
TirigonX
Citizen-
Posts
191 -
Joined
-
Last visited
-
Days Won
4
Everything posted by TirigonX
-
pack A Real Explorer's Guide to Skyrim
TirigonX replied to CJ2311's topic in Step Skyrim LE Packs (retired)
It does need a patch. It's included in the Etac Complete installer. -
ACCEPTED Ruins Clutter Improved (by raiserfx)
TirigonX replied to parasyte79's topic in Skyrim LE Mods
I don't have an older version of this mod but I found the missing ruinslargedoor files. The are included in Gamwich's Rustic Word Walls. edit: now that I think about it, Gamwich probably made those by himself lol. But it's still an improvement over vanilla imo -
DROPPED Lepidoptera Of Skyrim (by Impulseman45)
TirigonX replied to kryptopyr's topic in Skyrim LE Mods
Ah ok, I'm not using 101bugs' esp file though. I use it as a mere texture replacer. I think that 101 bugs is still the best mod for dragonflies, bees, fireflies and ants. The textures from the above mentioned alternatives have lower resolutions.- 34 replies
-
DROPPED Lepidoptera Of Skyrim (by Impulseman45)
TirigonX replied to kryptopyr's topic in Skyrim LE Mods
I don't understand why the author claims that 101 Bugs needs to be removed. Lepidoptera changes the texture paths inside the meshes for all moths. So there shouldn't be any conflicts and you should still be able to use 101 bugs for everything that's not covered by this mod.- 34 replies
-
Skyrim Revisited Pre-Release Feedback
TirigonX replied to Neovalen's topic in Skyrim Revisited (retired)
xedit adds masters automatically when needed. Not necessary to do it manually -
Skyrim Revisited Pre-Release Feedback
TirigonX replied to Neovalen's topic in Skyrim Revisited (retired)
That's a different mod though. It contains only parts of the original mod. -
Skyrim Revisited Pre-Release Feedback
TirigonX replied to Neovalen's topic in Skyrim Revisited (retired)
Are the Immersice citizens plugins even safe to merge at all? They contain navmesh records and you always need to be careful with these kind of mods due to the record "Navigation Mesh Info Map" which can't be merged. I'm not saying merging them will break the mod, because I have no idea. But I would recommend to keep them seperate, if you're not close to the plugin limit. -
Ultra setting of fShadowDistance is 8000, not 3000
-
CTD caused by Racemenu and nioverride.dll
TirigonX replied to MartineV's question in Guide Support & Bug Reports (retired)
umm... version 3.2.2 has been around for almost 3 months now :P -
pack A Real Explorer's Guide to Skyrim
TirigonX replied to CJ2311's topic in Step Skyrim LE Packs (retired)
some tips: - don't merge plugins that come with skse plugin (e.g. FISS, Block Steal Redux), because it will break them - be careful when merging plugins that are master files for other mods, since FormID's may get changed - keep in mind that the record "Navigation Mesh Info Map (NAVI)" can't be merged. The merge script will just copy it from the last loaded plugin - therefore only merge multiple plugins with Navmesh records, if you know how to fix the NAVI. I think there is a tutorial here somewhere. It involves opening the merged mod in the CK and then fix the navmeshes somehow, but I never really got into that. I always make sure that my merged mods do not contain more than 1 plugin with navmeshes to save me the trouble. - Etac Dragon bridge south must always stay seperately. I think it has something to do with injected records that don't merge properly. Personally I only merge compatibility patches and very small mods. Plugins that only weigh are a few KB and don't conflict with the above tips. Also keep in mind that SRLE and REGS are currently not fully compatible, since SRLE contains Immersive Citizens with doesn't work (yet) with parts of ETAC and JK's Skyrim. -
pack A Real Explorer's Guide to Skyrim
TirigonX replied to CJ2311's topic in Step Skyrim LE Packs (retired)
You should give this mod another try: Legendary Cities - Tes Arena - Skyrim Frontier Fortress I know it was discussed before, but that discussion must have been based on a much older version. Because I found comments which say that it only adds dead cities. But that's definitely not the case in the current version (2.12). The cities are actually more lively than many vanilla towns. They have interiors, are fully navmeshed and populated. There are smiths, merchants, guards, playing children etc. Some NPCs even have unique dialogue (no voice acting though). Each city is also unique in it's design. I think it's really worth checking it out. It could use some polishing, since there are some grammar and capitalization mistakes, but I'm not too bothered by that. -
3DNPC adds more than 250 NPCs. And I doubt there's a limit of how many actors can be added to the complete worldspace. There may be a limit of how many npcs can be in the same cell, but that also depends on other mods. Mods like Enhanced blood textures, Footprints, Wet & cold and other mods that affect NPCs. Using these in combination with an excessive amount of population mods may indeed cause performance issues or even crashes.
-
pack A Real Explorer's Guide to Skyrim
TirigonX replied to CJ2311's topic in Step Skyrim LE Packs (retired)
It should be fine. I haven't tried the mod yet, only inspected it in Tes5Edit and the CK. The mod places a single marker at the start of the bridge which leads to the college, that's it. ETAC, Expanded Ruins and Immersive College of Winterhold should all be fully compatible. -
SKYRIMLE Complete Fast Travel Overhaul (by Kinaga)
TirigonX replied to Solmyr's topic in Skyrim LE Mods
It's supposed to have less script load than BFT. There were always people reporting issues with BFT. (not me though) Apart from that most noteable differences are the ferry routes which have far more destinations than BFT. And the option to travel to Hearthfire homes once they are built. However, I saw that BFT is under new management (check comments on Nexus page), so maybe that mod will receive some updates. -
pack A Real Explorer's Guide to Skyrim
TirigonX replied to CJ2311's topic in Step Skyrim LE Packs (retired)
REGS version of Better Docks is already compatible with DG+DB and includes the additions to Raven Rock. You don't need any other files apart from the REGS version. At the end of the guide there's a link to patch compilation (4.3 REGS Custom Patches) It includes a patch fo fix navmesh issues that occur if using JK's Skyrim alongside Interesting NPC's. This one won't work with Dawn of Skyrim. -
FNIS and the new v3.0 of xp32 skeleton extended
TirigonX replied to ebyrd10's question in Guide Support & Bug Reports (retired)
What do you mean by first and second patch? There's only one FNIS patch Apart from that FNIS works fine for me after updating xpmse to 3.0 -
Skyrim Revisited Pre-Release Feedback
TirigonX replied to Neovalen's topic in Skyrim Revisited (retired)
XPMSE was updated to version 3.0 and got it's own Nexus page: https://www.nexusmods.com/skyrim/mods/68000/? -
Well, the more mods you use the more compatibility patches you'll most likely need. And that's something that can push you towards the limit very quickly. I have dozens of little patches, which I merge into themed patches. E.g. one file for all ELFX patches, one file for all AOS patches and so on. Apart from that I also merge some small mods that contain only a few records. I have about 200 esp files in my load order, without merging I'd definitely have more than 255. And yes, I know all of them ;) I never merge any complex mods though. All the mods that I merge are only a few kilobytes big.
-
Mod merging, how and what to merge.
TirigonX replied to JawZ's topic in General Skyrim LE Discussion & Support
I noticed that some mods that come with a skse plugin such as FISS or Blocksteal Redux don't work anymore after merging. So I'd be careful with those kind of mods. Merging all RaceMenu esp files into one seems to be fine though. -
Issue with software anti aliasing
TirigonX replied to TirigonX's question in Post-Processing Support
No it's an aliasing issue. As I mentioned using hardware AA ist a vast improvement. I'm aware of z-fighting, but this is mostly an issue with distant objects. These are not the problem here. (well they are of course. I'm also getting flickering mountain tops, but that's an entire different problem) The models that are causing trouble are the ones that are fully loaded but not close to the camera. Ironically increasing uGridsToLoad makes it even worse, as it means that more objects are displayed with their full detail model at a far distance. I also played around with LODBias settings, but even extreme values which make the game look very ugly, don't fix it. -
Hmm looks like you can't choose from different icon themes (Celtic etc.) in this version. Or am I just blind?
-
Issue with software anti aliasing
TirigonX replied to TirigonX's question in Post-Processing Support
@TechAngel: Thanks, but the flickering is only visible when walking around or just moving the mouse a bit. It's probably not noticeable on a screenshot at all. @Spock: yes I also spent some time with the CCC, forgot to mention that earlier. It's not an AF issue as far as I can tell. I tried all 3 methods (skyrimprefs.ini, enb, ccc). And I tried different enb presets, but it's actually not an issue with enb itself. It's just the fact that a full enb forces one to use software based AA. And this causes the flickering on a lot of objects. (I'm playing in 1080p on a 24'' monitor btw and I also checked the monitor settings to be sure^^) @Audley: yeah that pretty much matches my experiences (with Skyrim though). It may also be an issue that I'm oversensitive in this regard. But with an full ENB which makes Skyrim look really magnificent, these flickering textures just ruin it for me and it's really hard getting used to imho. It's not like MSAA is absolutely perfect. But it's definitely an huge improvement. -
Issue with software anti aliasing
TirigonX replied to TirigonX's question in Post-Processing Support
I did a lot of testing during the last few days and I've come to the conclusion that SMAA, SweetFX and FXAA Injector are pretty much useless. Sure they fix some jagged lines. I can clearly see it when I move close to objects like lampposts, but none of these AA techniques is able to fix the horrible jittering I get on textures that are further away. These are my observations from using either post processor on it's own without ENB. Using any of these on top of enb edge and subpixel AA does not seem to have ANY effect any at all. Those jags that aren't fixed by the enb AA, aren't fixed by the additional AA tools either. And yes, I made sure that everything's set up properly. I think I know all skyrim and enb .ini files by heart now. The only way to get a result that comes close to hardware based AA is enabling all three enb AA: edge, subpixel and temporal. However temporal AA is incompatible with my favourite enb presets, Skylight and Vividian, as it causes a weird ghosting effect when stepping into shadows. Maybe I can find an enb that works with temporal AA and is also compatible with both Climates of Tamriel and Pure Weather (I'm using WAO) Downsampling works great on it's own too, but combinded with an enb I get less than 20 fps so that's not really an option for me. For now I have disabled deferred rendering in enblocal.ini and use 4x MSAA. This means a couple of enb effects are disabled, including ambient occlusion. I think the game still looks great though and most imortantly I'm not disturbed by flickering textures anymore. I still don't know why I have these problems in first place. I tried all driver versions that are available for my card and played around with RadeonPro and nothing could fix it. It's also not related to mods, I tested everything in an unmodded vanilla game. Although I noticed that adding SMIM makes the jittering even worse for some objects like shack roofs, static barrels and 3D ropes. Fences are an absolute nightmare regardless of using vanilla or SMIM. That's why I use Fences of Skyrim. But without proper AA even the fences from that mod flicker horribly at distance. Anyway thanks everyone for the tips. I have the suspicion that it has something to do with my graphics card. So there might be nothing what you can do for me unless someone has the same card. -
Issue with software anti aliasing
TirigonX replied to TirigonX's question in Post-Processing Support
Do you guys really get the same visual experience out of SMAA or enb's AA options as opposed to "true" hardware AA? Or is there some kind of degradation? For me there is a very noticeable difference between 4x MSAA and uber SMAA/enb AA. It has nothing to do with enb itself or any ini settings. I double and triple checked that. These other AA methods just don't look as good as traditional driver AA on my system. I admit I'm probably too focused on this right now. I can't stop looking at it and pay too much attention to it. Either that or my graphics card doesn't handle this alternative form of AA as good as other cards. Anyway thanks for the help. I guess I'll have to accept it as it is for now. I could try installing older drivers but I doubt that will change anything.