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z929669

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Everything posted by z929669

  1. SRB's latest patches uploaded to Nexus now ;) Cheers SRB!
  2. OK, I will work on updating the Nexus patches now .... EDIT: Nexus patches are updated.
  3. Just FYI: I have added support in Mods and Packs forums for Fallout 3, Fallout NV, Oblivion, and Morrowind, so users can use those forums to provide mod/pack suggestions and related. Please feel free to use those forums for this project.
  4. See my previous EDIT.... EACH issue and EACH suggestion warrants its own thread (see Forums forum as a test case ... I bet I can track info much faster than anyone can in this and the SR general threads!). Also the [RELz] threads are a mass of lost posts buried in a huge misc topic. Better to have many small topics with even two or three posts that one big topic. More topics is MUCH more efficient, especially with the tagging system in place. You probably have 20 or more topics contained within these two general threads. it will only get much worse, and you will find different people reiterating the exact same tings in so many different words many times over. make use of info containment and put power into the hands of the users (and ask them to use rather than post your way to oblivion).... that is my advice, and I will say no more about it
  5. Why are there two feedback threads on this?? How about Locking both and forcing new thread creation by topic? You have an entire forum now for "info and feedback" (with support sub to boot), so let's take it out of a giant mishmash thread ... pretty please? EDIT: @ SRB ... it is up to you ultimately --I won't force you to manage this subforum the way I want you to manage it-- but my advice is sound and will probably help you manage info in the end
  6. We are attempting to drop now, but the staff needs to work together to get everything updated. I only have time to update Nexus assets. I need others to take on the changelog and guide updates before I do that, as I am not confident I understand all of the installation changes.
  7. 30 FPS in heaviest areas is just a fact of life, even for the most powerful systems. It is good enough, but always strive for more. Best trade off is to step down your resolution if bottoming below 20 or averaging below 35. Running at consistent 35+ FPS in all circumstances is ideal for a highly modded setup. Single-step lower res should get you at least 5 FPS gain on average and maybe even 10+. This is not so noticeable either if using ENB. Anyone running the cards you guys are running can handle this. I use a Radeon 7970 at 1920x1200 (24" monitor) and fully modded maxed-out setup and I am happy as can be at 30-60 frames (averaging around 45). Once in a great while, I will dip down to the 20s.
  8. Woops, read that wrong ... however, as Torm stated (and me as well), thsi mod mostly applies to those that can launch with max distance detail settings ... and I am not sure by Torm's post if his frame hit is due to distance settings or this mod. Need clarification. Also, the minimum recommended system is better than Torm's laptop I think, and that is what matters most. Additionally, we need to bump up the min system I think. Otherwise, we hamstring STEP:Core for everyone ... and the average user system improves over time. Min system should be only a small step down from the average gamer system as of today (anyone have those stats?). I am thinking i3 quad core (or AMD equivalent) should be min as of 2.2.9. We will be identifying mods for a "performance" install for those running dinosaur systems, but that is not the priority.
  9. Agree with roots. I'd vote you do it if having, say, five or more of these meshes loaded in a given scene saves on average 3 or more FPS or 50 MB VRAM overhead. If this cannot be assessed or the difference is not perceptable between loading five or more or loading only one or even zero, then it is not important enough if it is a lot of work. that said. It would obviously be beneficial to optimize the poly count of ALL skyrim meshes I vote to accept this into STEP:Core, particularly when it is completed with all proposed assets covered. We need to determine exactly what mods may be obsolete with this mod installed and remove them ... simplicity rules the day.
  10. I'd say the 2-4 FPS loss is pretty consistent. I get about the same on my system. Let's accept this one for Core ... it is a no-brainer, IMO. caveat: This mod mainly benefits those that are using ultra detail distance settings in the launcher settings. Not necessarily max distances, but probably max detail.
  11. I am out of the loop for the latest ... please remind me what LOOT is doing. Regarding shadow fixes: What exactly is the proposed methodology, how simple is it to implement, and what is the performance cost? Let's get it documented in a single post for reference (maybe we can all keep the OP updated with relevant info from this thread?)
  12. OK, I will upload the updated 2.2.8 Patches tomorrow morning ... just in case you think of something else before then. We also need to update Guide, relevant mod pages and changelog to reflect AOS, AOS Patches and SoS changes ... do we have proposed changes for that stuff? I am still not totally clear on the AOS Patches and what we are using or don't need for STEP Core/Extended.
  13. AOS Patches must be dropped if they are not getting updated. I assume the STEP Patches will patch up AOS with the rest of STEP without them? Just to be clear: The 2.2.8 STEP:Core and 2.2.8 STEP:Extended Patches are ready and final? Or is there more tweaking that needs doing? Does the ReadMe contain all necessary instructions? If "yes' to all, then I will upload the updated Patches once we have 2.2.8 guide and changelog finalized. EDIT: the repo says that both patches were updated 22 hours abo (AOS v2 Update), but that Core only was again updated 21 hours ago (AOS v2 Update Final).
  14. All CSS works except that particular background-image element. When uncommented, it disables all of the other CSS. It IS working, but just not that element. If you inspect the page (the Mas Effect Guide page where the custom CSS is being applied), you will notice that it does not even appear in the Inspector, regardless of using !important or not. Why does ALL custom CSS work (including body {}) but if the img() attribute is applied, EVERYTHING breaks ... ?
  15. Our background image is applied because the body element is commented. Try uncommenting and looking at the result. There is also no way to apply the masEffect image to the bakcground.
  16. We'll be holding off on dynamic removal of all sound mods (other than SoS Dungeons) until they are evaluated for next release.
  17. OK, sounds good ... we'll leave as-is then.
  18. Tech is speaking about altering behavior of just one page to reflect look/feel for all users relating to a different game. He is specifically invoking the CSS extension behavior, which works but for the case with page-specific fonts and background image. Page: https://wiki.step-pro...el85/MassEffect CSS: https://wiki.step-pro.../MassEffect.css Neovalen and EssArrBee use the same method for their guides (as we do for the STEP Guide). It is perplexing why the background atribute cannot be applied. Can you determine why it disables all of the custom page-specific css?
  19. Whatever is simplest for maintenance is fine by me, so if this is not made completely redundant, then we should keep it around, regardless of release. If it is completely redundant though, we should drop it.
  20. s4n has granted his approval that we can relax the file-type constraint, so any provider will work now. We may backpedal in the future though if this proves to be problematic. For now, any provider should work
  21. I am in favor of using AOS version, since it cuts down on complexity of install and AOS is just as good if not better IMHO
  22. I think we should drop any conflicting/obsolete mods in 2.2.8, since users will want AOS 2.0 for sure. Updating ChangeLog to reflect. That makes your job just a bit easier, no?
  23. I am fine with expediting mods in testing and freezing the 2.2.9 mod list. We need to begin finalizing 2.3.0 work targets, and 2.2.9 needs wrap-up first.
  24. !important is not declared in the site CSS for that element attribute, so that is not the issue. if you inspect the element, you will see that the background-image path is being pre-pended from elsewhere and the CSS is appending the path. Let's let s4n explain.
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