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Everything posted by dunc001
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SRLE Extended: Legacy of The Dragonborn
dunc001 replied to Darth_mathias's topic in Skyrim Revisited (retired)
It's not unpacking them, just extracting the textures. The original mods stay packed, and the optimised textures as loose files will take priority. Re the ReLinker Output from the trees merge, if you look in the LODGen folder in the original mod you'll see that s great number of the LOD files are in textures/terrain/LODGen/Skyrim.esm - these obviously don't need to be moved by ReLinker. The reason you have less LODs in ReLinker Output than in trees merged is it only has to copy the ones from caribougone.esp and Tamriel Trees.esp to the new Trees Merged.esp file in the output. -
SRLE Extended: Legacy of The Dragonborn
dunc001 replied to Darth_mathias's topic in Skyrim Revisited (retired)
Look up Uganda's new Spluff tool. Rather than optimising every complete mod individually you can use it to extract a complete copy of everything in MO's virtual texture directory (or subdirectories) and then you can just optimise that and place it back in MO at the bottom of the left owner to overwrite everything. Awesome new to. You can use it to extract anything from the virtual directory - meshes, scripts, etc -
SRLE Extended: Legacy of The Dragonborn
dunc001 replied to Darth_mathias's topic in Skyrim Revisited (retired)
Good life decision Darth. Now is a really exciting time for you all and it would be a crying shame for you not to get as much out of it as you can. Health and happiness my friend, slainte mhath! (look it up ;) ) -
SRLE Extended: Legacy of The Dragonborn
dunc001 replied to Darth_mathias's topic in Skyrim Revisited (retired)
It won't Darth, because the textures/terrain/LODGen/Trees Merged.esp folder it creates is completely new so it isn't overwriting anything. But for DynDOLOD to recognise the LODs for any given esp there needs to be a corresponding folder in LODGen with the same name as the esp. Because the trees merge removes caribougone.esp etc those LODs will never be looked for when running DynDOLOD, hence the need for ReLinker to copy everything from the original four LODGen folders into the one new one. If any formIDs change in the merge it also renames the corresponding tree LODs and .txt files when copying them over. -
Dynamic Distant Objects LOD - DynDOLOD 2.18
dunc001 replied to sheson's question in DynDOLOD & xLODGen Support
So I gave 3d LODs a try yesterday and have to say they make a huge difference. Two things - firstly they look quite odd/dark in the World Map view, anything I can do to change that without affecting in game; and second WOW did it take a long time! Normally full gen takes around 38 minutes on my build (Skyrim and OS on two seperate SSDs) but running for 3D tree LOD it too a little over 59 minutes. Reverted and confirmed 38, back to 3D and confirmed 59. Wouldn't want to be doing THAT too often! -
SRLE Extended: Legacy of The Dragonborn
dunc001 replied to Darth_mathias's topic in Skyrim Revisited (retired)
JD, you still need 2.5 installed as per SRLE base. The new merge includes both 1.9 regular and 2.5b. -
SRLE Extended: Legacy of The Dragonborn
dunc001 replied to Darth_mathias's topic in Skyrim Revisited (retired)
Hmm, from the LotD OP: 'BSA management or loose files recommended with no ESP loaded for best results' -
SRLE Extended: Legacy of The Dragonborn
dunc001 replied to Darth_mathias's topic in Skyrim Revisited (retired)
Lexy, just checking what you added with Caranthir Tower and noticed you've added the Unique Uniques patch, which got me looking. I had originally added it but when I activated it found I didn't have the Unique Uniques esp. Checking back I remembered that the LotD installation instruction say just to install the loose files and deactivate the esp. So if you're following those instructions we shouldn't have the esp and therefore shouldn't need the CTR UU patch. -
SRLE Extended: Legacy of The Dragonborn
dunc001 replied to Darth_mathias's topic in Skyrim Revisited (retired)
Eh no, I think someone asked for the most recent SRLEX CR and that's what was uploaded. Don't think there's a new LotD CR yet. Paul may correct me on this however... -
SRLE Extended: Legacy of The Dragonborn
dunc001 replied to Darth_mathias's topic in Skyrim Revisited (retired)
Totally agree on the ENB water in troughs fix - why wouldn't you! Thanks for the Sleeping Encounters link, always niggled me that you always go a great nights sleep even when camping in the middle of a swamp! -
SRLE Extended: Legacy of The Dragonborn
dunc001 replied to Darth_mathias's topic in Skyrim Revisited (retired)
Water lens worked fine for me if you mean the water running down the screen when you surface? So is disabling speedhack not required if you only use the water effects? It looked OK with RW2 to me, no invisible water? -
Skyrim Revisited: Legendary Edition News
dunc001 replied to Neovalen's topic in Skyrim Revisited (retired)
Do you have all the correct ENB files installed (not just the three required for ENBoost)? I had this issue a while back and fixed it by installing a complete ENB. You could also try switching to an older ENB version (262 worked for me) -
Nah, Hishy's just anal!
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SRLE Extended: Legacy of The Dragonborn
dunc001 replied to Darth_mathias's topic in Skyrim Revisited (retired)
Instructions from Rudy in his ENB thread: Just install SKGE, set bUseWaterDisplacements=0 in your SkyrimPrefs.ini if you have an NVIDIA card, disable the speedhack in the enblocal.ini, you can also set ForceBorderless=true and ForceBorderlessFullscreen=true. If you want to use the water shader from SKGE disable water and underwater in ENB. My SkyrimReloaded.ini from this video: [Main] WindowedMode = 1 FoV = 80.0 WaterManagement = 1 ScreenshotPath = \Screenshots ScreenshotType = 1 CustomEffects = 0 [shaders] EnableWater = 1 [Effects] EnableUnderwater = 1 EnableWaterLens = 1 EnableGodRays = 0 EnableDepthOfField = 0 EnableAmbientOcclusion = 0 EnableColoring = 0 EnableCinema = 0 EnableBloom = 0 EnableMotionBlur = 1 EnableLowHF = 0 EnableSharpening = 0 EnableSMAA = 0 [Develop] CompileShaders = 0 CompileEffects = 0 ShadersFolder = 0 TraceShaders = 0 TraceVanillaShaders = 0 Read the SKGE help for more detailed instructions Following these instructions has you turn off speedhack in enblocal which reading the documentation looks like it disables ENBoost? Need clarification on this from someone who knows... It does look stunning in game, I love effect you get as you come up from underwater. The motion blur is nice but I think you'd get pretty annoyed with it pretty quickly! Water is definitely worth checking out though. -
SRLE Extended: Legacy of The Dragonborn
dunc001 replied to Darth_mathias's topic in Skyrim Revisited (retired)
Haha, just stick to the path and be happy it works, because the other way madness lies.... -
SRLE Extended: Legacy of The Dragonborn
dunc001 replied to Darth_mathias's topic in Skyrim Revisited (retired)
I wasn't recommending it, just saying. And I always error check everything affected after any update/re-merge and haven't had any problems at all. ELE I did as well as I use ELE_Legendary_Fs_Wt_Lite with the ICAIO patch merged in too. -
SRLE Extended: Legacy of The Dragonborn
dunc001 replied to Darth_mathias's topic in Skyrim Revisited (retired)
Ordinator merge - I've just remembered why this wasn't an issue for me. I have left it named Ordinator Merged.esp and edited the master names in the headers of any other plugin that requires Ordinator - Perks of Skyrim.esp as a master. As the main plugin is always first in the merge and therefore doesn't have any renumbering this is perfectly OK to do. Like I have said before, renaming merged esps is never a good idea. Which makes me wonder if we need to look at the RS Children merge and any others the guide(s) instruct to rename post merge? -
SRLE Extended: Legacy of The Dragonborn
dunc001 replied to Darth_mathias's topic in Skyrim Revisited (retired)
And you've called it: Interestinbg NPCs Patches Merged:P -
SRLE Extended: Legacy of The Dragonborn
dunc001 replied to Darth_mathias's topic in Skyrim Revisited (retired)
Yeah, I realised that last night when I 1-shot Maiq the Liar :P I'll try out the DD MCM setting. Does ReLinker now fix all these issues? If you're sensible with what you pick you can ramp this build up from it's already monumental scale. I currently have around 450 esps merged down to 252 at present. A lot of them are just compatability patches, weapons and armors, but I have a load of new locations, quests, expansions, new worlds and gameplay mods too. It has taken me four months to get it stable and playable, and to get script latency to an acceptable level, but it is now pretty solid. Check out my modwat.ch if you want an idea of what's in there. I can link to a list of the merge contents as well if you're interested. -
If you want all winning textures then simply put textures in the first line, leave the second at 0, set your paths and go
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Pretty much anything, that's the point ;) Why before DynDOLOD out of interest?
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SRLE Extended: Legacy of The Dragonborn
dunc001 replied to Darth_mathias's topic in Skyrim Revisited (retired)
The OP for NPC Protected Redux cites many of the mods in this guide as incompatible (NPC overhauls, Bijin, etc) plus it's another esp whereas Darth's suggestion is just an SKSE plugin? -
SRLE Extended: Legacy of The Dragonborn
dunc001 replied to Darth_mathias's topic in Skyrim Revisited (retired)
How exactly is forcing it on in the NVIDIA Inspector profile for the game disabling VSync? AFAIK as long as it is turned on somewhere then it should be on? -
SRLE Extended: Legacy of The Dragonborn
dunc001 replied to Darth_mathias's topic in Skyrim Revisited (retired)
Have you followed the recommended settings for Verdant in the OP: iMaxGrassTypesPerTexure=15 iMinGrassSize=70 (increase to 80 or 90 for slight performance gain, hardly noticeable in my opinion) This won't resolve your trees/EL issue BTW, just make Verdant look as beautiful as it should be!

