Aiyen
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Everything posted by Aiyen
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Purple waterfalls and default foam
Aiyen replied to danime91's question in General Skyrim LE Support
Yup 0b means that there is nothing in the file of interrest... failed optimization. Also you should not optimize the water stuff... it does weird things to the normal maps which can cause artifacts... they are kinda touchy like that. Marking as solved. -
Purple waterfalls and default foam
Aiyen replied to danime91's question in General Skyrim LE Support
There are separate textures for both. Try to use the water textures from your water mod on the mesh you tried earlier. It should be purple as well. Otherwise it starts getting fishy. -
Purple waterfalls and default foam
Aiyen replied to danime91's question in General Skyrim LE Support
Looks more like its the water texture that is bad. Not the easiest screenshots to spot it from either hehe -
Every author will say their scripts are light etc! :) Of course they are normally right, but the problem is not with individual mods, but rather when you start to get a lot of these "convenience mods". Like Auto equip ammo, auto equip shield etc. The mod itself is nicely done, and I can see some good uses for it. But at the end of the day, I would rather have more content, then convenience mods installed. But that is ofc. just my personal opinion!
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This is the one I use. It has automatic mip map generation.Â
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Skyrim Revisited Pre-Release Feedback
Aiyen replied to Neovalen's topic in Skyrim Revisited (retired)
Yeah those look more like something insects would build rather then humans.... at least that is what I think when I see it. Also I think there are some rather bad cases of seams in far too many locations. -
Which dds plugin do you use for dds if mips take a long time ? Mine does it automatically depending on the since of the main image. Forgot the name of it but figured it was something they all did. Doing it manually for every mip was a pain until I found that...
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Purple waterfalls and default foam
Aiyen replied to danime91's question in General Skyrim LE Support
Load up the mesh in nifskope and then try to apply the texture. If it works there then it starts to get weird! If it works there, then just make sure that its that texture you use ingame as well! If you need more help with the details then just say it. -
Just happy I am not ill so that I do not have to deal with the red tape in the public health system. Yes its paid by taxes, but that is only good and dandy as long as there are not any complications.
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If you do this you get the ID of the mesh the texture is applied too. Textures do not have formID´s So this method is only so useful. Which is also why its a bit of a task to identify a missing texture! However if you know which mesh it is (by doing the above, then you can get the .nif name in tes5edit or the CK), then you can use nifskope to isolate the texture by loading up the mesh in there and apply the texture. This requires that you have extracted the .bsa archives to work however. At least that is how I find them, and check if they are working again... much faster then going in and out of the game many times. But it does require a bit of practice. And to answer your question lol! :) The first three digits tell you the location on the load order of the mod. Then you can backtrack to find the mod it belongs too.
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CTD and i can't find a solution
Aiyen replied to paul666root's question in General Skyrim LE Support
If you cannot run the helgen into.. you are bound to run into issues later regardless of using alternate start or not. You simply have too much stuff going on for your machine to handle. Use the basic version of Skyrim Flora Overhaul. Will provide a huge boost. Along with Grass on steroids and the following tweaks you can reduce the amount of loaded stuff even further for more performance and stability because of it. I would also remove oblivion gates, and the birds mod until you have a stable game, then you can add that sort of stuff back in. In general do not add gameplay mods until you have a stable reference with texture use and memory etc. Also like EssArrBee says, then try to reduce the texture load to get more memory. Also make sure you use the correct ENBoost values! It will produce CTD´s if not setup properly. -
Infinite loading screen when fast travelling from Solstheim to Skyrim
Aiyen replied to DaBozz's question in General Skyrim LE Support
Not gonna bother going back... it works now! So I am not gonna jinx it. The only thing I did was to reduce the amount of meshes that require loading, and the water normal texture. If that sorts it out and I can keep wet n cold then that is a good deal. I am not that desperate for extra trees. And I still have a lush tree so the ones that are there do not look like meh. And yes Its still Solstheim to Skyrim. About the loading screens, then the ones I get now are pure black, but it loads within 30 seconds as it should. -
There is the odd LOD error with the full version every few locations... Just converted to basic again, and the only trees I actually miss are the big ones in the tundra... I always liked those for some reason. The extra FPS is also a nice addition, as well as helping fight ILS.
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Infinite loading screen when fast travelling from Solstheim to Skyrim
Aiyen replied to DaBozz's question in General Skyrim LE Support
You may very well be correct! And its the result of the other changes I made! Guess that also makes more sense! But good to see that my optimizations are working and making the game more stable. -
High quality LODs seems to cause all sorts of loading issues for some reason. In general ILS can be removed if you reduce the amount of stuff that needs to load enough... Starting with LOD´s.
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Infinite loading screen when fast travelling from Solstheim to Skyrim
Aiyen replied to DaBozz's question in General Skyrim LE Support
Okay full diagnostic of my changes to try to get rid of this annoying issue. Replaced SFO with SFO basic. Replaced Ultimate lush overhaul with Lush trees only. Reduced to only using high quality normals in RWT 2 Upgraded to v.223 of ENB with the latest changes to ENBoost. Set it too true, and voila... no ILS. and ofc you can use it... the extra additions you are not going to notice missing anyways and they are not going to make anything stand out badly with the default settings. I would be very surprised if they where. Just copy in the new .dll and enbhost.exe and never look back. When when project ENB is someday updated you can do it "properly". But regardless about this issue, then it seems to be a simple matter of reducing the amount of stuff that needs to load solves it... like always. -
Some sort of driver CCC bug then... since if AA is working then ENB will detect it and force shutdown deferred rendering. They require the same resources on the card, so they cannot work together as it is today.Â
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Infinite loading screen when fast travelling from Solstheim to Skyrim
Aiyen replied to DaBozz's question in General Skyrim LE Support
As part of my updating to the latest ENB version 223, then I also just tested this again! With the new EnableCompression = true, then the ILS is mostly gone! At least I could make a trip for the first time in a week. Please do try out that and then return with feedback. -
Yeah... as long as you have the .esp with the info required for placement then you are golden. Then its just a matter of replacing textures as you see fit.
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Simple Nearox... install 1.81b and then replace the textures in \landscape\grass with the ones from 182b All the tundra grasses flowers etc. is in that folder. More or less anyways. The few textures that are not should be easy enough to identify and copy in.
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If you are using ENB then its because you still have hardware AA on. It would produce a similar effect. Either that or you are missing several meshes. Its not a texture issue, since then it would be black or purple.
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Infinite loading screen when fast travelling from Solstheim to Skyrim
Aiyen replied to DaBozz's question in General Skyrim LE Support
For freezes there is a direct correlation between having too high resolution decal textures and number of freezes. If you reduce all to 512 then it should take care of all magic spell impact related freezes. Assuming that you do not also use burn shock freeze effects. Also about this issue. There seems to be a slight difference in using coc to travel to locations, and using the load marker via the NPC. Sadly I do not know how to optimize this process any further, since it seems to be at the bare minimum in terms of content used. At least as far as I can see. Someone with more experience in the CK might prove me wrong. -
I like them... the fields of yellow have been dealt with. There is only one texture I might replace with what I have laying about. Its the one that look like a flower that is at its end of its life... forgot what its called in english. Its a nice enough texture, but it just stand out way too much in the layout. Other then that I am happy with his changes, they blend better for most lighting settings I have tried.
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Its either AA or AO, or a mix of the two... if its the very latest drivers, then perhaps an incompatibility. This sounds like a text book example of why you cannot have hardware AA and ENB AO at the same time since they conflict like this.
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Its due to how the AO effect is applied ingame. Technically the player actor is essentially a box, which is somehow not properly linked to the world due to game engine design. This means that the player and the rest of the world gets treated differently by the code. (Rough translation of how Boris explained it way back.) There is nothing that can be done about it other then disabling the SSAO. You can reduce the indirect lighting amount to make the effect less apparent, but that is about it. Also it is only really noticeable at certain angles etc. If you just play as normal, then you stop noticing it again after a while.

