Hackfield Posted November 24, 2016 Posted November 24, 2016 (edited) Edit: Also before I found you'd already dumped all the values, I was looking into it myself, organizing the [Display] settings I wanted to look into. I'll keep updating this as I look into more of the values: https://docs.google.com/spreadsheets/d/e/2PACX-1vTMxne67vKkF4JXkhubv8wdCNd9frb2lIy2cgJMLS-H496M6nSzUE23ZkdzSPR7JDIf9g2rENGA_X5W/pubhtmlI'm looking at those ini settings. I don't know if I get this right but, all those AO, Bloom, Lensflare and Tonemapping settings, does it mean that by editing those setting we can create something like a reshade without a third party application, just sharing ini settings? Edited November 24, 2016 by Hackfield
Sycamore Posted November 27, 2016 Posted November 27, 2016 I see these lines in the base SSE Skyrim.ini file, and expanded references to this type of thing are also made in the Skyrim.ini included in the original post : bLoadArchiveInMemory=1sArchiveToLoadInMemoryList=Skyrim - Animations.bsa Could this mean there is now a mechanism to preload specific bsa's into main memory ?Not sure how significant such a capability would be, but I suppose it might provide faster access to the data if one had the extra memory available.Just food for thought.
DoubleYou Posted November 29, 2016 Author Posted November 29, 2016 I have tested the setting, and that is indeed what it does. Whatever BSAs are entered in sArchiveToLoadInMemoryList when bLoadArchiveInMemory is enabled are loaded into system memory at startup, which increases the startup time, but perhaps may improve performance/stability at the cost of high RAM usage. Use with caution.
afonik Posted December 1, 2016 Posted December 1, 2016 Any list or recommended tweaks for the CK64 CreationKit.ini and CreationKitPrefs.ini?
DoubleYou Posted December 1, 2016 Author Posted December 1, 2016 I don't know of any way to dump those.
TechAngel85 Posted December 2, 2016 Posted December 2, 2016 Any list or recommended tweaks for the CK64 CreationKit.ini and CreationKitPrefs.ini?Yes.You still have to add the multiple masters line to the CreationKit.ini. [General] bAllowMultipleMasterLoads=1If you're going to be messing with scripts, you have to unpack the Scripts.zip file (I recommend using a mod manager for this so you can easily add and remove them), and you have to add the lines for the scripts to the to the CreationKit.ini. Mine looks like the below: [Papyrus] bPerforceEnabled = 0 iMinMemoryPageSize = 128 iMaxMemoryPageSize = 512 sCompilerFolder="Papyrus Compiler\" sScriptCompiledFolder="Data\Scripts\" sScriptSourceFolder="Data\Scripts\Source"Please note that the above path for sScriptSourceFolder is not the default path. I have mine set up to match how the paths for old Skyrim. SSE changed the path in the archive for whatever reason (or they packaged it incorrectly) so the new CK can't find the script source files for any mods being ported over to SSE. Bethesda is apparently aware the the problem. I don't know if they've fix it yet. If they did, then the paths above should be correct. That's all I've had to do to get the CK running correctly for me.
afonik Posted December 2, 2016 Posted December 2, 2016 Thanks DY and Teck 've used these with the old CK but I don't know if they are still needed: [Audio]bEnableAudio=0 [Grass]bAllowCreateGrass=1bAllowLoadGrass=0 [General]bAllowMultipleMasterFiles=1bAllowMultipleMasterLoads=1 [Archive]...SResourceArchiveList2=... Dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa
Hackfield Posted December 2, 2016 Posted December 2, 2016 (edited) Another really useful line for the CK, specially for those who open the CK multiple times an hour. [Messages] bBlockMessageBoxes=1It disables the warnings when you opened the CK Edited December 2, 2016 by Hackfield
TechAngel85 Posted December 2, 2016 Posted December 2, 2016 Another really useful line for the CK, specially for those who open the CK multiple times an hour. [Messages] bBlockMessageBoxes=1It disables the warnings when you opened the CKCan't think of any reason to be opening the the CK multiple times an hour. Even for testing you can save and simply load the game to see your changes. This is, of course, if you're saving your plugin directly to the data folder. I also wouldn't recommend disabling those messages. They are most often from the base game, but every once in a while one can pop up for your plugin that you was unaware was an issue.
Hackfield Posted December 2, 2016 Posted December 2, 2016 Can't think of any reason to be opening the the CK multiple times an hour. Even for testing you can save and simply load the game to see your changes. This is, of course, if you're saving your plugin directly to the data folder. I also wouldn't recommend disabling those messages. They are most often from the base game, but every once in a while one can pop up for your plugin that you was unaware was an issue.In my case, I use both CK and xEdit at the same time. For some reason, there is no option in the CK to only see what the plugin modifies.So I use xEdit to modify most things and have an overall view of my plugin. Then I use the CK to add/edit things that I can't in xEdit (quests/scripts/etc).That's why I often open the CK several times in a short period. As for the warnings, the base game warning are so many that if my plugin has a issue, the message will be lost in the myriad of warnings, I'll probably find the issue myself before realise the CK shoots me a warning.
TechAngel85 Posted December 2, 2016 Posted December 2, 2016 In my case, I use both CK and xEdit at the same time. For some reason, there is no option in the CK to only see what the plugin modifies.So I use xEdit to modify most things and have an overall view of my plugin. Then I use the CK to add/edit things that I can't in xEdit (quests/scripts/etc).That's why I often open the CK several times in a short period. As for the warnings, the base game warning are so many that if my plugin has a issue, the message will be lost in the myriad of warnings, I'll probably find the issue myself before realise the CK shoots me a warning. Fair enough. Everyone has their own way of doing things. :: I, personally, only use xEdit to clean and create patches. I know some modders use it almost exclusively to create their mods.
Rem_NL Posted January 20, 2017 Posted January 20, 2017 fWaterSSRIntensity=0.5000 seems to work nicely for me. This will remove the weird black bar you get when looking at the water at an certain angle. (on my setup). It also removes the weird green reflections you see from waterfalls and foamy water reflecting. i tried setting of 0.9 and 0.7 but could still somewhat see this shift in darkness (black line). I searched the ini settings but couldnt find any rgb setting for the ssr to tinker with. Thanks for this nice forum btw made a short vid with 0.0001
Soulmancer Posted October 2, 2019 Posted October 2, 2019 (edited) Hi sorry, I posted this in the wrong place but here it is. fShadowDirectionalBiasScale=0.47 is apparently much more optimal then 0.15 for reducing shadow striping issues. Although, for me it didn't seem to help at all. Edited October 2, 2019 by Soulmancer
TechAngel85 Posted May 2, 2020 Posted May 2, 2020 Skyrim.ini [Display] fSnowSSSColorB=0.0800 fSnowSSSColorG=0.0000 fSnowSSSColorR=0.0000For the settings above to work the also listed... [Display] iSnowSSSCurrentColor=2... must be set to 3. Skyrim.ini [Display] bUseFilmicCurve=0 fFilmicWhiteScale=1.4000Changes can be seen using setting bUseFilmicCurve=1 and pairing with changes to fFilmicWhiteScale. Useful? Who knows. Information provided by T4gtr34um3r of Majestic Mountains via Discord.
DoubleYou Posted May 2, 2020 Author Posted May 2, 2020 I had briefly tested the filmic settings, but I really couldn't see much use for them. What are the Snow ones for? It is always good to learn about settings that are dependent upon other settings in order for them to work. I can see this changes the color of something, but I am not sure what without testing.
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