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z929669

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Everything posted by z929669

  1. Then I would say that you should either dive in the deep end or hold back on installing STEP with 1.6 until we have that procedure published ;) Check out the WB guide on the wiki. It is pretty straight forward, any you will learn a lot Use it to install STEP with 1.5.26, and you will be ready for whatever comes next.
  2. DDSopt PreIII RUN: Skyrim - Textures.bsa --> Skyrim - Textures (opt).bsa Run time - 00:20:50 (no errors) [log attached] Skyrim - Textures (opt).7z
  3. Just use Wrye Bash to install your mods and test after each install that messes with anything other than textures. If you find that you cannot boot or something else weird is going on, simply uninstall the last mod, skip it and move on.
  4. I did not know that Nonetheless, I will let you inform me then of any STEP mods that are broken in 1.6, and I will consider updating if nothing great is broken (once SD and SKSE are updated that is) :P BTW, Ethatron need help testing prev rel III of DDSopt. you will want to rerun all textures through it, as there are some nice improvements
  5. Sorry Alister. I just don't read posts without punctuation. This is a BB after all and not a chat ;)
  6. I am one of the minority then. I couldn't care less about horse combat :P, and navmesh is not of concern to me until Arthmoor updates his mods ;)
  7. Will do. Is there any way to spit out a timestamp in the log?? The only way I know how to currently estimate processing time is by watching the HH:MM:SS just before it completes (I would rather be doing something else!). So far, I have run the new version over vanilla textures and hi res packs 3x each. Always processes very fast and looks good. What I have not done extensively is play the game and assess the textures of many in-game environments. EDIT: all of the following are yet ADDITIONAL runs. So Other than the but I mention in the third post after this one, I think the Pre is definitely ready to be promoted to an official beta ....
  8. If you want 1.6 now, then the simplest thing to do is to run base vanilla and perhaps some of the main texture replacements recommended by STEP. Avoid anything with a plugin and avoid any of the script utilities unless you know what you are doing.
  9. Kudos. This was a problem for me as well (just never reported). Actually, doesn't it require more than just TESV.exe though? Whenever I would clear out my Data directory of all folders accept the big BSAs to establish a clean Skyrim install by reacquireing the small stuff, I would always forget to re-enable updates prior to deletion. Then when I waited for update, I realize that I need to enable updates again with Unplugged... THEN it would refuse to comply *sigh* > restore files > re-enable updates > re-acquire files > disable updates > *big sigh*
  10. This is probably not a VRAM issue if the OP is accurate. He has 1.5 Gb to spare. This is likely an issue regarding all-at-once requests for large amounts of texture info that must be ultimately obtained from combinations of system RAM or more likely from the HD itself. More of a memory management issue as Fri points out (a bit further above in this thread) in his reference to the other post. I don't really get any appreciable stuttering with combined VRAM between 1-1.5 Gb on my 1 Gb card (but I do get big frame drops and lag when loading new outdoor areas and FTing esp on uGrids 7). This is just a fact of playing a modded game; however, reducing overall texture-based memory consumption should ultimately help with this as well to some degree.
  11. Thanks, I'll update the WBG as soon as I can. In the meantime, feel free to paste the contents of that post the the WBG Discussion page (tab is at top of WBG wiki).
  12. Why instruct to install Vano89 using NMM? There is a WB wizard as well. Vote never to recommend an installer and bias towards WB if anything. I guess that I like the original better :( Intro to BSAopt and DDSopt were nice add-ins and so were the DLC performance tweaks.
  13. Updated structure ans some content. Some figs will need updating by/after 2.1.2 release.
  14. Ever landed in water on your face from 20 feet up with a jet pack on your hinie? Physics will limit for sure though, but I wonder what the max is?
  15. That is nice. Took me a few to figure out that I had to extract to project and click "open in wiz comments" to view. Doesn't seem to extract from packages. Wonder if they plan on implementing command suggestions while typing?
  16. Actually, what I mean is.... is there a safety parachute.
  17. This would be a great time to begin adding thoughts or proposed updates to the WBG wiki talk page, as I am behind the curve on most recent WB functionality
  18. @Fri Do you mean the NO2 :? (if not, what the heck is a NOS?) From WrinklyNinja: Hi again, My Wrye Bash docs has been added to the Wrye Bash SVN, so it would be good if you could update your links to them. Here are the new ones: https://oblivionworks...l%20Readme.html https://oblivionworks...d%20Readme.html https://oblivionworks...l%20Readme.html https://oblivionworks...%20History.html Once Wrye Bash v297 is released these links should be removed as they will be unnecessary. I'll PM you again when that happens.
  19. So all "deleted references" have been "undeleted & disabled"? Saweet! I can't wait to try this!
  20. Happy Bday Fri.... Just had a thought though: how long is the supply hose?
  21. I am too ignorant on this topic at this point. Still cleaning up some of my older projects. Happy to contribute down the road though. PM venkman, he is around again I think.
  22. .. and the latest compares... Vanilla > DDSopt preIII (default Behave) > DDsoptIII (alpha/constraint Behave): Final report "D:\_BACKUP\Skyrim Mods\DDSopt\0-out\Vanilla": processed files: 21233 modified textures: 21093 skipped textures: 10 fixed textures: 0 fixed files: 0 broken files: 0 (0 without fixed ones) planar (1x1) textures: 3324 changed texture formats: 3566 i/o delta: -187975647 bytes tex delta: -170422552 bytes I think that the latest PreIII is a real winner; however, selecting: Raise foliage-map ... & Contrast-correct mip-map ... behave options ... had no effect at all in terms of I/O or visual aesthetic. Any reason why this might be the case? All-in-all. Love it for speed and result, regardless
  23. Nice work Ethatron I'll run some more tests using the added functionality and post the compares. I still cannot figure out how to activate the compare to get the diff output... Lastly, my previous post was a compare of the last stable release of DDSopt (7.3), vanilla and this latest pre-release (III). IOW, I did not even include results from previous two DDSopt pre-releases (first pre-release had the NVTT "mud" branch tips, and the second would not even complete an optimization pass). Will report back shortly with more compares. Looking forward to this next final release
  24. woops, I believe in ivac's second couple of posts, the "first position" and "few steps further away" are reversed. Confirm? Assuming that I am correct... I like RLwC best (URWL would be best if it was a bit less color saturated, but light level is great).... not a fan of the EMB, as it is way "overexposed" and has way too much HDRITM far-close (non-LOD) has more haze than short-mid distant (near-LOD). This causes mid-distant ITM trees (the first effect as you back away) to be much too prominent in relation to farther AND closer trees.Distant ITM (distant-LOD) is much better, but maybe just a wee bit too crisp. I have not made up my mind yet.ITM has potential to be a great improvement IMHO after just a couple of small tweaks to address this.Tree LODs leave very little to work with, as they are so crappy in some cases (with respect to shape alone)[/list/Anxious to see this as it evolves though ;)
  25. grabbing it NOW :P UPDATE: Memory leak is gone for 64-bit; consumed ram holding steady at just under 3 gig; textures processing noticeably faster; projected completion time down from about 13:00:00 initially (Pre1-2) to 2:45:00 initially with Pre3. Previous versions would always drastically over-estimate processing time initially and gradually increase accuracy as the true endpoint approached... wonder if the same is true now or if the projection is simply more accurate? If the latter, then processing time will likely be about the same (Skyrim - Textures, HighResTexturePack01, HighResTexturePack02 [all loose files to loose files]). If not .... ... NOT. Finished processing these in less than 30 min!! (used to take 1.5 hr) will test later tonight Final report "D:\_BACKUP\Skyrim Mods\DDSopt\0-out\Vanilla": processed files: 21233 modified textures: 21093 skipped textures: 10 fixed textures: 0 fixed files: 0 broken files: 0 (0 without fixed ones) planar (1x1) textures: 3324 changed texture formats: 3566 i/o delta: -187975647 bytes tex delta: -170422552 bytes ... And the result of the above pass: using default options without added alpha/constraint options. Order for both like sets below is: DDSopt 7.3 > vanilla > DDSopt Pre3: I like the new result better than both of the previous. I see better contrast and more detail, especially in the rocks. foliage looks great. I want to now compare the foliage options when ticked in the behave menu (will this then activate foliage as identified in the ini?).
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