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Everything posted by Electrocutor
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It's so unfortunate that no tool allows sharing of an overall mod download list and installer options configs to allow people to just distribute a Skyrim compilation pack that downloads and configures everything needed. I just don't have the time and patience to go through all these endless circles anymore to get a good Skyrim mod setup. I wanted to note a couple things: Vortex seems to be pretty much rock solid now so far as I can tell. It uses hard virtual links instead of soft in terms of the Data directory, so you can see and make a backup of your data folder after you have a solid setup and from then on just restore the backup to have your fully working Skyrim mod setup (windows will copy the hard links as if they were the actual files).RSO was updated some time ago. It's still by far the best overall texture pack to maintain the original look and feel. https://www.moddb.com/mods/skyrim-realistic-overhaul/downloads
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Skyrim SE Script extender : any updates or is it dead ?
Electrocutor replied to thorgal's topic in Skyrim Revisited (retired)
Since people seem to have trouble finding it, this is the newest information regarding the SKSE64 (from a little over a month ago). Ian Patterson: Basically, the they haven't had time to work on it since their December update video, and don't foresee this changing anytime soon. -
Skyrim SE Script extender : any updates or is it dead ?
Electrocutor replied to thorgal's topic in Skyrim Revisited (retired)
I could say that about the game-breaking bugs fixed in the unofficial patch that they didn't fix as well. It would appear that Bethesda and Zenimax really only care about Fallout 4, likely since it outsold Skyrim. Now, FO4 is even getting a fully interactive VR Vive update. It was nice that they retro-updated the Skyrim engine after the FO4 updates, but without SKSE, I don't see any Skyrim fans actually using the new 64-bit game aside from a bit of novelty to see the differences. I wonder if we won't see some people building total conversions for FO4 to import all the Skyrim assets, thus being able to play Skyrim in fully interactive VR. -
SSE & Modding - The early days
Electrocutor replied to Pretendeavor's topic in Skyrim Revisited (retired)
I think Bethesda must have gotten a lot ticket requests to bugfix Skyrim:SE. I sent in an enhancement request to include the game-breaking fixes from the Unofficial Patch into an official update. They just flat closed it without even bothering to say 'No'. ---- On the mods arena; I wonder what kind of ballpark timeline Tannin is thinking for the new NMM. Hopefully it will coincide around the same time as SKSE. -
Skyrim Revisted: Legendary/Special Edition Question
Electrocutor replied to DonQ's topic in Skyrim Revisited (retired)
Agreed: as can be evidenced by them not even spending 5 minutes to merge in the unofficial mod fixes for this version. Its actually to their detriment though, if SKSE functionality, SkyUI, Unofficial Patch, and SMIM would have simply been integrated into the base game, they would have been given rave reviews about how awesome Bethesda is for this re-release. -
Skyrim Revisted: Legendary/Special Edition Question
Electrocutor replied to DonQ's topic in Skyrim Revisited (retired)
I wish one of the devs who did the Skyrim port to the updated engine would just stealthily hand a list of entry point memory addresses for SKSE and ENB guys to use... hooking is much easier with prior knowledge. -
SSE & Modding - The early days
Electrocutor replied to Pretendeavor's topic in Skyrim Revisited (retired)
I believe this was mentioned somewhere before, but... Make sure you pull down the latest GeForce driver; they made a number of changes specifically for Skyrim: SE and it seems to make a very noticeable difference (at least in my case of running at 2160p). -
SSE & Modding - The early days
Electrocutor replied to Pretendeavor's topic in Skyrim Revisited (retired)
You can use a GIMP plugin for directx textures and GIMP can be macro'd if you tinker a bit. -
Skyrim Revisted: Legendary/Special Edition Question
Electrocutor replied to DonQ's topic in Skyrim Revisited (retired)
So... https://techraptor.net/content/skyui-not-in-the-works-for-skyrim-special-edition It sounds like he's okay if someone else wants to do the work, but give him the credit for porting SkyUI. There have already been a couple people who posted their own partial ports without his permission that were immediately removed. ---- It also sounds like Boris is having issues even getting Skyrim:SE to run and hasn't decided if he even wants to mess with it. Apparently, the Fallout 4 ENB was a whole heck of a lot of work for him due to lack of workaround options. -
SSE & Modding - The early days
Electrocutor replied to Pretendeavor's topic in Skyrim Revisited (retired)
I understand that the unofficial mod fixes countless things, but it would take so little time/effort to put those fixes into an official patch and then people who do not mod would have a much more stable game. -
SSE & Modding - The early days
Electrocutor replied to Pretendeavor's topic in Skyrim Revisited (retired)
I'm a bit disappointed; from everything I am seeing the only real change worth mentioning is the 64-bit support. It looks like they didn't even bother to fix the most obvious bugs. Even though they messed a bit with lighting and fake-shaders and such they did not even bother to fix height map rendering with ssao or anything. -
I think I will pick this back up after working on Skyrim:SE a bit. Since I found such a huge amount of problems with the normal maps and parallax maps with both vanilla and mod textures, as well as the models, I think I will need to create an imaging utility for fixing everyone's texture packs if possible and visibly marking those with bad normal maps since I can't post fixed versions of other peoples' work. Until then, here is a consolidation of my previous posts for my personal preferences in textures so far: *This requires downloading a bunch of different texture packs and also renaming files [ENB] FixParallaxBugs=true FixParallaxTerrain=false [General]Dirt01 - Noble DirtPath01Dirt02 - SeriousHDRocks01 - VividDirtPath01 - aMidianBornDirtCliffs01 - SRODirtCliffsRoots01 - Vivid [Rocks & Mountains]Mountains\MountainSlab01 - VividMountains\MountainSlab02 - Vivid [Water]RiverbedEdge - NobleRiverBottom - NobleRiverMud - Noble [PineForest]FieldGrass02 - Amidian PineForest02PineForest01 - AmidianPineForest02 - SeriousHDPineForest03 - Noble PineForest02 [FallForest]Road01FallForest01 - NobleFallForestDirt01 - NobleFallForestGrass01 - NobleFallForestLeaves01 - NobleFallForestRocks01 - Noble FieldGrass02 [Tundra]FieldGrass01 - Noble Dirt01Tundra01 - SROTundra02 - Vivid Tundra01TundraMoss01 - ?TundraMossTest01- ?TundraRocks01 - Vivid FieldGrass01 [Volcanic]VolcanicTundraDirt01 - Reloaded VolcanicTundraRocks01VolcanicTundraDirt02 - NobleMineralPoolTerrace - ReloadedHDVolcanicTundraGravel01 - ReloadedVolcanicTundraMinerals01- SROVolcanicTundraRocks01 - Vivid VolcanicTundraDirt01 [snow]Road01Snow01 - NobleDirtSnowPath01 - NobleGrassSnow01 - NobleSnow01 - Quality Snow HDSnow02 - NobleSnowRocks01 - Quality Snow HD
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Skyrim Revisted: Legendary/Special Edition Question
Electrocutor replied to DonQ's topic in Skyrim Revisited (retired)
I expect that it will take some time though as the guys in charge of the Unofficial Patch will have to create a whole new one. -
SRLE Extended Mod Suggestions
Electrocutor replied to Darth_mathias's topic in Skyrim Revisited (retired)
If you don't mind talking to your computer, I've found voice attack to be very handy for doing non-common things. It still requires shortcuts, but allows you to use obscure shortcuts and not have to remember them. "Equip Bow." "Start Campfire." etc I generally set it up so that I can tell my character what to do for things that are not often repeated. -
SRLE Extended Mod Suggestions
Electrocutor replied to Darth_mathias's topic in Skyrim Revisited (retired)
Why remove Elysium in favor of Morskom instead of using both? Elysium is near Whiterun and is the perfect location for a house when you are first starting out with the vanilla campaign, whereas Morskom is at Dawnstar. As I understand it, Morskom issues are with long-running scripts and script bloat, not with fps drops. I have not personally tested it out yet though. -
SRLE Extended Mod Suggestions
Electrocutor replied to Darth_mathias's topic in Skyrim Revisited (retired)
Darth, if you want less esp's, you could start creating feature merges instead of just update-patch merges. For example: Graphic Enhancements, UI Enhancements, or Gameplay Enhancements. An impossible hope would be that Neo could get all the permissions to just create a single SRLE esm with everything combined and distribute it as a composite mod which could then be used as a new base game; alas, that'll never happen. ... as interest would have it: I have found that SRLE seems to be significantly more stable for me as a base than STEP ever has been, which seems a bit surprising. -
Best way to reduce video load
Electrocutor replied to Yippee38's topic in Skyrim Revisited (retired)
If you are certain that your crash is actually caused by VRAM use, here's a few things you can check: - Be sure you aren't using uncompressed textures (including normals), if you are; use the GIMP DDS plugin to get them compressed. You can also use DDSOpt too, but I prefer more control. - Don't use any 4k textures - Try running with DynDoLOD completely disabled vs low quality and compare VRAM use. - Disable or tone down Flora Overhaul As a note, even when I go nuts with stuff and end up using 100% of my VRAM, it never crashes on me; it just gets choppy because it keeps loading and unloading textures. -
Best way to reduce video load
Electrocutor replied to Yippee38's topic in Skyrim Revisited (retired)
My first thought is that the crashing is not being caused by VRAM, but you can establish whether or not it is by simply disabling the texture packs Skyrim Realistic Overhaul, Vivid Landscapes, Flora Overhaul, DynDoLOD and any others you may have put in yourself. If it doesn't crash after playing for awhile (I'd visit each of the major cities and walk around in a dense forest a bit to test), then it actually probably is VRAM; but if it still crashes, then it's something else. -
If using Alt Start, you have to visit Helgen, wait 4 days, then visit whiterun. This should cause the bandit take-over script to run.
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If Lexy is good with mod-building, perhaps find a way to prevent the Helgen Reborn quest from activating until the required 4-day wait, Whiterun entry, and bandit-takeover.
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I think I might remove Cad25 from my evaluation completely. There are a number of textures that I wanted to use from it, but just couldn't due to low quality. Even though they are 2048 textures, they look they were originally 512 or 1024 and just stretched to 2048. I think I may also remove Immersive Roads. While I like the ability to choose between different variants, the fact that they are 1024 in resolution sticks out like a sore thumb in screenshot comparisons, and I just won't be able to recommend any of them. ---- I've been tinkering a little with using the "shader" models to attach texture overlays, like how the mossy rocks work. I think this feature is sorely underutilized in how it could vastly improve the detail look of Skyrim. Perhaps if there are any modders out there reading this with experience in creating shader nifs, they'd be willing to bounce some ideas around. ---- If you want to do a little experimenting yourself; a good place to start is to find some of the architecture stone or rock walls, rename them to bridge01 and put them into the landscape\roads directory. Very few texture packs come with a bridge stonework override, but any of these architecture wall textures can be used on bridges, and make them look quite good. I have decided that after I finish with both landscape and architecture evaluations, I will go back and re-evaluate bridges and roads because there a ton of non-bridge/non-road textures that can be used for them both that look pretty amazing. ---- I am not especially pleased with using all Noble for FallForest, but there is a severe lack of options. To you texture pack makers: Skyrim does not have Oak trees and therefore would not have Oak leaves on the ground; plus, leaves fall after they change color, so having a bunch of green leaves on the ground makes no sense. If anyone knows of any FallForest specific texture packs that are at least 2048, please let me know.
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SRLE Extended Mod Suggestions
Electrocutor replied to Darth_mathias's topic in Skyrim Revisited (retired)
How is this guy able to have so much grass without destroying his framerate? -
Favorites Update: [Volcanic] VolcanicTundraDirt01 - Reloaded VolcanicTundraRocks01 VolcanicTundraDirt02 - Noble MineralPoolTerrace - ReloadedHD VolcanicTundraGravel01 - Reloaded VolcanicTundraMinerals01- SRO VolcanicTundraRocks01 - Vivid VolcanicTundraDirt01 [snow] Road01Snow01 - Noble DirtSnowPath01 - Noble GrassSnow01 - Noble Snow01 - Quality Snow HD Snow02 - Noble SnowRocks01 - Quality Snow HD
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Quick Evaluation Update: For landscape and terrain, there is absolutely no visual quality difference between 2048x2048 textures and 4096x4096 textures in a tiled model unless you have a 2160p monitor. The only time 4096x4096 shows an improvement in 1080p and 1440p is in the case of stretched textures, such as vanilla mountains. There is a significant quality difference between 512 and 1024 as well as 1024 and 2048, but almost no difference in GPU/CPU requirements (fps). Recommendation: Use 2048x2048 textures for everything tiled, and 4096x4096 for everything stretched. As a general rule, even textures that are not actually 2048x2048 are marked as "2k" as a means of ppi equivalency. Supposition: I suspect that using 4096x4096 on textures that can be extremely near-field and zoomed in, such as walls will also make a significant difference; but I am not yet to the architecture portion of my evaluation.
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Skyrim Revisited Pre-Release Feedback
Electrocutor replied to Neovalen's topic in Skyrim Revisited (retired)
The only way to put it all into 'one download' would be to use the manual download links from nexus alongside an app that went through them, then after all .zip/.rar/.7z files were downloaded, it would extract the specific files from each that were needed. STEP wanted to use this procedure as well, but Nexus would look unkindly at it due to wanting advertising revenue from page hits.