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Vond

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Everything posted by Vond

  1. You can see what mods are included in the leveled lists quite easily actually, the window that pop ups after creating a bashed patch will show you some details, and you can also open up the files in FNVEdit (annoying process though and not recommended) to have a proper look at the leveled lists.
  2. Check the modlist in WB and highlight the mod in question you think should be importing stuff to the merged leveled list. Now check the bottom-right part for the Bash Tags window. Does the mod have relev/delev tags? If not, it either does not need merging OR the author has simply not assigned any. If you find any such mods that doesn't have the tags but that you believe should have them, let me or any other BOSS masterlist-updater know so we can check out the file and update with bash-tags if needed.
  3. Yeah this is awesome, thought I had posted about it already but my memory is starting to fade obviously! :)
  4. Not noticed any difference at all from 301.40 beta, but I suppose not much has changed other than making it WHQL. :)
  5. Yes, I will definitely give the testversion a go as soon as possible and hopefully we can help work out any possible bugs. :)
  6. First: Again, the criticism hasn't been about the quality of your work since that is great, it has been about the compatibility of it due to some very common mistakes you've made while creating the mod, which sadly among other things makes it incompatible with one of the most popular mods ever created for Skyrim. Second: Isn't that the same thing? o_O Third: I think it mostly had to do with the comment I quoted in my previous reply, where you said you couldn't give a **** about STEP etc. This is the STEP forums after all. :)Your attitude overall in the 2 posts you've made has been extremely confrontational. Last: As you can see next to his name he is indeed an Admin here. :P Also, I doubt you should be calling me child (I assume part of it is referring to me atleast, as I'm the one who brought up the issue with the UDRs) as I have a good feeling I am quite a bit older than you. ;) You should note that I've made very clear that the mod is excellent for the people who are not using conflicting mods, which again brings back point #1, that the criticism has nothing to do with the quality of your shadows. STEP as a project *must* make sure that all mods are compatible, or it has failed. I suppose there might be a language barrier of some kind that does not make this clear?
  7. It only has ability to find the UDRs, not actually convert them to disables. The option to do so is there (and has been for a long time) but it does nothing in Skyrim yet, only Oblivion. Just made sure I had the latest SVN to doublecheck and tried it on a test esp with some added UDRs, and it still just says "No changes required."
  8. Didn't have time to properly read thru everything you posted yet as I've been swamped, but the bShadowMaskZPrepass=1 value has had some issues in the past atleast when using ENB. Will have a look properly later though
  9. That seems like the textures are somehow broken, as if they were missing you would simply see a purple mesh. Did you run some optimizer on them, and if so which? If DDSOPT, which settings?
  10. Rightclick the file in the installer and use the Wizard option there. If it's not there then something is wrong with the package (which could be true now that you've edited the file structure! :))
  11. Uhm... Yes, was very aware of the deleted records thing as it was a major issue in Oblivion aswell with a ton of mods. Now I don't think anyone has anything negative to say about the quality of the dynamic shadows you've added, as when the mod works it's absolutely gorgeous. That's not what any of the negativity is about at all, so there's no need to feel insulted about the criticism as it isn't about the quality of the work itself. Sadly it just doesn't work for a lot of people, and even if the deleted records are only lightsources and might not be the main culprit here (the issue could be something else, I haven't done proper logging tests on it etc), deleting records is NEVER a good thing. Disabling them (and in cases where that alone doesn't work, also moving them) gives you the same result, but without running the risk of extra incompatability. If another mod is making edits to a cell that you've edited, sadly there can be crashes. There are also quite a few edits in the mod that are identical to the Skyrim.esm, which surves no purpose but can easily happen when editing cells (because the CK sucks). The issue with these ITMs is not as severe, but can cause changes that one mod makes to be nullified even when it doesn't have to be because when your mod loads after, it will simply revert the vanilla records for that cell. I understand completely however if you don't want to change this as it is, considering the insane amount of time it would take to undelete and disable 1500+ records only to make the mod possibly work for more people, when it works for fine for people who do NOT run mods that edit those cells. Eventually we'll have tools available that make this a lot easier. Ok! Edit: Figured I'd give an example of the issue I'm talking about above, so here goes. The edits to for example the Hall of the Dead in Whiterun is also edited by amongst other the mod Gardens of Whiterun. Depending on load order, this can cause the crash since some records it tries to edit are deleted by MDS (one example has formID 000E3EBA). If instead that record was disabled, this wouldn't occur.
  12. There's no need to do any repackaging of that mod at all as it already is in proper BAIN format and has an installer-wizard.
  13. Eventually, the Bashed Patch will take care of this, but it is likely redundant now. Not quite sure that is something WB could handle in that case but never looked into it either, but since it has nothing to do with leveled lists etc I dunno. Then again it shouldn't BREAK anything, would just be redundant @DracoArgento: If you want to keep using Frostfall (you should!) then don't use Hypothermia. IMCN however has quite a few scripting issues and seems to have been abandoned (author not responding for months etc) so I would look into replacing that. Just make sure to follow proper uninstallation procedures.
  14. Possible you might not have set bFloatPointRenderTarget=1 in SkyrimPrefs.ini? That will mess up ENB quite badly atleast
  15. I've done it all already actually, but I'll do it again tonight (will be many hours from now though sadly!) as I'm not 100% sure I reverted the inis and the textures at the same time or if I tried it only seperately.
  16. Injector ENB doesn't need to call them per say via proxy or anything, you just keep the other d3d9.dll named just that. I've been running injector version with SMAA this way etc. But yeah, I'm not sure in what order it would load this way.
  17. What you can do to add "2 proxys" is use fxaa2 injector shaders even without it's dll via effect.txt + SMAA injector Example of a effect.txt for fxaa2 injector:
  18. Will you add support for the ENB injector or still just the wrapper version?
  19. After I thought I got rid of it after first applying your fixes back when you figured them out, I haven't really changed much in terms of mods of graphics quality. It's still SRO etc, and still ENB+RLwC. Only difference is the ini-files for enb and rlwc :/
  20. I use ACE, but I don't use DP's mod (using Duel instead, with the ACE compatability patch). The Realistic Fighting module is built to be compatible with Duel, and while I don't know I think there might be some funny/unfortunate side-effects from running it with DP - Heavy Weapons Combat :)
  21. Have you checked the GPU cores are running at the speeds they should? There's a bug with the last few sets of NVIDIA drivers that causes the cores to stay locked at idle values. Then again usually that's fixed after a reboot which I'm pretty sure you already tried, so most likely isn't that. :/
  22. Just replied on this subject in the thread on nexus aswell, but might aswell put it here now too since it wouldn't be a necro: Why not simply suggest that people use the No Giants version, until/unless that issue is solved? I've been using the Morrowind-lore version that doesn't touch giants personally and it works fine. However, this is pretty much the easiest thing in the world to change yourself in the CK too, so it's not a huge deal if people are worried it would mess up something but still want the effect.
  23. Or you could get Bandicam and limit fps via that instead. Should ask Boris if the fps-limiter is 100% safe nowadays though, I've stayed away from it personally due to it being problematic in the past
  24. Just got back home and tried the same area with no ENB or RLwC, still same amount of flickering on those mountains actually.
  25. The default settings are not meant to be used, they are meant to be edited. So you either gotta make your own settings or download a preset from nexus, or simply turn off all the functions you dont want.
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