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Aiyen

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Everything posted by Aiyen

  1. Well the last few ENB versions did technically have some problems with various shader flags.. so he is partly right to blame ENB. However that has been sorted out now. Also remind me to give you an updated version phazer11! Much is happening these days! Almost done with my custom CoT patch as well! And you know me... I always need test subjects!
  2. You mean like SOS is not.... its mainly just one edit. The catch is that its on EVERY cell in the game ;)Â I am sure it would be possible to make a script that could do that since doing it manually takes hours non stop.Â
  3. Sounds like a nice plan. The only issue I could have with it is like Isoku says. The mods work flawlessly on their own, or with smaller setups. But once you start to just pour them on then it becomes an issue. Hence one has to be careful not to say that mod A is horrible and a liability script wise. Some mods are just horrible in terms of optimization, but most of those are also not supported anymore. With respect to Deadly Spell Impacts. I found that just reducing the decal textures to 512x512 removes just about all my magic freezes. As soon as they are 1k or above then the freezes become prominent again. For this reason I still have it in my list. I am considering if I want convenient horses at all atm. Since I do not use any fancy follower mods, and as I understand it you can still ride around on a horse without the mod.
  4. I do not have any finished composites that look good atm. I only have the individual parts made from various high quality sources around the net. Guess I could show you what I have made, could be useful for ya. It is gonna take a while before I get back to foliage texturing since it does not annoy me so much atm.
  5. Yeah the whole "place later in the load order" is what I define as a "quick and dirty" fix. And when you check in tes5edit in detail, then it almost always means that some (in some cases rather large) parts of others mods simply never get into the game. I do plan to add it in eventually, since it looks interesting enough, and enchanting is one of the few things I always disliked, since it is essentially just god mode in waiting. But I also know its gonna be a nice evening or two with tes5edit to tame that beast. Mainly because I have a few mods that alter the enchanted properties of items.
  6. No need for a video. I am using GIMP, and there is not plugin for it there sadly. Hence it all has to be done by hand, and that takes a while. I have made a few grass replacements to some of vurt´s work that just did not agree with my ENB. Used the grass resource on the nexus for that. They had superb alpha channels, so it was just copy paste and then recolor etc. The main texture I was looking to replace before I sorted out my HLSL code was the one called forestgrass.dds, since it was always super green. This made it so that it did not blend well... and it still kinda does not, but it is really difficult to create that complicated a texture from the ground up, again since I have to manually do the alpha channel for it... and that takes forever with such a composite texture.
  7. Yeah that would properly be the best! :) I do have some flora cuts ready to use... they just need proper alpha channels really.
  8. Pretty much everything there is not new. Its more or less the conclusion we have arrived at here over the past few months. Still a good read. One thing I found really interesting, and one that I have spent a bit of time trying to investigate is that of adding more stuff to the games leveled lists. Originally I thought that would not be a big deal, but ofc. the larger the list the more complex the computation to equip all NPC´s etc. I know many people like immersive armors, and weapons and Jz´s Swords etc. And I have noted a few cases where the game got more stable after they where removed. Granted this was mainly in relation to ILS and general loading issues. I personally do not use any added armors or weapons etc. since I honestly think the game has enough already. I can understand that SkyRe users kinda must, so its even more vital that they also keep this in mind.
  9. Extremely easy.... I would not call it that :P Guess if you have plugins to help you create the transparency map then it is... but otherwise then I would not call it extremely easy! Even less so if you have to actually cut it out from a photo. Been messing with that for a few weeks... my camera is just not good enough to create a good enough quality sadly. Also I just cant get a good shot on grass, since it tends to... fall over when you try to place it in camera conditions. But nice to hear you update, and welcome here! Looking forward to seeing what you cook up!
  10. If you just want to look then you can just place them and load up a save. Just do not save with them on again :P Or just from the main menu coc # Where # is the cell name. You get those by tying "help riverwood" for example. Then use pgup and pgdn until you get CELL entries. So to go to riverwood you would type coc riverwood A few interiors are coc whiterundragonsreach coc windhelmpalaceofthekings coc bleakfallsbarrow02 There you can clearly see the difference between the two mods at least Once you decide then you can put in the compatibility patches for each, depending on what other mods you use that alter cells. Other then that... do a stability test once you have something that seems like its gonna work. I believe the speedmult test have already been proposed... otherwise it was in some other thread. In general I suggest that you play the main quest up till the first dragon kill in one go, and see how many CTD´s and issues you run into. If you get one CTD then that is fairly fair... since doing that from helgen start is more or less 3 hours of playing. You can play with god mode on to speed it up, and give yourself daedric weapons to speed it up even further.
  11. Check out the Real clouds mod, since it adds vol fog as clouds... then you would most likely find what you are looking for. Edit: Also altered the thread name since it was way too long! :)
  12. ENB does manage memory now with its ENBoost features. It is already built into v.227 and enabled by default. Hence no need for any memory tweaks. Higher ugrids is essentially that you force the game to load a larger game world area. This makes the game look prettier, but also requires silly much more performance, and it reduces stability by quite a bit since the game engine cannot handle that much stuff. If you do not have any mods installed, except for texture replacements and a few armor adds then sure you can do it. Most screenarchers do that to make those extremely pretty screenshots you might have seen around the net. Also you do not want to use RLO and ELFX at the same time... they kinda do the same thing and hence conflict a lot. And they do not just overwrite each other in all cases, so you would have more lights enabled in certain locations which would make the game more unstable as well due to a large increase in shadow computations.
  13. Came to think about something. Which ini settings for water do you make your compared with ? There is quite a bit of difference depending on how you have setup your reflections after all.
  14. Yes, since they are texture replacements for those who want more detailed pines.
  15. LOD´s just.... well suck. There is not much that can be done about it, especially not if you only have low resolutions. And yes the riften area is really hard to make decent! Also it is really difficult to make those decent for all weathers. The difference in applied lighting between clear and overcast is rather large in vanilla. So I would not knock myself out over those. Other then that, then nice work on the latest update!
  16. Mobile cards have the memory, but lack the power. Reduce grass via grass on steroids, and reduce shadow quality etc. In general just lower the amount of stuff that needs to be rendered until you have an acceptable FPS. Use SFO basic, instead of SFO full. the list goes on.
  17. Its up to you what you want to use Bro. Its a mesh replacer, so obviously you need to place it after SFO, and perhaps remove a few meshes from treesHD... or just place it after that. Try them all out and see which you like, its just a few times in and out of the game. SparrowPrince: Yeah the textures are a very big part of it. But sticking with these meshes now for our little LOD project. So far its looking better each day! I have put a rest on messing with foliage for the time being and thrown myself over to editing all weathers of CoT so they fit my ENB! And that takes a while... since I cant use the preview in the CK to estimate anything.
  18. Actually if you spawn 20 mammoths using the player.placeatme command they will also jump up in the air then fall down on each other... I do that when I am sick and tired of bug fixing :P
  19. But the sad side of not using the mod is that you will no longer see flying mammoths on the tundra when they step on a mudcrab! :)
  20. Actually they can... since you have mods in that make various inanimate objects into ragdolls, and these cause dmg. Like can technically win a fight and then trip over the body and die. Kinda annoying, but its that or just having a lot of objects that you can move though. Sometimes you can unlucky.
  21. Also if you are using any newer ENB versions then it takes care of memory management. Hence even more reason not to touch that sort of tweaks.
  22. https://skyrim.nexusmods.com/mods/42796//? Finally someone has done it.... but oh man is this gonna require a silly amount of patches. :DÂ
  23. Indeed good to know, but follows a general trend that the newer drivers are just not skyrim friendly. Marked as solved. Edit: Oh well someone beat me too it :) But solved it is!
  24. You cannot do anything about the nvidia AO... there you only have a quality slider. Try to disable effects you do use in ENB one at a time, to try to isolate.
  25. Looks like the AO texture from ENB. If you do not have it setup high enough then it becomes clear like that in the snow, like a checker pattern. If you increase the size scale of the AO texture then it should become less apparent. Performance will take a hit though.
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