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Vond

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Everything posted by Vond

  1. Yeah I've tried adding the files it hung up on the first 3-4 times to blocklist, but it just picks another file to freeze on. And like I said, I can run ReProccer normally after SUM and it works fine, but it messes up things with the SUM merge. :)
  2. Anyone else having problems with ReProccer when running it from SUM after the SUM update? SUM runs AV > ASIS > DSR > ReProccer in that order, and every time I run it, ReProccer hangs at 96% of importing. I left it on when I left for work yesterday, and when I got home it will still stuck at 96% so it doesn't crash or anything. Just... stops. I get around it by running ReProccer normally afterwards, but it's still an annoyance.
  3. Updated my post as I forgot I wasn't using the "normal" Belt-fastened quivers, incase you missed the edit. :)
  4. XPMS - Back Hip Dagger n Back 1H Sword - Cheskos has the Belt-fastened quivers and works perfectly with DSR
  5. Discussion thread: Oblivion Gates by Mr C Racer Wiki Link This mod is really very simple. What it does is it adds Oblivion gate-ruins across Skyrim, which is something I've always found it extremely odd Bethesda didn't include themselves. It just adds that little bit of extra immersion. Looking over it in TES5Edit I see no conflicts with my SR install, so extremely doubtful there's any with a normal STEP install either. Accepted for STEP v2.2.6 --Thanks to Vond and Eliian for testing and providing detail and getting the mod page up. --We'll recommend the base install of this mod without add-on texture pack at this time
  6. Nah it's not because SSAO is disabled, as I was referring to using SSAA with 0.119 where both worked in tandem. :) I did some changes to the SSAO settings already to play around with it, but you suggested some things I'll try out so thanks! As for FPS, I have it fpscapped via RadeonPro to 35fps, with it off it varies between 35-55ish but goes up and down constantly. Will play around some. :)
  7. If you use Mod Organizer, after installing but not checking the box to enable it yet, just rightclick on SMIM and choose Information. Go to optional ESPs. Move the StaticMeshImprovementMod.esp up Optional esps from Available esps and then hit Done. Now once you enable the mod it won't include that file, but all other files.
  8. You linked to Skyrim Coin Replacer. ;) Anyway, the mod you wanted to link is currently being discussed a few threads down in the Pre-release thread. :)
  9. Yeah the problem was that with NPC Potions enabled, ASIS would overwrite those templates and whilst doing so fail to import those specific changes (would just show the failed to import message in the .esp). But for now it's not an issue for me as I'm not using that. It might be yet another thing that will work once ASIS updates to the latest SkyProc library, I wouldn't know. :)
  10. While that is most likely correct as I still have it without AA, foliage shimmer (it's not JUST foliage shimmer, it affects other things as well but it's most noticeable on foliage) *does* go away if I use hardware AA with supersampling however, but I would prefer an option that allows me to use all functions without reverting to 0.119 again. :)
  11. For some reason your comment just got me thinking, you probably haven't optimized the vanilla/DLC files either, or perhaps you've done so with TO? Anyway, as I have the files from Skyrim - Textures.bsa installed as loose files after optimizing them with DDSOPT. It includes 18670 files, of which "only" 4643 files are overwritten by other mods, including the HR DLC. Now ofc a lot of those are things like tintmasks and so on, ie tons of TINY files, but still.
  12. I personally use the Hybrid 2048+1024 option over vanilla normals, it doesn't save as much vram as the option you mentioned but it does save some, without any noticeable IQ difference
  13. Testing Aiyen's ENB profile, the first thing that hits me is not related to the preset at all, but rather to ENB post-0.119 versions. The fact that we can't properly use AA anymore. While SMAA is not *crap*, compared to SSAA it truly is. I find it highly disturbing to run around, it feels like especially the foliage is 'shimmering' and so on. Sure, I can run the later versions with hardware AA as well but lose out on certain effects, but that rather defeats the point currently. I've tried tweaking the SMAA settings and so on, but nothing helps. Does anyone have any tips on how to get a good AA setup without hardware AA for ENB releases older than 0.119?
  14. Yeah, or at the very least much more noticeable.
  15. Correct, though I only halved the normals on the 3 first mentioned packages
  16. Yeah I'm sad to say I never got around to testing this, I tried More Hotkeys Please and fell in love, then noticed the link no longer worked. Thanks for pointing that out rpsgc
  17. Just hoping the author releases a version that doesn't require the numpad (don't have one, bought a new gaming keyboard recently specifically to get rid of it) as it is definitely looking great
  18. So I currently have all the STEP mods installed through Wrye Bash. Would I need to uninstall all my mods, extract all the individual Wrye Bash mods, ddsopt them, repack them, then reinstall them? Thats what I do personally yes (except the uninstall part, I repackage the optimized files in a different 7z and just put it after the original in WB/MO so that I still have access to both. Start with the major packages such as SRO/Serious HD/Skyrim 2k HD/Flora overhaul and see how much that helps for starters
  19. The place to start is still the Wikipage for DDSOPT on the STEP wiki ;) it's very easy to use really even if it may look overwhelming at first
  20. Slight OT now, but is there any other way of merging levelled lists from various mods? Is TES5EDIT's Merged Patch capable of that? Merged patch does merge leveled lists as well yes, but WB does it better according to Sharlikran
  21. Hey qotsafan, ztrathego from Nexus here. The error I was experiencing in regards to IW was that some of the items IW added to various NPC templates would not get properly imported by ASIS, such as IWLBanditLHWeaponOrShield that exists on many of the templates. It seems that is a non-issue when not using the NPC Potions feature of ASIS however as those do not get merged in at all then, and thus the Pre-ASIS patch has the final say in the conflict
  22. 6gb should be good, though extra never hurts. Got 8gb myself. Keep in mind windows uses quite a bit even if you're not really doing something though, I believe I'm at 2gb used after my computer has just booted up - so 6gb *might* be cutting it close.
  23. There's a thread going on here about CTDs when Skyrim is using ~3gb RAM. You could try running Skyrim Performance Monitor or Elys MemInfo to see how much RAM Skyrim is currently using up, as you may be yet another 'victim'.
  24. Quick thing about the guide: Yes, qotsafan's files overwrite all the weaponfixes in Balbor's NONPLAYER fix, however, that fix also includes fixes to perks that ReProccer messes up. I'm keeping it in for that reason, but curious if you had a reason to remove those fixes or if you simply missed that part. :) Could also add in that SkyRe_EnemyScaling.esp is fully compatible with High Level Enemies if you use the "vanilla" option in HLE rather than scaled, and add Relev tags in Wrye Bash to the 3 files. That also means you can use the PreASISPatch which is quite useful (as long as you also have JaySus Swords, but there's no reason not to have that ;) )
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