. However for starters I would recommend not to mess with exterior game locations. Do an interior cell and then link that cell to somewhere and work from there. Many benefits in doing that. But mainly that interiors are simpler, and when you start with a clean area you do not need to consider all the various effects and markers that fill up the exterior spaces. Also it will be much simpler to learn how to control the camera and place objects using the grid etc. (And the power of the hide object feature!) After that perhaps place a simple NPC and figure out how to do nav meshes so NPC´s actually can do something in your content. As for your specific issue with location.... if you know the coc code for the area or one nearby it, just find that location in the worldspace list and open that. You can then move around in the world until you find where you want to place stuff, and then you will also get the actual cell in question. If you got more specific questions just ask away... and I am sure others will also chip in with some experience.
  19. Does it show properly if you wield a torch ?
  20. All I can say from that is that A: you are using some sort of alternative lighting mod. B: some sort of post processing alterations C: probably some alternative textures/meshes So if you hope people can help then please post those. Probably someone out there who have seen this before. On the topic.. does it happen all the time, during only the day or night... does it go away if you go to a different angle or after a small period of time? My initital hunch would be some mesh issues since it is all black and it should at the very least have ambient color on it. However depending on your post processing settings this could be the reason.. so just need more info.
  21. I feel bad for the table and plates.... they just do not look as good! Which might be this mods only issue hehe.
  22. Do you use any mods which mess with image spaces ? It looks like you might have a mod that have disabled the adaptation effect.. which will cause that too happen since the game was designed with values that assumed you had that effect to compensate.
  23. There are loads of youtube videos about the various topics of the CK. What I do is just start modding and then when I run into something specific I cannot figure out how to do I try to do a search for a video or related video. The CK is rather archaic in its build up, and most things are rather well hidden in sub categories. The best thing to do is simply just to start playing around and building up something and take it from there. My normal process is also to make sure to divide my project up into mini projects. So I finish one task before I start messing too much with the next, mainly to avoid getting too confused and frustrated with the rather horrible UI and control scheme the CK use. For my blackreach stuff I started out with just general layout in the broad sense.. ie no small objects, just hallways and general layout. Then I moved on to cluttering up every single area from one end till the other. And currently I am hoping to get the time to move on to setting up some NPC´s, as well as create the separate interior cells. In short.. just keep the focus on one thing at a time and learn how to do that really well and fast.
  24. If you want to do it quick simply level up the shield sign and breeze through it .. works in both witcher 1 n 2. Even more so in 2.
  25. Really depends on how much you grind... if you just focus the main story quests and do no side quests you should be able to finish the game in less than 24 hours total... especially if you do not use the combat overhaul, since one can reach the point of "god mode" rather quickly.
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