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z929669

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Everything posted by z929669

  1. It seems to run about 20% faster for me to boot (on my essentially apples:apples mod list(s)) ... partly because I don't need to gen in 2-4 partial runs any longer.
  2. Well, it looks like Resources is where it belongs then. We both seem to see a rationale for that. I wonder what @Greg and @DoubleYou think.
  3. Yes, that's essentially how this mod was made: blank GID files generated from vanilla GID predecessors. However, that may be a stretch. I don't think it adheres to any of our cat definitions. It itself is not really a fix either. It's just tricking the game into using CGID files for LOD, but it doesn't provide these files. That's why it could be a Resource as well, I guess. Whatever you guys think though.
  4. Just posting again that I have run the latest beta 90 several times now without the historic errors I always used to get (process quits randomly without bugreport or any obvious cause. General Win event errors not helpful.) So I am assuming the cause was Texconv and that changes you made to this app or it's integration/behavior may be the reason?
  5. Grass Cache Fixes mod? I think so. It fits the bill best for utilities IMO, but it could also go into Resources. It's arguably a fix as well though. It can be installed anywhere at all in the mod list though, so wherever is the consensus is fine by me.
  6. Marked Accepted
  7. Moved from testing. OP updated
  8. Marked Accepted
  9. I vote to accept this
  10. I vote to accept if Tech has verified color.
  11. Voting to accept this one
  12. Production testing for this one is fine by me. Marked Accepted
  13. Marked for testing next iteration, since this one isn't compatible with 1.6.x
  14. Not compatible with 1.6.x Marked for testing for later version in case it gets updated.
  15. Since Scrambled bugs is not making it to 2.0.0, I think we should keep this one.
  16. I vote to accept this one, since we had accepted DVLaS
  17. Are we testing this one for 2.0.0 or not?
  18. Marked Accepted, added to ModList
  19. seconded
  20. Yeah, but it is only a problem when it is apparent (which it rarely is). It's best practice to fix the plugin, but it probably doesn't matter for this mod, and I don't think this mod has any LR ref bugs or warnings ... at least none that I have seen. But see Mouse's earlier posts. He has looked at this more closely., Yeah, that's possible, but I looked at a log I had from before I cleaned and didn't find any. No worries! I've made worse mistakes
  21. I am not in favor of dropping mods just because they have LR warnings. The vast majority of LR warnings to not manifest --in any reasonably-detectable way-- into LR bugs in game. I'm marking this one for testing again, given that I agree that all evidence suggests that this mod invokes no LR bugs and it does reduce the number of rendered objects (even though the diff is not noticeable on my particular system). ... sheson would say something like: "If you can reduce the number of redundant rendered objects, why would you choose not to do so?" ... and if he wouldn't I would Now if the mod does introduce issues, that's another story. Given all that^, our reasoning, and our results thus far, I am inclined to actually vote to accept this mod.
  22. They do, but I have had it enabled lots of times in the past. But thanks for posting this ... I need to disable it.
  23. I agree by proxy of previous posts
  24. Agree RBB is a LR offender, but the major offender is ELFX Exteriors. I've never noticed LR warnings with this mod either. Other offenders are Smooth Shores, Obsidian Mountain Fogs, and Snowy Roads In Snowy Regions. Not to say that any of these are actually creating any apparent LR bugs though. If this mod does affect performance, do tell, because I think it's worth it if it does. I haven't noticed any impact myself, but also have not explicitly tested this mod. I just have had it in my load order for a while while testing other stuff.
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