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Aiyen

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Everything posted by Aiyen

  1. Pictures of the shadows please.
  2. The file named plugins.txt under your MO profile.
  3. Java..... ask toolbar.. Just amazing that its still there after this many years. But that is an entirely different story. In relation to this... hence why I dislike weird 3rd party programs... heck I even dislike the CK atm... but that is due to other reasons >_>
  4. Altimor... arthmoor... oh that is going to provide issues down the road :P That aside. There are test shots over on the ENB forums with ugrids 24... They are highly unstable.. but at least it shows that something is working. Also with ENBoost and minimal mod lists, then even ugrids 11 can be nicely behaved.... at least so people claim. I could only ever get 7 working.. and that at a way too massive performance impact. I am trying to make a mod that does it... since I find it highly odd that I can coc to riverwood, or windhelmexterior01 etc. but not windhelmdocksexterior01 from Raven rock. Since many other people report issues with windhelm, and the area around it, then I am hoping its just a case of too much going on in that general area... so ultimately then by just moving the load maker somewhere else then it will work. Trying to focus on the general area in and around windhelm for now... for immersion purposes.Â
  5. It is not hardware related... since too many various setups has the issue. If it still fails after moving the load marker into an interior then I dunno what to do other then reduce the mod list and/or texture quality further to reduce the load.
  6. You can, but the result is not pretty with respect to shadow issues. Monty´s link should do the trick however.
  7. It would not be useful... trust me. I just finished my major cross compatibility, where I have dragged the edits I want through my list.. so I got masters left and right. etc. Also altered quite a few leveled lists, and other stuff in various mods so they suit my play style more. A few balance fixes etc. Once I am done with this weekends family matters, then I can devote my full time to trying to create a proper fix... I double checked, and it works fine for people without ENB, so its a start I guess.
  8. Deadly spell impacts fire decal would come to mind.
  9. Okay... beta fix is ready for testing! I tested it and it worked for my mod list which does include wet n cold n ashes... load time less then 30 sec. Which is consistent with that cell grid being in the memory buffer. Test coc windhelmdocksexterior01 wait for mods and scripts etc. to finish loading player.additem f 1000 Go to raven rock Travel back again https://www.dropbox.com/s/aiarevib37q7cdr/testing.esp Yes the name of it is testing.... since that is what it is atm. Let me get some feedback! Edit: It does not matter where in your load order you place it.... as long as it is after the .esm´s :P Update: My initital testing was done without ENB...I just noticed. Since I did not have it on while in the CK... since it makes it soooo slow. I still get them when its back on :(
  10. I am not at all surprised by it, since ILS most likely is due to scripts causing the CPU to hang due to threading issues. However its funny that its only in that cell that it does it. I even tried riverwood and it also works... On a somewhat not so related note... then I do not use saves for testing since I do not want any weird info stored in the save to mess up the test result. I always use coc when possible since that is the same as starting a new game every time. But nice going with the testing... I would also have been really amazed if a weather mod would cause this. Sadly when you change world its not as simple as a door... then the "fix" would have been easy. Still I have located all the relevant formID´s of the markers used to transport people about... now I just need to figure out how to create a new marker at some other location, and then link the travel quest to that instead of the old. There are a few interiors at the docks, so properly going to just use one of those...
  11. I can produce it just using coc from the main menu... so not save related. But most certainly mod list related! And it only seems to be this silly one cell... I can literally go to the one right next to it without an issue. And there is no difference between using the travel function or coc to that cell... the spawn point is the same, and the ILS likewise. btw glad to see you chipping in GrandBulwark! :) Nice with new input!
  12. Okay... a bit tricky order, and I can only provide half the solution since I am kinda pressed for time. If you open E5F50 in tes5edit. On the top where it says skyrim.esm right click and select "copy as override into" Select new file, and give it a name. This will create a new .esp... essentially this is how you create mods using tes5edit. There is an entry called Magic Skill. It is set as None in the skyrim.esm. If you in your patch alter it so its called Restoration. Now it links this effect to the restoration skill... however it does not scale with skill, since the vanilla game does not do this. In order to do that you need a mod that does... or add in the changes to do it in the restoration novice perk... however as I recall then SkyRe already does this.. if not then empowered magic does, and mighty magic as well... properly a few others that add effect scaling by skill level. As always I am not 100% that its the best way to do it.. but it is what I would try first. Best of luck with it! :)
  13. Of course we could reduce mod amount, alter ini´s etc. but it seems a bit silly if the issue is only related to this particular cell for whatever reason. Once I learn how to find those loading points in the CK and tes5edit I will try to shift it from the docks to the inside of the door leading to the docks from windhelm... But it is going a bit slow atm, since I have family stuff this weekend. Bro when you get the time then please do test if you can also coc to other near location like windhelmexterior01 while standing in raven rock. Edit: And anyone else who might have said issue... would be nice to know if its a persistent problem with that cell when you have larger mod lists.
  14. OpenGL is the free alternative to DirectX Some games support OpenGL as well as DirectX for its graphics processing. This just means that like you can create DX profiles you can now make OGL ones.
  15. From what I can see then the stone in vanilla behaves as it should. If nothing changes it then it should work. But it is fairly easy to test if it working or not. If you know where the stone is located... I assume you do. Go to said stone, save your game, and get the effect. open the console. type help mage or help necromancer This provides you with a list of all entries containing the word mage in their editorID. Find the ones with NPC in front using the pg up and pg down buttom. After NPC there should be a number like the above formID so perhaps 000E1FDE (This is just a random one dunno what it is) type player.placeatme formID # Where # is the number of actors you want to spawn. Just 1 should suffice for the test. This will place the given actor in front of you and it should not become hostile to you when you close the console. Then you can load the game and repeat the process again for the same thing and see if you take more dmg. with the stone then without.
  16. Okay done some more testing. I did not have any issues with going from either solitude, dawnstar or windhelm, or any combination there of... after the first few times load is near instant as expected. Tried to revert to vanilla with just SKSE and HDDLC. There I can get back... lucky enough. Did notice that I have a boat clipping issue between the ship that takes you to solstheim and dawnstar etc. Guess this is due to a mesh from RWT2, and since it works for just about anything else then I doubt that would be the cause in and off itself. As kryp suggests then I guess it would be a good idea to try to alter the loading point marker.... will try that when I get the time later this week. And figure out how to do it...
  17. If you have tes5edit installed then you can quickly find out which mod you have that alter it if any. Also at any rate figure out how it works. The formID for how the stone works is E5F51, editorID is doomAtronachAbility Should have doomAtronachEffect set to magnitude 50 which translates into 50% spell absorption. This should mean that you reduce spell damage by 50% and get 50% of the mana cost of the spell that hit you.... It does have the recover flag on... If I am entirely wrong then someone please do correct me! :)
  18. No it is not that Bro.... like I said, I can coc to windhelmexterior01 fine. Which is the cell right next to where you would get off the boat. Also tested a few other locations, and they all work fine. Also the game never loads in everything... just the cell you are going too. It has something to do with loading the cell windhelmdocksexterior when you are standing in Raven Rock. And yes ofc I use ENBoost phazer you know that! :P Future plan is to try various things and look at what is actually loading in that cell and if the issue is also in vanilla.... I recall someone saying that it was.
  19. I have looked a little bit on making my own but it is a bit beyond my skills to do it quickly. Guess the lettering is not weathered because its simply a font put onto the texture and then edited a little bit. Making lettering that is carved or burned into the wood is not so easy to make, since there is not easy way to make it blend well... that I have found so far. Oh well the experimentation continues.
  20. I replaced the v4 sunglare a long time ago. It is one of those textures that are a personal preference and highly depend on ENB. I like your idea for having a few of those added to the ENB guide. Not a bad idea at all.
  21. Okay did some testing with my build! I can in fact get an ILS when trying to travel back. Also I get one if I try to coc myself from there to the windhelm docks.... BUT I do not get one if I coc myself to riverwood, etc. However that is not really a good solution. So tried a few other local cells. windhelmexterior01 which is just in front of the gate works very well.. you can see the boat, and docks, and it loads rather fast. Funny thing is I can load to the docks if I start from the main menu, so a bit of a mystery. Will require more testing, but most likely its something isolated to that cell. But for now... food!
  22. Would not go and say its more realistic, but I use it because it looks nice. Also works well with Oyama´s sunsprites for ENB.
  23. Uncompressed normal maps are the "best" option for normal maps since there is no color degradation due to compression! If you open a normal map you can see its oddly colored etc. depth and detail is based on these colors, hence if you remove color information due to compression the normal map is not as accurate. However it also takes up a lot more memory. As for new and old, then I would have to test them out to tell ya. So that will have to wait.
  24. Thanks for clarifying! It makes a lot of sense considering what I have experienced. I have not tried the map thing yet... but that does indeed sound very odd!
  25. Thanks for the confidence! :P But to be more fair, then I think it looks absolutely epic if you do not use an ENB (Supreme fog that is). Also to a certain degree it looks good with. Just that I had issues with the fog in the distance being clipped off. Fog is really dense and you cant see very far. Boris said that this was due to how the game handled fog, and a mod issue. I tried several tweaks and changes, but could not make it go away. The same issue is not there with the patch, but again it does not add an equally extreme amount of distance fog. Which might be the core of it. I would most certainly leave it in as an optional, since it is a very nice fog mod.
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