Jump to content

Aiyen

Mod Author
  • Posts

    3,388
  • Joined

  • Last visited

Everything posted by Aiyen

  1. ENB is in a state of constant flux atm. If you do not want to have headaches, then just stick with the latest stable releases. Learning how to add SMAA and other basic tweaking stuff is always a good idea! But atm it is just going so fast that it is almost not worth telling people what they should do, since the next day it is going to be something else anyways.
  2. Sorry if you feel that it is a bit annoying with the "general issues approach" But most of the time that is in fact what is wrong! :) Hazard of spending too much time in the troubleshooting forum! Also the plugins.txt file in your profile only shows the .esp´s and .esm´s you have active on that profile currently. Also it shows your sorting. At least that is the intention of it, and it is what it does for me, and also for everyone else I have seen it from! The modlist.txt show everything. and the same with the loadorder.txt It is mainly to avoid the "5 lanterns .esps" you might have for testing purposes etc! I know... I have almost all the CoT night levels on my list, but not in my plugins.txt. If you make any other advances, then I hope you want to share! I know many other people would want to play with those mods, and the info might be good if a STEP pack is made based around those mods one day! Any other specific issues you want to discuss then just let us know!
  3. Installing AV packages can be done manually! And should be done so if MO is being annoying about it! The only thing you need to install via MO is the actuall AV SkyProc Patcher. The path for AV packages is the following ...\Mod Organizer\mods\Automatic Variants\SkyProc Patchers\Automatic Variants\AV Packages\ by default Any AV package you might have you can just place inside that folder with its respective .json files. Once AV runs then it will create either the SUM.esp, or the AV.esp based on these .json files, and move all the textures into the overwrite dir leaving only the .json files in the above folder. Every time you need to redo this process you just move all the textures back again to the above and then rerun either AV or SUM and it will update the .esp with new FormID´s if required. The main reason why AV stops working is because the FormID´s that it assigns to the new textures etc. gets messed up, and then it needs to be remade. This can happen anytime you add or remove a new .esp to your list. Hence why you should always rerun after you have made changes to your list. Also you should also test your SR install as you move down... if you just do it all in one go and it does not work at the end then you will have a hell of a troubleshooting scenario to deal with! The more time you spend carefully testing along the way the less time you spend overall before you get to smash up them dragons!
  4. Okay more detailed info then. Hair clipping: Mainly this is due to the hair meshes which clip with the head mesh. The only way this can be fixed is to make special meshes. Also to some extent then sometimes the textures can clip if their alpha levels are badly set, or messed up. If you are using Apachii hairs or the improved vanilla hair meshes, then this problem should be mostly fixed. Or at least not as noticeable. Neck seams: Since the head and body and arm textures are separated into their own textures, then depending on the lighting and how the texture is made there will be a visible seam. Only in the case of vanilla lighting and textures will they not be there since they are tailored to not be there. If you are good at using photoshop, gimp etc. you can manually edit the textures so they match the vanilla lighting. (Most of the time this is already done by the authors.) However once you start using Climates of Tamriel, or RLO, or ELFX or any other lighting mod that alters the imagespace modifers the seams might come back again, since those settings go in and affect how lighting falls on the texture. You can also delete meshes and or textures in MO. Just find the respective mod, and then pick "Open in explorer" and then you can delete the files you do not want or overwrite them with something else. Hope that answers the issues a bit more. Otherwise let me know and I will try to explain it in another way! Now onwards to the other post you made! Since that was also lacking on my part! :)
  5. Neck seams you are never gonna get rid of entirely! Unless you only use the vanilla game and lighting and textures. It is almost impossible to remove neck seams from every single scenario. You can heavily reduce them by either editing the lighting or textures. Also about resolution. Using a 32" monitor would mean that the textures gets a bit more blurry since the native resolution for 32" monitor would be above 1440p. It might also cause certain aliasing effects to be more noticeable... I do not know, I only have a 27" and only ever had smaller to test from. As for the hair and beard. Then that is most likely due to textures themselves. Hair clipping is unavoidable for the most part. Only using specially made meshes would remove it.
  6. Fences in riverwood for example.. .will always look like that unless the author of ENB fixes it (I know he is trying somehow now). The only other way to fix it would be using MSAA with a high sampling rate 8x or above. But then you cannot use ENB. So if that is not vital for you, then just do that. The big thing now for texture packs is to start including parallax textures, and if you do not use ENB then they will look slightly off when viewed from odd angles. Some of them might have updated that sort of thing in there... just check for _p.dds textures in their texture folders to be sure. Could also just be that you need to enable some sort of AA, or increase your screen resolution! Flickering textures are normally more of an issue at lower resolution as well due to aliasing artifacts being more noticeable.
  7. Make sure the pathing is correct! This is almost the core of any AV issue! Once you figure out what is working, just make sure that every other thing is done the same way and it will work... every single time! This also goes for using DDSopt on them. They just need to be in a \textures\... folder structure and you are good to go.
  8. As it has been said... why have 5 of the same when the mod page clearly states you should only use one! (I assume you have linked the plugins.text which only shows which are active on your load order) Also lantern care takers... yes its a nice little feature, but are you ever actually at the spots where it works.... when it works? In general why install any mod that is "one event at one time of the day"... its just another script that waits in the background. Also you add many monster altering mods, most of which add new spawns, which is the single most sure way to make your game unstable! Try to only work with Immersive creatures first, then add in the rest if needed. My general opinion about SkyTEST is.... do you actually notice it working at all while playing? I am not talking about the spawns, but the scripts running to alter the animal behavior ? The spawns alone you can remove by using only the AI version of said mod. But again... have you ever actually noticed it, or did you just read the description and thought "this sounds cool"? Deadly monsters... as I recall there are some issues with immmersive creatures there. but I might be wrong about that. But even as a stand alone I am sure it was providing issues. In general... your mod list is full of mods that conflict, or needs to be optimized manually to function properly together. First thing to do is get rid of anything that alters the spawns, then add them in when you are sure the rest is working. Edit: Also added spoiler tags to your list! :)
  9. Sounds like you got some parallax textures installed but are not using the ENB "fix parallax" feature. This would result in the same thing you say.
  10. Extra spawns does not play nice with anything.... if you want a stable game, dont use mods that add extra spawns! Or cut down on other scripted mods. Its a balance act, where you have to decide which mods you would rather play with the most! You just cannot run with everything! Especially ASIS is bad since it is so old now compared to everything else that there most likely is room for improvement. But since its just a general issue with the game engine then it remains to be seen if it would even matter.
  11. Just manually open the particle patch in explorer and remove the respective meshes and you are good to go.
  12. Save the built in way ? Sounds like a completely redundant feature to have a new "quicksave" feature added. I am aware that there is a difference between the different ways of saving, but using yet another script mod for something that you can do in 2 clicks just seems silly. As for the general stability... that is what you can expect from the build you are using. If you want to improve further then its time to learn how to use tes5edit to hunt down incompatibilities on your own and improve stability that way around.
  13. Funny how competition makes any progress happen! :P
  14. Hard to say without a complete mod list. As soon as you get past 200 .esps the game gets rather unstable regardless of what type of mod you put in. Also even if you are not using a armor, then they are most likely still added to the leveled lists and put into loot etc. Hence they are in the game. Also about the fixing it.... the problem is not in the console version since that is just vanilla skyrim, and the problem does not happen there. Hence it is not a problem for the unmodded skyrim, which is all Bethesda are obligated to care about.
  15. All of the relighting skyrim files would be required.. if you have all the DLC that is. The setup would be decent enough... I guess. After all you are asking if other people think something looks pretty! Try it out is the best advice I can give! ENB choice is subjective after all. It is compatible with CoT in the install provided in SR. At least as far as I remember it!
  16. If you have isolated the issue to a few mods, then the logical idea would be.... to play without them! Since I have not seen your mod list then its hard to come with recommendations, but most ILS are due to the game simply being unable to load all assets. Most of the time it helps to reduce memory load...hence stuff that requires loading. The best suggestion other then simply removing a few mods, is to try to mess in detail with the ENB values. It adds another memory allocation code to the game which have helped others. However it is vital to remember that it will not fix silly long mod lists! And you need to find the right settings for your setup, there are no universal "best" settings.
  17. The flickering is part of the vanilla game as well. Even with ENB it still does it. Guess it is part of the repetitive pattern of the texture when over really long distances.
  18. Gave you a PM with all the details! :) For all the others... Downsampling is the process where you force the application to render at a resolution higher then what your monitor natively supports. Think of it as overclocking your monitor. The reason people do this is because... higher resolution = less jagged edges. If you can get away with it that is.
  19. The new AA feature is mainly for specular maps, ENB reflection and LOD. It is an attempt from Boris to make SMAA obsolete, since he does not like it. Skyrealism is more saturated then PNENB... try them out and see which you prefer more.
  20. Well this already won for me. The 4k textures just make it better by that reasoning alone. Reflections are just better. While I do miss some of the smaller waves compared to water, then I really like the new approch and sounds. Also it is more compatible with ENB which is a definite bonus!
  21. 2Gb is the minimum for 2k texture packs. With ENB you can now run with more 2k textures then before. If you do not have loads of system RAM then get more VRAM, if the opposite is true, then you can make due with a 2 or 3Gb model whichever fits your budget best. For ENB there is a slight advantage for Nvidia cards... since they are in general just not as troublesome in the technical department. It is minor but worth remembering.
  22. Most certainly very interesting! Gonna test this out at once!
  23. They should always be disabled, othewise it will conflict with ENB since it does not support MSAA which is also what the game uses. Driver trumps ALL in general. Ini still trumps ENB to a certain extent... AF for example ENB will trump, but AA it cannot, also you need to have the other ini tweaks that ENB require to be enabled as well!
  24. If you do not use the merge option, you should delete it entirely.
  25. With your list it could be more then one mod.... SkyRe is a (insert bad word) to make stable with anything! Also I see you are using quite a few script related mods and some I do not even know or have seen on any STEP or SR install before. My guess would be that you have quite a few mod conflicts, that you could tes5edit your way out of, but it would be a rather large undertaking with that list. Also stuff like dynavision is known to cause save game issues.. at least the earlier versions when combined with larger mod lists. More then likely you just have too many scripted mods on... try to reduce the amount of those first and see how much stability increase you get. Also reduce your shadow resolutions in the ini.... there is no need for 4k on the shadows.. all it does is to increase the load on the CPU since it is what handles the shadow computations. The difference between 2k and 4k is so minimal, and if you want really great shadows you should be using an ENB for it instead. Also you have some threaded entries in the ini´s... those have been reported to cause instability by other users, but nobody have ever reported that they increased performance! There are a few others you could also remove, in general you have just added many things that essentially does nothing. Only do ini tweaks that make an actual visual or performance wise difference! Not just because some other guy reported that it made world peace (in skyrim).
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.