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Pretendeavor

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Everything posted by Pretendeavor

  1. It's the smeltermarker.nif mesh from SMIM. Can't remember exactly where it's located, I think in meshes->furniture.
  2. @Darth, I have had this for a couple of months already and I think it's because the processing of the Tamriel worldspace just takes a while. I guess it depends on the amount of mods you have installed that add objects and your modlist just tipped over that edge (the edge being the point at which the processing takes long enough for that message to appear). Usually it's one of the last worldspaces processed, so if you come back from whatever it is you do when the script runs you can just click 'yes' when it's done processing to start processing the final worldspace(s), which would be just Wyrmstooth for you I imagine. IMO it's not thát annoying :p
  3. So now the big question is.. does it all look significantly better than before? :P
  4. Of course the possibility exists that we are the only ones who have developed this far, but to say that most of what we see is younger than us is simply not true. Sure, when looking at the universe we are looking back in time, but we can already see stars in (almost) every phase of their development, it's why we already know the fate of our own star. Organic molecules have also already been found aplenty in multiple places
  5. Aliens: I do! I'm not sure if there is a way to tell whether the universe is infinite or finite, but the chance of alien intelligent civilizations existing is relatively high considering the amount of potential 'Earths' inside habitable zones of stars like z is saying, even if only accounting for the (finite) visible universe.. look up the Drake equation if you're interested in this kind of stuff. It does lead to the question why we haven't yet found any evidence for the existence of intelligent alien civilizations (the Fermi paradox, interesting material). Intelligent here meaning having developed radio communication. To put that into perspective, we've only been able to send out signals for what.. 50-100 years? Which means signals we sent out only travelled 50-100ly max.. that isn't a lot in the whole scheme of things. I recently followed a minor course in Astrobiology and the field is pretty exciting. I also used that opportunity to ask some astronomers at our uni (not necessarily specialized in astrobiology) if they 'believed', and most of them are convinced extraterrestrial life should exist somewhere purely based on probability. As for ghosts.. I don't believe in those. As long as there are gaps in our knowledge people can believe what they want to believe. Being raised as a christian and now being taught to be skeptical and critical about everything during my studies I find it hard to say what I believe and what I don't believe.. When people straight up ask me 'Do you believe in God?' I have to admit that my answer is that I don't know :s However, I DO think that you should not assign supernatural properties to anything without having looked at more simple and rational explanations first. Like, we rely on our brains to 'produce' what we experience as reality, based on sensory input and compared and integrated with already stored information. This whole process can lead to 'distorted' views in many ways, simple examples being dementia and other neurodegenerative disorders. Or the effects some drugs have on our perception of the world. Or.. dreams! Also, it's very possible to form erroneous memories of events. So I think most of such experiences can be way more easily explained through some physiological or process or another, and therefore such explanations should not be readily discarded in favor of more 'mysterious' explanations. I also think people have a tendency to wánt to believe it's something more.. perhaps some manifestation of invidualism..? Not really sure how to explain this in English. But by the same token you can say that we are limited by our brains in our perception of the world around us.. that thought allows for any kind of explanation and it's probably why people will never agree on subjects like these! But about what MonoAccipiter says about how much science attributes to the validity of human observation.. I think that is the essention of (our) science. Every model we make, every technological development is ultimately limited by our own capabilities because of the simple fact that we created it :P I don't think science can aim at that which goes beyond our understanding. Science can aid us to push our understanding of the world to the limits, and some things that are now considered mysteries might end up within those limits and be explained, while others will forever be in the realm of 'believing'.. or maybe the human brain is the pinnacle of evolution in this particular universe (who can say?) and we will eventually be able to explain everything :P But this is going too deep for me, some philosopher can jump in and invalidate everything I said hehe
  6. I never know how to merge such records with conditions of several mods.. I'd also be thankful if someone can explain how to properly resolve those kind of conflicts :P In such scenarios I usually let one mod 'win' and just forward USLEEP changes..
  7. https://wiki.step-project.com/Special:RecentChanges -> https://wiki.step-project.com/index.php?title=User:Neovalen/Skyrim_Revisited_-_Legendary_Edition&curid=2066&action=history Then choose which revisions to compare
  8. Random thought, but I wonder if any combination of these settings helps with CTDs caused by having ExpandSystemMemoryx64=true and DefaultHeapInitialAllocMB>=768.
  9. AFAIK, the reason you should use ENBoost it isn't necessarily the amount of VRAM you have, apart from apparently improving overall performance it's mainly to avoid hitting the 3.1GB (?) memory limit and crashing because of it. I'm under the impression ReduceSystemMemoryUsage=true enables the memory handling part to avoid hitting this limit. Using this feature seems to induce stuttering. If you don't crash with it set to false and you don't use the graphics of ENB, you can try using no ENB at all. Or, if you feel lucky, you can try setting ReduceSystemMemoryUsage to false and EnableUnsafeMemoryHacks to True. It makes the gameplay very smooth for me, but it eventually always crashes. I'm using a way heavier setup than STEP though, so that might be the reason. You only seem to hit 2GB VRAM max judging from that image. A quote from Boris about EnableUnsafeMemoryHacks: I'm not sure I understand everything that he says here, but it won't hurt to try. I see you are forcing borderless fullscreen, from the original (possibly outdated) ENBoost Nexus page: So maybe try using normal fullscreen by setting ForceBorderless & ForceBorderlessFullscreen to false. Finally, apart from ENB(oost) settings DynDOLOD can be a real performance killer. I'd recommend not using the High DynDOLOD profile and to try setting your Terrain Manager settings in Skyrimprefs.ini to their High values instead of Ultra or, alternatively, play around with them in the DynDOLOD MCM and see if that makes any difference. Also, the GPU dropping to zero are probably the moments it hangs (perhaps VRAM is 'refreshed'?) and I'd say they are the effects rather than the cause of his problem, because he said his game runs smoothly without ENB.
  10. I just glanced over the first page of comments of the Brawl Bugs Patch nexus page and people seem to associate issues with iNeed (possibly being hungry/thirsty/sleepy might influence it?) So what happens if you disable iNeed?
  11. To preserve your sanity, forgetting about adding it would probably be the sensible choice :p I'd say try playing a bit with it first by adding it to a less extensive load order and see if you like it enough to justify an overhaul of that magnitude. It's been at the top of my 'must try one day' list for a while, but the reason I haven't tried it yet is pretty much the same: it would take hours/days to rebuild my setup!
  12. You can use them together though, it just won't look as intended ^^ I use CoT & Vividian's weather plugins and try different ENBs all the time. Most still look good!
  13. It should be there. I assume the bsa got unpacked? Maybe you missed it because the filename isn't capitalized (jsonutil.psc).
  14. I reaaaallly recommend considering using the 1k option. It still looks very good. I guess it depends on your setup, but the increase in VRAM/Enboost related stuttering was really noticable on my setup with all 2k landscape textures. Not sure if it hits you Extended users as hard. FixParallaxTerrain should indeed be set to true if you want to get the most out of those textures (it's what they were created for after all), however it will still look good with it turned off imo. Also, I didn't like some of the textures that resulted from running DynDOLOD's Texgen with these landscape textures, especially in the area around Markarth, so I decided not to use Texgen at all. That's a matter of taste I guess, you will probably have to see for yourself.
  15. Wait a minute here. Older packs like SRO were not created with the FixParallaxTerrain feature of ENB in mind, because this feature was added to ENB much later. If enabled, FixParallaxTerrain uses the alpha channels of diffuse textures as height maps. In some cases this leads to the kind of distorted textures like you posted. This is not because of Project Parallax or because of any other *_p.dds files that ship with texture packs. Landscape textures that work properly with FixParallaxTerrain enabled include (but are not limited to): Vivid Landscapes, Skyrim HD - Parallax Terrain Tribute, Skyrim 2015 Parallax Terrain SPT (collection of textures by Pfuscher), tamu75's Terrain Parallax Textures.
  16. Isn't that just the result of having FixParallaxTerrain=true and incompatible landscape textures? Because if so, I don't believe PPR is at fault, you either need to set FixParallaxTerrain to false or get a set of compatible landscape textures like Skyrim HD - Terrain Parallax Tribute (I recommend 1k) and let them overwrite SRO/NSM-HD.
  17. I don't think STEP will get you anywhere near that. That looks like 2k/4k landscape textures (some of 'Skyrim 2015 Terrain Parallax STP' I believe), a grass overhaul like Verdant or Unbelievable Grass Two, Dark Fantasy Overhaul/Enhanced Landscapes for the dead trees/mushrooms, custom 4k armor sets and an ENB with high quality settings (not sure which one).
  18. The instructions are actually just fine. It says "Version: N/A (Animations Package Optional)"
  19. I am suspecting that it might have to do about cumulative esp (data) size? Really random guess, but I have never been able to isolate a mod that is causing it
  20. I have it too and have never figured out why. Sometimes removing some mods fixes it, but after running ASIS I get it again. It's really strange and the internet has no answer either :/
  21. That means nothing has changed and no masters needed sorting. If masters had been reordered, TES5Edit would have given you the option to save.
  22. This is what I'm guessing, yes
  23. So let's think about this, although I'm a complete noob: For me Skyrim - HD02.bsa only loads in TES5Edit when I've added it under Skyrim.ini's [Archive] section. If I scroll through the TES5Edit log, "[00:00] Background Loader: [skyrim - HD02.bsa] Loading Resources." shows when it's added to the ini. The Texgen script then also finishes properly. If I don't add this line the resources never get loaded by TES5Edit and the Texgen script reports errors. These errors are then just because half the files are missing because of the renaming of Skyrim - HD01.bsa to Skyrim - Textures.bsa. But can we then say that the DyndoLOD Texgen script only sees textures in bsa's that are actually loaded by TES5Edit (+loose files of all other mods)? By that logic, doesn't that also mean that the textures contained in Dawnguard - HD.bsa, Dragonborn - HD.bsa and HearthFires - HD.bsa do not get loaded by TES5Edit (I don't see them in my log) and are not used by DyndoLOD Texgen, even if it finishes without reporting any errors after a) adding Skyrim - HD02.bsa to the [Archive] section in Skyrim.ini or b) simply not renaming Skyrim - HD01.bsa to Skyrim - Textures.bsa? So I suppose that in the case of b), none of tony's bsa's are loaded for use with Texgen. But I guess it doesn't matter if Dyndolod contains all the HD files as loose files..
  24. So I'm still not entirely sure why we are keeping these files as .bsa and rename Skyrim - HD01.bsa to Skyrim - Textures.bsa, tbh the whole manage-bsa's-or-not thing confuses me. As for the Texgen script not seeing these files.. It didn't work for me either initially. Then I just took a wild guess and added Skyrim - HD02.bsa to the 'sResourceArchiveList2=' line under [Archive] in Skyrim.ini. Now the script finishes properly. I'm just wondering if keeping this line in the ini will have any negative consequences? And if not, should we also be adding the other BSA's to the ini (Dragonborn - HD.bsa etc.)? Then a final thing I'm confused about.. Do we still need the Unofficial High Resolution Patch? Where should it be placed regarding USLEEP?
  25. Not that I'm aware of.
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