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prod80

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Everything posted by prod80

  1. Boris Volumetric Fog relates to the Sky Statics which can be found here: ..\data\meshes\sky (packed in Meshes BSA) and the texture in use is ..\data\textures\sky\SkyrimCloudSheet01.dds It's not Volumetric Fog, the naming in ENB is simply wrong. Should be named "Sky Statics" which would of been clearer. Volumetric Fog implementations (like my mod) and Real Clouds react to the Particle settings in ENB, Sky Statics react to Volumetric Fog settings, Fog (game engine generated Near & Far fog) react to the Fog settings under Sky. Take care in editing the dds above, more than just the Sky Statics use it (eg. Real Clouds uses it as well). @Nearox; my mod most certainly has meshes/textures and custom effects with it, unless you don't use the Fog edition ... but anyway, you use Supreme and Volumetric Fog with it, so that would overwrite my fog weathers anyway ;)
  2. Try the ENB version of Kountervibe on my CoT patch page.. that pretty much is what DoYouEvenModBro describes... Also not for people afraid of the dark in a forest full with wolves.
  3. Look, first - I dont like it when you copy-paste PM into a public post. They are called "PRIVATE" messages for a reason. It's OK to start to make a post about it, but I really hate it when you simply copy/paste words over. Besides you leave important pieces out... like putting your game at a max of 8K particles while the max ever in your screen wont exceed 1.5K... of course there is NO drop in performance then. Second, what you want to know can easily be tested. I dont see what is so challenging about calling a fog weather of my patch in game and monitoring your system meanwhile.
  4. Doesnt matter which you load first or last as long as my Supreme Storms patch is loaded AFTER the CoT Snow patch in case you use both since they have overlapping weather IDs. Between the CoT FRO patch and Snow patch there are no overlapping weathers. First the Snow patch page had other details, I see the mod page has updated. I'll contact the author to come to some unity in description load order. Thanks for pointing that out... ;) ESS needs some fixes for the sunshine, Saerileth is working on a patch.
  5. Just tweaked a bit with the lighting on rain as testing... though this is with ENB, it looks pretty neat IMO
  6. Just replied on your post... sorry didn't monitor that forum since it wasn't used by anyone since release of the mod :D
  7. ELE image spaces have no influence whatsoever on exterior world... doubt it will solve any texture popping issue... mostly ini tweaks to skyrimprefs are responsible for that... Example The visibility of a fully rendered object has a range (ugrids) and has a fade distance... in simple terms; When max visible (fully rendered) range is 100000 and fade distance is 70000 the textures will fade out/in between 70000 and 100000 (after 100000 will be full LOD, if available, or vanish completely) when moving away or towards this object... when you set fade distance to the same or higher than the max range then objects will pop in your screen and there's no nice fading in of objects, which looks odd. There are also some mods that mess with this concept and might cause this. I cant see why image spaces cause pop-in of objects as there is literally nothing on an image space that might influence exterior view distances (or interior for that matter).
  8. No its not, as you can read on the sun mod page. After I got the 'problem' figured out why the sun is so damn big in snow weather of CoT I passed that information to the author of the Snow patch mod as well, and she released a patch with those fixes. She's busy with school now but it will be available in her main mods after she has time and updates them. My small patch just fixes the sun and leaves the rest of CoT Snow weather alone, her patch also changes image spaces and weather conditions in Snow weather (like removing the Sun during snowstorms) and other fixes that I didn't touch. I would suggest you use hers, which are available as manual download from her page (compatibility patch for sun replacers)
  9. Fog flickering is definitely an ENB issue... the fogs are just textures which are spawned around you based on the particle system... since these textures have a life cycle (birth - death) which is variable, it might appear a bit pulsating slowly at start (but definitely not flickering), but it should level out in the first 10-15 seconds... I wish I could remove that but the thing is that if I increase the life cycle time (which in turn reduces the pulsating effect) you are able to outrun the fog... which looks even weirder. As for the fog vanishing after opening world map... if you check the vanilla fog effect (you know those ugly-ish things spawned around you in the vanilla game during fog?) they also disappear after opening world map. There is also evidence of Bethesda messing about with the same thing I did in this mod, which apparently never made it into the game... I assume it was because of the same problem. It's not something I can fix, or I would. Perhaps scripts can solve this; but those might introduce more problems than they solve... not to mention messing about with people's save games. For the Snow patch, only use one. I'd recommend any of the ones under the patch for sun replacers, mine or any other. And about why it's confusing what to install is because it says Which in my understanding implies to install only the Supreme Storms patch and not the main mod (Supreme Storms patch doesn't require the main mod) but perhaps that's just me :)
  10. BOSS messes my weathers up :P At least last time I checked it placed the patches in a wrong order, namely puts Supreme Storms + My patch above CoT official esp's and my CoT patch --- this causes the Supreme Storms weathers edits I done not to work properly. Anyway, perhaps it's fixed now, I dunno, I don't use BOSS because I have a modified load order with many self written patches that need to be in a particular order or they don't work... so it's a bit of a trouble to run it just for testing :) I have a modified Kountervibe ENB now with a package available on my mod page to deal with all lighting and weathers, for those of you who are looking for a tuned version and don't wanna fuzz about trying different things: https://skyrim.nexusmods.com/articles/39799/ | My mod page contains the download featuring a modified weather patch/meshes for fog/sun+sunglare texture to make it all work together. Has some requirements though. @MontyMM: afaik CoT has no violet skies at all. All should be blue to pale blue... however if you use ENB which changes the color balance it might throw stuff off as for some weathers (namely the 'blue but closer to white' ones...). If your ENB leans towards the red the resulting color might be violet, certainly around the sun where the glares add red as well. See if there is a color balance setup in enbeffect.fx for day/night, make sure it's correct... the 3 numbers there should sum to a total of 3 (if higher/lower increases or decreases luminosity) Example, Project ENB newest version has: #if (HD6_COLOR_TWEAKS==1) //EXTERIOR Red, Green, Blue float3 ctRGBExtDay = float3( 1.0, 1.0, 1.0 ); // RGB balance Day float3 ctRGBExtNight = float3( 1.0, 1.0, 1.0 ); // RGB balance Night and #if (HD6_COLORSAT==1) //EXTERIOR Red, Green, Blue float3 RGBSatExtDay = float3( 1, 1, 1 ); float3 RGBSatExtNight = float3( 1.0625, 0.96875, 0.96875 ); I would advise anyone building ENB that should work with CoT no to mess too much with the color balance in day, unless the result is something intentional, like what E ENB does. Perhaps it might help you :) -- PS. too bad you don't take my main mod into your Weather pack, but only the Storms Patch, but I guess to each it's own :) good job
  11. When I'm satisfied with this CoT patch, I can bring the same stuff into vanilla or RLO Weathers. Vanilla is no big deal, but RLO Weathers I'll have to check with Daemonui since there are frequent updates and it's not yet matured out (It not yet hit Beta stage but is in RC).... the base on which I can build patches must be stable, because if it changes too much it brings out some challenges. Btw, RLO Weathers simply overhauls vanilla weathers, so it doesn't in fact add new content as in textures. I'll see what the future brings :) CoT patch currently (believe it or not) requires still a lot of changes... it's now version 3.0.0 and I intend to finalize it on version 3.1... so that gives me 99 version numbers :) changes will be minimal from this point, but I want a bit more variety, mainly in Overcast type weathers and overhaul more of the rain type weathers -- mainly adding more real storms. Also I'll bring in some changes to the exterior lighting in each weather condition as it's a bit to grey-ish to my taste overall (haven't changed that from CoT's default yet besides a few (say 20%)) and lacks dept and contrast in some conditions. Anyway, thanks for the kind words Smile44! And @DoYouEvenModBro; yes, CoT patch with volumetric fog is fully compatible with Morning Fogs by MannyGT
  12. I think for ENB users my patch will give better results... without ENB there are some issues with blending as you may get white outlines around vegitation (but not always) and alpha blending with the sky is not always very nice. I think non ENB users will be better off with MannyGT's mod combined with my Regular edition which doesn't include volumetric fog. But of course one may ignore these oddities and simply use my fog edition without ENB, it does not look bad, just not as good. I'm about to release a minor update which addresses some issues with the fog, but I would really want the biggest annoyance I have eliminated... which is that fog dissapears when someone opens world map and closes it again. It's been bugging the living daylights out of me and I have currently redone the meshes 5 times in different setups and even put my particle system on a vanilla mesh to try and solve it without any luck. Pretty puzzling. Now looking into SKSE if it can retrigger the fog when map menu closes... but I rather not do anything scripted... vanilla meshes do not have this problem, so I dont understand yet why mine has. Btw Supreme Volumetric Fog latest version does not include any volumetric fog anymore. It does everything with fog distances in the game... older version has a scripted camera attached effect, but due to issues with that (like fog triggering inside, or not triggering off) it was changed in the latest version. Because of using game's default fog there are some problems with ENB as you know, ENB tweaks the fog and when brought up to your nose while the default CoT pushes it nearly off the map, may look very odd. But that depends on the ENB preset.
  13. Nice to hear :) just have to work out some rather annoying (at least for me, but nothing game breaking) issues at this point with the volumetric fog before I'll even considder taking it out of beta... start to understand why such effects are not in the game in the first place. If you use Volumetric Fog by MannyGT, then my Fog patch (which adds Volumetric fog based on particle system - which is very different than what Manny's mod is doing) you will loose some of my weathers. To get it clear these are all the fog weathers in CoT, I marked the ones in Manny and some edits in what is left: *1 - Thunder (_T weathers) from CoT removed because it's too bright in Fog (I guess that's also why MannyGT's mod doesnt add fog to thunder). Minty's Lighting during Thunderstorms CoT version can be used to add thunder again, this is fine as you can tweak the brightness of the flashes: Set Fork lightning in MCM menu to Animation time 0.03 and Bloom intensity 0.7 and lighting will look fine during fog weathers. 045868 - CoTFog_1 //In Supreme and Volumetric Fog 045869 - CoTFog_1_T //*1 04586A - CoTFog_2 //In Supreme and Volumetric Fog 04586B - CoTFog_2_T //*1 04586C - CoTFog_3 //In Supreme and Volumetric Fog 04586D - CoTFog_3_T //*1 04586E - CoTFog_4 //In Supreme and Volumetric Fog 04586F - CoTFog_4_T //*1 045870 - CoTFog_5 //In Supreme and Volumetric Fog 045871 - CoTFog_5_T //*1 045872 - CoTFog_6 //In Supreme and Volumetric Fog 045873 - CoTFog_6_T //*1 047E2E - CoTFogWind 053567 - CoTFogRIFTEN_1 053568 - CoTFogRIFTEN_1_T //*1 053569 - CoTFogRIFTEN_2 05356A - CoTFogRIFTEN_2_T //*1 05356B - CoTFogRIFTEN_3 05356C - CoTFogRIFTEN_4 05356D - CoTFogRIFTEN_3_T //*1 05356E - CoTFogRIFTEN_4_T //*1 05356F - CoTFogRIFTEN_5 053570 - CoTFogRIFTEN_5_T //*1 053571 - CoTFogRIFTEN_6 053572 - CoTFogRIFTEN_6_T //*1 053573 - CoTFogRIFTENWind @z; PM sent
  14. Feel free to drop me a PM on Nexus (I'm not much on these forums) in case you wanna combine 2 things together which have no patch and cant co-exist, I'd be happy to assist for better and more dynamic weathers. Btw, morning fogs is fully compatible with my CoT weather patch ;) Now I go back to troubleshooting my nif files for the volumetric fog... headaches, headaches. Anyone know a nif effect expert willing to give a hand? :P Thanks for showing interest in my mods :) Cheers, prod80
  15. So, recently I have encountered this issue (not really recent anyway... been there for a while, just never looked into it in detail) When traveling from Riften into the Thieves Guild Cistern, Riften is not unloaded from VRAM (keeps fully buffered). This is odd behavior and probably an unfixed bug somewhere. This is normally of no issue because heck, there's probably space inside the VRAM/RAM anyway, but I run a heavy modded (textured) game. So I enter Riften, RAM is at 2.4GB, I enter Cistern, RAM is at 2.8-2.9GB, I travel through cistern to the ragged flagon, RAM exceeds 3.1GB and my load screen freezes. PCB when inside Cistern doesn't do a thing... I have to get around it by saving -> load the save -> continue... :\ Could anyone run a similar test to verify a game bug? I don't care your RAM usage, just if Riften unloads when you enter the Cistern. When I reload my save that I make inside my RAM usage is 1.6GB, which is more appropriate for such a small space. Not very willing to reduce texture resolution just because of this situation in Riften (using 2K textures) as everything else works fine so far. When I do the same route the other way around Ragged Flagon -> Cistern -> Riften the whole Cistern unloads before I enter Riften. So it's definitely some bug somewhere, or some wonky way of handling these loads... Thanks :) From SPM: Edit: NVM, just figured this is a known issue, just never bothered to look for it :o ... seems no solution either other than downgrading textures, o well.
  16. I highly doubt the cause of crashes is the VAS being exceeded. If so, the VAS on a x64 system should be 4GB for a 32bit app, not 3.1GB (the same as on a x86 OS when 4GT is enabled). Still we are seeing x86 and x64 systems crash at the same limit. I suspect engine limit, or something set there on purpose by Bethesda to limit it (perhaps needed) as I cannot imagine an engine like GameBryo having such a limitation on purpose, nothing else.
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