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Aiyen

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Everything posted by Aiyen

  1. Disable the new mod additions and check by starting a new game again. This is also fairly easy with MO. Everytime you get a profile to work properly, then save it and make a new one for the next set of changes etc. The only difference between profiles is the settings files which are just a few kb in size. Long startups are due to very large amounts of .esp´s which need to be loaded etc. Slowdowns are most likely due to more stuff being added in which cause a slowdown due to game conflicts.
  2. Floating LOD trees happen somewhere still... it is because every single tree has to get positioned manually, and he has never got around to getting EVERY single tree placed properly. Most of the time you do not really notice it however, unless you really look for it. Upgrading to the basic version will help a bit since this removes all the manually placed trees as I recall which also provides a bit extra performance since less foilage has to be rendered.
  3. In case I was not clear enough. The problem is most likely that you went in through the steam launcher to alter your resolution! While you had some changes in the ini´s that are essential with your mod list... even though afaik then that should not prevent the game from starting at all. Only crash once you load a game. In the future then it is enough to open the skyrimprefs.ini in notepad and alter the resolution in there.
  4. I went over to ELFX after his update last month or so. The main punch line was that it had vastly superior window lighting. Most noticeable place was the palace of the kings in windhelm. RLO had nothing coming into the building so it was effectively just too dark... even with the amount of torches. With ELFX then there at least is enough light to make up for it. Although ELFX also has a few things I would do differently... like that spotlight in dragonsreach when you get in the door. Luckely ENB can fix those issues quite nicely, so it is of a minor concern. Also when using ELFX without an ENB then I find it looks just a tad too yellow in the lighting... but again nothing ENB cannot fix. Last the amount of patches are about the same..... the SOS ones especially... that things took me HOURS of work, but well worth it if you like sounds in interiors. As for ENB then I remade my own from the ground up... will release it once ENB versions settle down again. Do not have the time to update/retest all the core features every other day. Also currently I went up to a 27" monitor with 2560x1440 so I had to make sacrifices in order to run at that resolution with 30 FPS avg.
  5. The resolution is only in the skyrimprefs.ini file. It is enough to just go in there and manually alter the new resolution. If you went in through the startup setup then you most likely did some changes to your ini´s that need to be restored. However this should not prevent the game from starting up at all... a bit strange.
  6. Cave textures are only used in interiors, hence he could technically go to 4k with 2k normals if the texture looked superior enough. I have still not heard that anybody actually got an interior location to get even close to the memory limit. But keep up the good work Cabal! Always nice to see your work!
  7. For any ENB related bugs you can simply disable it ingame via the GUI for the duration and then enable it afterwards. Also as rootsrat says... if you are using an ENB preset which does not have APPLYGAMECOLORCORRECTION enabled in the enbeffect.fx file, then it will take some work to make night vision etc. look proper. There are a few ways to get around it, but it requires that you are comfortable with HLSL and make a few edits in the enbeffect.fx file.
  8. Worst case scenario... delete them and run the setup again. Then it will recreate the vanilla ones.
  9. Its mainly a fix that can be used with a very lightly modded skyrim. As soon as you begin to add in the more detailed textures etc. then you will hit the inf. loading screen. In effect the z-fighting ini tweaks remove the problem by increasing the resource use of the game. As for people still working on it then some most likely are, but the problem always comes back to the infinite loading screens.
  10. I use 0.8x the vanilla values.. I find that is the best combination between FOV 85 and the overall look. If using other FOV values then of course other sizes might be better.
  11. You should not use the UseOriginalPostProcessing=true since this will override any ENB alterations to the color correction. Hence making the point in the preset moot. #define APPLYGAMECOLORCORRECTION in the enbeffect.fx should be set to active yes and then nightvision should function. What this does it that it takes whatever ENB does and adds it on top of the vanilla color correction and adaptation etc. Some presets require that it is not commented out, and that it is enabled. In a basic raw enbeffect.fx file then you can find the following commented out, you can try to enable it and see if it fixes it.
  12. You need to make sure to use applygamecolorcorrection in the enbeffect.fx file otherwise there will be issues with night vision etc. If it ruins the visual of the preset, then sometimes there is a "fix" that is disabled further down in the actual HLSL codeing that you can enable. This however depends on which version and if the author has removed it etc. It is rather easy to find since it normally has a comment line saying what it is.
  13. Slowdowns and freezes are normally due to the script engine spending too much time working on certain scripts, if it fails entirely in completing them then it will stop functioning.. however it could be that it is just bogged down. This of course assuming that the scripts are optimized and do not require silly amounts of computation time for what they are trying to do. Immense slowdowns is just a hairs width away from a freeze! Could be because your RAM are so highly clocked that they might actually be able to keep up with the action.. It is speculation but guess that extra clock speed has to be good for something.
  14. The combat freeze issue have been known since EBT was released. It has been optimized since then of course, however it is just a sad fact that when you have too many script mods then this happens. Even more so in combat when several more scripts kick in. Disabling EBT and BSF effects more or less entirely eliminated combat freezes for me.. and I guess it should for just about all.
  15. the image is showing a model that is missing its diffuse map. Since it is purple it only has its normal map applied. This means that you most likely did some optimization that went wrong and the game can no longer show the diffuse texture (diffuse are the .dds files). As for the other issue. Cleaning should only ever show up in BOSS if it is done or not. It sounds like you are just deleting entries left and right without a plan... that is always a bad thing. Take the colors in Tes5edit with a grain of salt. Unless you have a clear plan for what you want to do then they are not really a help. Just because something is red does not mean that it is wrong!
  16. Have you tried an alternative monitor program to see how the VRAM fares torminater? If it is altered then something must be going on after all. I am personally still waiting for it all to get out of beta before I put down the verdict... people are like a raging horde when stuff like this comes around.
  17. Depends on the ENB version I think.... Boris says he does not care about compatibility with it at all. If anything is supposed to happen it has to be from the authors side.
  18. The issue with ENB should be fixed so the 320 versions should be usable now. But still unless you are playing some game where you get extra FPS out of it... why bother?
  19. The difference between ENB and cleanmem is that ENB actually goes in and alters game engine parameters, where cleanmem went in and tried to do something with the general window memory API. Boris cannot really alter or add anything the game engine does not support in the first place, since he does not have access to the source code. At least that is my understanding of it so far. Also this "solution" comes at a heavy performance cost... since you force the game to make more traffic. Also there are still the questions if it will corrupt the visual data over the long run, which I think is what is being tested out now. Also to rule out any memory leaks etc. It is still a beta, but it looks promising, but I cant help but wonder if the price to pay is going to show up eventually... gotta be a reason why Bethesda or the developers of the engine did not enable such features to begin with.
  20. Only thing that can make textures blurry is DoF, and or some weird mipmaping gone wrong. First would be because of mods like dynavision or ENB, the latter due to bad optimizations.
  21. Updated your initial post with spoiler tags! And glad to see that you got your issue mostly solved!
  22. The best would be if you could get a hold of JawZ pdf guide with full pictures of what most of the options do. It is outdated by now since the current enbseries.ini contains a lot of new entries. However the general gist of curves, intensities etc. is still the same. Otherwise there is also this forum entry. For some more technical information then the author of Unreal Cinema made this. In general most info is not super up to date, but it is a good place to start. As for the sun then that will always require that you tweak it unless you use one provided by the preset creator.Â
  23. In general if you ask really nicely and have a favorite ENB preset you want updated... give me a pm and I will look into it, it does not take long to convert once you got the hang of it. I do have a bit of a delay time currently due to personal issues, but I guess I am still faster then most of the authors out there! ;) Ofc. going from a version past 180 means that the sun can get all messed up since it was altered radically. However the sun should always be manually edited since it depends entirely on which sunsprite, sunglare, and sun texture you are using.
  24. Essentially it cooks down to the meshes being really really bad. They just do not allow the detail required to make it look really great. But in general we are always going to have the issue of specularity in hair I think. If you remove specularity from the hairs then it just looks all bland and wrong. If you add just a bit too much relative to the lighting in the scene then it becomes too "hair salon" like. Which is also why I normally check out hair mods without the extra lighting enabled when making new chars. Since it always makes the specularity stand out way way too much. There are really not many light sources in the game that are as intense and "up in your face" as the one in the char generation.
  25. Occlusion is a like EssArrBee says implemented by Project Optimization. The reason it is not used in the vanilla game is because it is not (strictly) needed since there they mainly make use of ambient lighting instead of point lighting to light everything. However the Gamebryo engine allows the use of it, hence it is in the CK. For mods like RLO, ELFX, etc. then most lighting goes back to point lighting, which produces shadows, which requires more CPU time to render. By using the planes like you say you can reduce the load since the CPU gets instructions not to render stuff that is not visible. It is a smart trick, and it can help performance even on more powerful systems. If not that then it can help stability a bit since it means less CPU cycles are used for lighting calculations and more for other tasks. Hope that makes sense! :)
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