Jump to content

exploiteddna

Mod Author
  • Posts

    482
  • Joined

  • Last visited

Everything posted by exploiteddna

  1. yeah ive definitely thought of this myself. However, im left with the question of why it would cause such a drastic drop. I mean, I limit my fps to 60 so it doesnt cause any problems with the physics engine, such as flying objects. However, being that im running a pretty hefty setup (4-core cpu with HT on, and 2 gtx680 in SLI) I should be able to play at 60 frames continuously. And its also one thing to drop FPS in a heavy scene, but its another thing to suddenly drop 20 frames and then jump back up (in my opinion). the only real mesh mods im using are SMIM and No Stretching, i suppose i could uninstall those and see if it changes anything. Thanks for the idea i will check this out. I have tried to find a pattern between when this behavior occurs, but havent noticed any yet. I will see if your idea pans out, thanks. Edit: now that i think about it, i do remember one case where i was standing on calcelmos balcony in markarth and if i were to look over the edge of the balcony to view the city below, i would get a drop from my max 60 all the down to like 35 frames.
  2. So, here's the situation, a hypothetical example. Let's say youre in the game in firts-person view, standing at some location in the game world. If you are looking north you get a full 60fps, if you are looking east you get a full 60fps, if you are looking south you get a full 60fps.. but if you are looking to the west your fps takes a big dip down to like 40fps. That is the situation. This type of behavior happens in quite a few spots all over the game world. Basically standing in place and facing a certain direction will create a significant drop in fps compared to looking any other direction. Â Now obviously I have concluded that something is being rendered that is putting strain on my machine. Â However, I don't really know how to troubleshoot it. All of my textures have been heavily optimized and reduced in size where necessary. All of my textures are less than 2k res, with very few exceptions using 4k (i.e. dragon textures). Â Basically when I find a spot in the game that puts this type of strain on my hardware, I try to troubleshoot it but using the "standard" troubleshooting methods I always come up empty. Â I am hoping that maybe someone on here can offer me something original, something "outside of the box" so to speak, because ive run out of things to try (short of removing all my mods/textures and replacing them one by one (which i will do, but only if i absolutely must)).
  3. glad we got that cleared up lol. so yeah, my vote is for the smaller of the two versions. however, either version is a marked improvement over vanilla in my opinion and would be welcome addition to STEP proper. Or we could just recommend the mod itself and let the user choose his/her preferred size. We dont have to recommend one size over the other
  4. yeah, i agree. I have a lot of trust and respect for Arthmoor and I would definitely heed his advice on any mod-related matter, especially ones dealing with USKP :)
  5. oh i see what youre saying. I always thought that 30% meant a 30% reduction, not 30% of the original size. If it's 30% the original size then that would be my preference as well. In fact, when i first started using the mod, I chose the 50% version thinking it was the smallest one offered, then i actually reduced it down by another 25% or so in Nifskope.So yeah, like you, I think the smallest version is bestÂ
  6. I tried this mod but uninstalled it almost as fast as it was installed. Maybe i am a little too OCD/picky, but the sound recording on the first (and last) five npcs i spoke to was terrible. its either too loud or it has static/distortion/background noise. I dont like when i encounter a modded part of the game that basically shouts "hey! im a mod, not supposed to be here, and not part of the original game". For me, the mods i use need to feel like they were meant to be there from the beginning. This mod, unfortunately, does the exact opposite. It is unfortunate too, because I was really looking forward to trying it out and I know the authors have put a ton of work and effort into it. I just couldnt overlook the non-integrated feeling it gave me.
  7. hmmm.. i dont even know how to respond to this lol i dont know everything there is to know about TES lore, so maybe you could explain how this is lore friendly, because ive never seen any mention of prostitution in TES4 or TES5
  8. Jealous... :ox: :P
  9. i think this is a great mod; it is one that i have been using myself for quite some time now, and i must say, once you start using the mod it will be hard to ever use the vanilla spikes again. I think it makes a world of difference and seems a lot more realistic to have these reasonably sized spikes dangling from an NPC rather than a huge spike that would likely weigh a ton and be too much weight for the body to handle.
  10. This may be a silly question and I may be asking something that is answered somewhere on the site already, so please forgive me. I was wondering, are we on a deadline right now for 2.3? I ask this because of the bi-weekly STEP release goal and wanted to know how firmly that is followed and if there is some sort of calendar with proposed deadlines and such. Thanks
  11. I have used ELFX for quite some time and actually just switched over to RLO about a week ago just to try it out per Neo's recommendation in SR. Â I think ELFX is a great mod, but without an ENB/RCRN/RLO Weathers (which alters imagespace), I find the game to still be lacking some much needed color and/or saturation changes. For a few weeks I used ELFX in combination with the recent RLO Weathers module and I think thats a great combination (although I had to change the brightness for some of the nights in the RLO Weathers esp). In short, yes I feel you must use it with some other form of exterior mod. Now, finding out which one will give you the best combination of quality and performance that is also able to satisfy your personal tastes, that is the challenge.
  12. Ive never come across this mod, but I actually have used the Hannas RoadSign resources package that is posted up over at TES Alliance.  It seems to be the same assets just packaged into an actual release. My honest opinion is that its a great option for anyone looking to upgrade their road signs.  However, at the end of the day, when im playing my game, the noticeable in-game difference between a mod like this and one such as "High-Res Legible Road Signs" is negligible.  That being said, there may be other users who are more detail oriented and/or rely more heavily on the signs, and they may find a more pronounced difference between the two.
  13. the only reason i havent tried this mod yet was because i wasnt sure how script intensive it would be with all those unique features. i guess i couldve downloaded it and looked at the scripts myself... looks like a nice mod though for sure
  14. Good deal, thanks everyone! I will check out the info you linked to, as well as get my specs up to date and reflect the changes in my sig. I appreciate the warm welcome :)
  15. I realize that I am relatively new to your community, but I have a pretty good knowledge of skyrim and skyrim modding. Â I am very proficient in the use of TES5Edit and nearly as proficient with CK (there are a few sections of the Miscellaneous heading in the object window that I havent done much with before, i.e. AnimObject, Art Object, and Collision Layer). Â I only have a basic understanding of papyrus (i.e. cant write my own scripts from scratch), but am able to read and understand a good portion of scripts, can run the compiler from command line/np++, and a few other common script-related tasks. Â I adhere quite strictly with STEP, running only a handful of non-STEP, but "lore-friendly", mods. I'm a graduate student right now, but taking a light load over the summer so I have more spare time than normal that I can use playing TES and testing mods.So, if it's ok with you, I'd also like to be one of the testers. :D
  16. ok sounds good. Â yeah im currently not using an enb, but im very familiar with it and have used it plenty in the past. I have pretty much every version of binary and many different profiles sitting in my enb manager, so all i would need to do is merely open it and activate. Â When you suggest to me to play without AA, are you talking about disabling AA at the driver level or game level? Also, what kind of quality hit will result from disabling AA?
  17. thank you very much for the informed response. would it make any difference if i used different AA, like maybe SMAA or something like that? You say its a vanilla issue.. does that mean it's a problem with the vanilla shaders? maybe using different shader(s) could make it go away..
  18. ok ill do that later, maybe tomorrow, as it's a pretty big task. you think some other texture thats not even being used by the model could be causing problems??
  19. ive run DDSopt on most of my main texture packs. I use the exact settings that STEP recommends, except I sometimes use a smaller resolution constraint to cut back on vram and dram usage.
  20. ok yeah, just disabled ELFX and the RLO Weathers module and the outline is still there, just as noticeable as before. This is so bizarre.. im at a loss. im actually considering removing the branch of nif responsible for that part of the model that's showing the outline.. or i could just disable the references in CK and live without magic fire beams..
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.