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ivactheseeker

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Everything posted by ivactheseeker

  1. I'm aware of that :D. I didn't have a chance to try skyboost, since i found it after i upgraded to 1.5.24 but iirc in his website people were saying (apart form useless and offensive comments) that skyboost + 1.4.21 was better and with less lag than 1.5.24 without. I was just curious to try that out :)
  2. Still, it's sad if he worked all this time on an updated version of Skyboost. Expecially for him of course, because he would have worked all this time on a now outdated patch, but also for us, because we would have to choose between skyboost and the navmesh bug fix...
  3. "General AI pathfinding optimizations and bug fixes" Is that the navamesh bug fix?
  4. Are you sure you're running with Nvidia gpu and not the integrated one? Because this is the drop i see when running Skyrim with intel. What mod are you using?
  5. I thought so :P , but you never know these days, look how many tipes of AA you can install in a game :) btw, read my post above
  6. Tried with custom .dll and nothing has changed. Btw, NO_VSYNC = true means VSYNC = false or NO is the acronym for something?
  7. I tested it on my laptop with a gt 555m and optimus; i got wrong placed shadows a fps drop, form 32 to 18. I used both safe mode: false-false,true-false,false-true,true-true and they didn't halp much (the first safe mode slightly improved the shadows). https://imageshack.us/photo/my-images/857/screenshot6tg.png/ I also changed the name of the d3d9.dll and that fixed the shadows problem but the fps remained the same (~18). Strangely, enven toggling hialgoboost off with F10 didn't raise the fps above 25; maybe an issue with the custom .dll? This trick works with enb ( the fps with the wrapper and injector version are the same) and fxaa (didn't check the fps) but for examble doesn't work with smaa, so maybe it worked half?
  8. It's the same he changed the name from iccc to RCReN
  9. @ s4n I knew how fshadowdistance effects the shadow but i misunderstood and i thought you set it to 4000 to compare the tweaked shadows with the launcher high settings. my videocard is a gt 555m .It's a laptop gpu, that's why i gave information about my fps drop with default settings so that it was easier to compare the results.
  10. I already tested it with NPCs and i agreee it looks better. Also, moving around does seem smoother. Here i wanted to compare the shadows with the vanilla ones because originally i was trying to find the thr fshadowdistance with the best performance/qualty ratio but i stopped due to the performance hit.
  11. I've been doing some tests with enb shadows first i tested vanilla shadows quality to see the difference in performance. medium: 47-48 fps high: 41-42 fps ultra: 29 fps Then i tried enb; even with medium shadows settings the fps dropped to 30.5-31 and after the tweaks in the .ini it went to 24 fps (vs 30 fps) with fshadowdistance=4000. This seems like an huge fps drops for me. I tried to disable everithing possible in the enbseries.ini but i couldn't get above 39-40 (instead of 46) and the image is exactly the same,because toggling shift + f10 does nothing exept changing the fps. here is my setup: -dowloaded enb 0.111, downloaded this and overrited with s4n enbseries.ini. -used a clean save with a few mods loaded (skyrenolighting, imaginator, proper aiming, autoFP and WATER) -used default .ini files, exept ballowgrasscreate=0 and fSunUpdateThreshold=20.0 (for screenshot purposes) -set shadow quality to medium and added s4n tweak settings. -i7 2630qm -gt 555m 3gb @default -1600x900 Well, using s4n tweaks reduced my fps from 41 to 30 so this may be one of the settings i cannot affort with my videocard, the thing that bothers me is that i don't see an improvement in the image quality: .ini at default, shadows on high, no enb - 40 fps https://imageshack.us/photo/my-images/577/screenshot8kr.png/ tweaked .ini, fshadowdistance=4000, enb - 24 fps https://imageshack.us/photo/my-images/824/screenshot2ab.png/ what do you think?
  12. Version 0.99.8 is out! Removed all old perks from Marksmanship, except for "Eagle Eye" and "Steady Hand" - Added perk "Focus" to Marksmanship The new base perk. Reduces the rate at which your "hand shakes" while wielding a bow. - Added perk "Arrowhail" to Marksmanship Consecutive hits with shortbows against single targets deal additional damage that grows with each hit. - Added perk "Curare" to Marksmanship Poisons applied to Bows last for additional hits - Added perk "Point Blank" to Marksmanship Additional shortbow damage against enemies in close range - Added perk "Ranger's Trick" to Marksmanship Bash attacks with shortbows have a chance to disarm the enemy - Added perk "Mongoose" to Marksmanship Bash attacks with shortbows speed you up for three seconds - Added perk "Flanking" to Marksmanship Bonus damage with shortbows when attacking the enemies side or back (>90 degrees OR <-90 degrees) - Added perk "Coup de Grace" to Marksmanship Bonus damage with all bows if the enemy drops below a certain health threshold - Added perk "Power Draw" to Marksmanship Drawing a longbow longer than necessary gives a damage boost, based on duration - Added perk "Keene's Lance" to Marksmanship Bonus damage with longbows against faraway enemies - Added perk "Baneful Elan" to Marksmanship Longbow attacks against moving targets have an increased chance to stagger, longbow attacks against sprinting targets have a chance to strike the target down - Added perk "Prey" to Marksmanship Bonus damage with longbows when hitting right in the target's back (40 degrees) - Added perk "Takedown" to Marksmanship Bonus critical damage against staggered enemies. - Added perk "Butterfly Strikes" to Heavy weaponry Consecutive Nodachi hits build up your attack speed. - Added perk "Blade Barrier" to Heavy Weaponry Timed blocks with Bastard Swords reduce incoming damage to zero and damage the attacker. - Added perk "Masterful Fencer" to Light Weaponry Timed blocks with Longswords reduce incomg damage to zero. Attacks with Longswords against blocking enemies deal no damage. Attacks against non-blocking enemies ignore armor by a growing rate. Only active while having one hand either empty or spell-wielding. - Added perk "Kendo" to Light Weaponry While wielding a katana, a timed block causes a short speed boost - Added perk "Dervish Dance" to Light Weaponry Increases chance to stagger with Scimitars, and grants a chance to strike the target to the ground - Added perk "Hornet's Sting" to Light Weaponry When attacking an enemy's side or back, bonus damage with Tantos - Added perk "Ninjato" to Light Weaponry Wakizashi sneak attacks give a flat damage boost for a medium duration. The bonus is doubled when dual wielding Wakizashis. - Added perk "Adhesive Explosives" to Alchemy Allows you to create "Adhesive Explosives" at the cooking pot from Ale, Deathbell, Fire Salts and Dwarven Oil. The result behaves like a poison that lasts for ten seconds initially. Once that timer is over, the target explodes. If the target is not in combat, it dies instantly. Else, it takes 25% health damage if not a dragon, or 10% health damage if a dragon. The explosion damages anyone nearby, including the player. - Added perk "Solid Cage" to Heavy Armor Reduces damage from shock spells and blade-based weapons - Removed "Fists of Steel" from Heavy Armor Goofy perk was goofy - Added perk "Flexibility" to Light Armor While dressed in all Light Armor, your armor value can not be ignored by stuff like "Bone Breaker" - Added perk "Weak Spot" to Light Armor Increases damage against all enemies that only wear light armor (at least one piece of light armor, no heavy armor) - Added perk "Traveller" to Alteration Increases the range of "Phase Shift" - Added perk "Treasurecraft" to Smithing New prerequisite to create anything that revolves around gold and silver, or to melt it down. That includes silver weapons. - Added perk "Meltdown" to Smithing Enables the recipes mentioned below. Recipes will only pop up at the smelter/tanning rack if you have the required ingredients and perks. - Added perk "Deep Silver" to Smithing Allows you to upgrade regular silver weapons to refined silver weapons, and to temper refined silver weapons - Added perk "Weaving Mill" to Smithing Create dreamcloth clothing at the tanning rack. Dreamcloth stuff boosts other armor pieces when worn. - Added perk "Dreamweaver" to Enchanting Enchantments are stronger on clothing created with "Weaving Mill" - Added perk "Intruder" to Sneak Harder to detect while trespassing. Not spectacular, but an alternative for those that want to avoid "Light Feet". - Added perk "Silent Warmonger" to Sneak Stronger sneak attacks against targets currently in combat. - Removed perk "Custom Fit" from Light Armor - Added perk "Balance" to Light Armor Reduced power attack stamina consumption in full light armor - Added perk "Adrenaline Rush" to Light Armor Gives a speed and stamina boost on incoming power attacks, if you're not blocking. - Removed perk "Bribery" from Speechcraft - Added perk "Fluent Speaker" to Speechcraft Lowers shout recovery time - Added perk "Echoing Rage" to Speehcraft Magnitude of harmful shouts scale with speechcraft - Added perk "Echoing Reason" to Speechcraft Magbitude and/or duration of non-harmful shouts scale with speechcraft - Added spells and spell tomes: - Phase Shift Teleportation. Adept level Alteration. - Modified perk tree layout and text on "Light Armor" - Moved "Medium" back to Alteration - Fixed "Enhance Weapon - Shock" - Fixed conditions on "Masquerade - Bandit" - Fixed conditions on "Deft MOvement" rank 1 - Fixed bug where "Elemental Ram" could be resisted with fire resist - Reduced damage on "Enhance Weapon - Poison", but drastically increased its duration - Reduced timer on "Infest" to five minutes - Modified how "Infest" works, for more reliability - Removed passive boosts to Dragons, in order to fix compatibility with Diversified Dragons - Nerfed stamina influence on movement speed - Modified weapon sneak attacks to deal only 66% damage against enemies that search for you - Modified the "Illusion" skill to modify spell duration instead of cost - Modified the "Restoration" skill to modify spell magnitude instead of cost - Added meltdown recipes for all craftable vanilla weapons and armor One-handed weapons and most small armor pieces net one ingot, two-handed weapons, shields and cuirasses net two ingots. Recipes only show up if you have the respective smithing perk, "Meltdown" and the item to melt down in your inventory. Daedric gear nets additional Ebony, compared to Ebony gear. - Added meltdown recipes for many non-craftable weapons and armor Draugr gear is old and rusty; thus, it nets less steel than other steel-based weapons. Forsworn weapons also net steel, but their gear nets leather. Falmer stuff gives Chaurus Chitin, and so on... - Added meltdown recipes for jewelry Since rings and necklaces are small, you'll need a decent number to recover gold or silver. You can also recover the gems instead, but not both. - Added meltdown recipes for clutter Same rules as for weapon/armor meltdown.Various random stuff can be used to create metal ingots and charcoal. - Added recipes for "Headsman's Axe", "Imperial Officer's Helmet", light imperial gear, the long bow, all circlets, Executioner Gear and lockpicks. - Added missing recipes for Forswor and Falmer Timebomb arrows - Modifed Executioner gear to be classified as Light Armor, modded its stats to match leather gear and made it playable - Fixed tempering recipe for Nord Hero Bow - Modified daedric dagger recipe to require two ebony ingots - Modifed existing meltdown recipes (dwarven scrap, charcoal) to also play by the enw meltdown rules - Modified "Ambush" effects to not stack with itself - Modified "Ambush" rank 2 to last four seconds - Modified "Ambush" to not work with Tantos - Modified "Bladesman" to work with Tantos - Modified sneak attack multiplier on Tantos - lower than daggers, higher than swords - Fixed conditions on "Bladesman" rank 1 - MOdified how the unarmed bonus on "Armsman" works; should cause no more issues - Fixed name of "Fortify Fingersmith" enchantment - Fixed missing material keywords on Falmer bows - Modfied battle logic to rely on less scripting for better performance - Renamed "Copper and Moonstone Circlet" to "Moonstone and Sapphire Circlet" - Renamed "Copper and Onyx Circlet" to "Copper and Emerald Circlet" - Increased value of all circlets, according to the materials they are made of - Added possibility to deconstruct raised skeletons via a new dialogue option - Fixed bug with Orcish Timebomb arrows being craftable too soon - Renamed all vanilla swords to "Broadsword", and added custom keyword - Renamed all third era swords to "Longsword", and added custom keyword - Modified damage, reach and attack speed for all Wakizashis, and added custom keyword - Modified damage, reach and attack speed for all Tantos, and added custom keyword - Modified damage, reach and attack speed for all Katanas, and added custom keyword - ... actually, overhauled stats on pretty much all weapons. - Made "Blades Sword" a katana, gameplay wise, and renamed it to "Blades Katana" - Made "Bolar's Oathblade" and "Dragonbane" katanas, gameplay wise - Added missing silver weapon bonus damage on all Wot3E weapons, and fixed a few material assignments - Modded tempering recipe for iron katana - Added missing material assignment to Blade of Sacrifice (steel) - Modified name on "Perfect Silver" weapons; "Refined Silver" now. - Added refined versions of all silver weapons that lacked them - Renamed all "Third Era" swords to "Longsword", vanilla swords to "Broadswords", and Longswords to "Bastard Sword" - Icreased values of all goods that can be gathered with "Harvest" - Modified effects on "Elemental Ram" - Added enhanced effect against undead to refined silver weapons - Added new keywords to bows, to distinct between short and long bows - Long bows have a higher chance to stagger and deal a more dangerous debuff upon direct hit than short bows - Bows will passively stagger you while aiming. This effect can be overcome with the new "Focus" perk. - Added missing second rank of "Tower of Strength" - Modified "Tower of Strength" to require being fully clad in Heavy Armor - Changed almost all perk descriptions and perk names of "Heavy Armor" perks (You know who gets the Kudos I guess ;)). - Nerfed effects on "Sinister Strength" and "Promise of Power" - Modified Imperial racials to work with vampire followers - Modified vampire spells to scale with vampirism skill level - Fixed messed up requirements on "Careful Studies" rank 5 - Removed the "Lockpicking" label and the wrong skill bar from the lockpicking screen - Fixed display issue on "Endeavor" - Nerfed values on "Endeavor" - Nerfed arrow damage - Greatly enhanced duration of bleeding effect on all ranks of "Hack and Slash" to make it worthwhile. - Reduced speechcraft experience gain from shouting - Modded layout on Alchemy perk tree for aesthetics - Modifed the "Enhance Weapon - Poison" spell to scale with Alchemy - Made the follower crap bow playable (and removable) - Buffed "Fortify Damage Resistance" enchantment - Modified "Muffled Movement" to have 2 ranks - Replaced attack speed enchantment on Necklaces with "Prism" enchant (armor + spell protection). Disenchantable. The magic damage reduction is fixed, but works on top of magic resist. - Replaced attack speed enchantment on Rings with "Deadly Touch" enchant (damage + armor ignore). Disenchantable. The armor negation is fixed. - Modified steel ingot recipe to require charcoal and iron - Eastern Dwemer weapons can not be found anymore; instead, you ccan find a new book, "A Last Request", which teaches you how to forge them. - Modified light material arrows to profit from higher speed and reduced gravity, depending on material - Modified shortbows to draw faster and longbows to draw slower - Added a "switch" for stamina influence on running speed console: "set xxxStaminaSpeed to 0" turns it off "set xxxStaminaSpeed to 1" turns it on
  13. I think it's a patch because i didn't installl USKP yet. I stared with 1.5.24 and now i'm running 1.5.26
  14. That's probably why :D Fullproc never did anything for me even before the first patch, was something I tried at day 1 personally. :)
  15. That never happened to me. I loaded a clean save just outside Helgen and the iron arrows work as the should.
  16. I tested the +fullproc in the launcher and did not improve the perforance for me. Are we sure Bedesda did't implement something in one of the patches?
  17. Make sure to check out his page frequently, because he's planning to release an update shortly That would be awesome! What do you mean by modular? Because i think it's the main problem right now. It's one big gameplay mod. Wich is both the strength and the weakeness of the mod since, as the aothor wrote "By modding everything, I make sure stuff plays well together, and has a lot less bugs than one might expect. And needless to say, a single mod won't cause compatibility conflicts, while a lot of small mods do." The downside is obiviously that you get everithing or nothing. He made indipendent mods for the standing stone and the racil abilities, wich is a start. :) . Overall, still think it's worth it
  18. ops, that's right, sorry about that. :confused: @ TC that's what i did for a while, but T3nd0 has been working actively on the mod in the past weeks so if you have any suggestion this is a good time. For example Apocalypse spell and SkyRe are already compatible but he said he's probably going to make a compatybility patch for it (for abilities like sneaky magic)
  19. Hi! First of all, i'd like to thank TC and the STEP team for the hard work they put into this project. I think you should be proud! Anyway, i just wanted to bring ur attention to this mod. Does not follow exactly STEP's phylosophy, since it changes gameplay, but seems balanced (IMO :P ) . Apocalypse Spell Package https://skyrim.nexusmods.com/downloads/file.php?id=16225 In particular, it is problably the first balanced magic pack mod. I haven't played much the game 'cause i startedd modding, so i cannot fully test, but from what i tried they does what it says . So, what do you think? PS: i hope this is the right section and sorry if i made grammar mistakes, i'm not a native speaker.
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