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Skyrim Revisited Pre-Release Feedback


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05/20/2013 08:45PM PST - Changed default to Windowed mode. Added Borderless Window and Double Cursor Fix. This allows alt-tab out of Skyrim at will without hassle or issues. No ESPs' date=' No External Program, just SKSE plugins.[/quote']

 

DCF is no longer necessary with the latest version of SBW - I've been using it for ages and this used to be a problem, but it was fixed in one of the previous versions of SBW, defo not an issue with the latest version.

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'dstansberry''36852''1369114315'


 

dstansberry - I have merged all your posts into one. For future reference please kindly refrain from posting multiple times in a row - for consistency and clarity on forums. Thanks. -rootsrat-


Apologies.
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I really do not know if this issue has been re-posted! I apologize if it has.

 

Last night I finished refreshing up my SR mods. Been following Neo's guidelines word-by-word.

 

I finally run FNIS (to the best of my knowledge successfully) and afterwards SUM (successfully as well).

I started a brand new save as female character (Nord) and the as soon as I equipped my character with a cloak, clipping occurred. In sword mode, bow & arrows etc etc. It looks as if i.e. the sowrd is going through the cloak having its middle part covered by the cloak and only the top-part of sheathe and bottom. Same behavior with bows as well.

Is this normall with Chesko's add-ons described in the guide or I am doing something wrong?

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Cloaks clip, I'm sorry to say. Problem has not been solved yet. Not so much clipping without one though. Best to not carry weapons etc.. when wearing a cloak for immersion so that you still get the exposure reduction but with less obvious clipping.

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Hair also clip ears etc. It is a common problem for just about all 3d games. It is still too computationally intensive to give fabrics, hairs etc. their own dynamic meshes, that are properly affected by physics.

If the next generation of consoles are going to support it then it will come in games.

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Hair also clip ears etc. It is a common problem for just about all 3d games. It is still too computationally intensive to give fabrics, hairs etc. their own dynamic meshes, that are properly affected by physics.

If the next generation of consoles are going to support it then it will come in games.

;)

 

 

Sent from my iPhone using Tapatalk 2

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DCF is no longer necessary with the latest version of SBW - I've been using it for ages and this used to be a problem, but it was fixed in one of the previous versions of SBW, defo not an issue with the latest version.

 

Actually, SBW was removed in favor of another SKSE plugin that does the same thing, but does not require launching from a seperate executable. That plugin, and DCF together provides a really nice pseudo-fullscreen.

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That only takes me to youtube without any specific video Vond.... just stuff recommended from what I normally watch. Strange!

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Odd! Updated my link as well, guess it was cause I posted from my phone and just changed m.youtube.com to www.youtube.com and it messed something up. :)

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But yeah that clip just proves the point... it can be done of course, it has been done in animated movies etc. However from that to a game where you have several actors interacting etc. there is quite a bit of a leap in resources required! Even more so if it has to be done by the CPU.

 

But I do hope that it gets here with the next generation.

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@Neo - from yesterday's addition of Unique Region Names, a small wiki edit:

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Select the "00009DA4" node.

Should be, Select the "000090A4" node.

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@Neo - from yesterday's addition of Unique Region Names, a small wiki edit:

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Select the "00009DA4" node.

Should be, Select the "000090A4" node.

Fixed.
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A question about the node 0007A50B in XFLDialogue.esp (when forwarding info from the DLCs)-- I see there's a conflict in the Responses block between the record and Dragonborn.esm; is that safe to leave as it is, or should there be changes made there?

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