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Skyrim Revisited Pre-Release Feedback


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After testing both Enhanced Landscapes https://www.nexusmods.com/skyrim/mods/68782/? and Skyrim Landscape Overhaul https://www.nexusmods.com/skyrim/mods/53632/?

For a few hours each.

 

I am in agreement with Hishutup I prefer Skyrim Landscape Overhaul. SLO looks better and the performance (at least on my system is better)

I had Dyndolod Run at Medium Settings for both SLO and Enhanced Landscape and used the same route as a test I walked from whiterun to dragonbridge, then Dragonsbridge (going through morthal swamp) to Dawnstar.

 

Skyrim Landscape overhaul barely dropped to below 55FPS, (expect in Dawnstar it dropped for some reason to was around 40FPS)

and walking between dragonsbride and morthal I maintained 60FPS (even in the swamp).

Unlike the same route Enhanced Landscape was 45FPS, again dawnstar was around 40ish (don't what is about dawnstar that my system doesn't like).

 

the only conflict i have noticed in TES5edit between SLO are SLRE was Better Dynamic Snow and i just put SLO under Better dynamic snow my my Load Order

Hmm I haven't tried SLO yet, guess I should do that soon! Already with EL it felt like such an improvement over the vanilla world. If the visuals are anything like EL but better performance than I will probably go for SLO as well. 

 

 

Edit: By the way don't forget that EL uses DynDOLOD's new compatibility patch system introduced in 1.45. The author of EL included compatibility for the SRLE mods CRF, PCS and BFT (as well as others such as ETaC and JK's). 

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well there is one glaring incompatility with SLO that I was either blind or too tired to even noticed last night when I was doing my little test. There are rocks covering the path outside Rokistead opposite Shoal's rest farm. not a issue for the player but for companions quite a big issue.

 

Adding Loot Rule

 

Load cutting Room Floor.esp After betterskyrim.esp (Skyrim Landscape Overhaul) is needed otherwise the blacksmith in Hjaalmarch will be snowed in.

Edited by Darth_mathias
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Big Changes Of The Day:

1. Changed the main merging tool to Merge Plugins Standalone, we can now use the latest version of Immersive Citizens - Yay! :) Be sure to visit the Merging Guide.

1a. Added Champoillion to the list of required tools. This required for merge plugins to handle script fragments.

1b. This means that the CK now MUST be installed, as the merge plugins tool uses the papyrus compiler.

2. Revised the Papyrus Compiler Fix for 64-bit systems to use a quick executable for ease of use.

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Then I have a question myself: Do we run this through MO? I don't think it's mentioned in the guide atm. I might have missed it

by the looks of yes you have to run it through MO.

 

I'm in the process of working out how to use this wonderful new tool.

 

It still amazes me that still after nearly 3 years Neo keeps his guide up to date and he works so hard on his guide and I personally really appricate all his hard work.

thanks neo for your amazing gudie  

Edited by Darth_mathias
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trying to install Merge Plugin standalone you say in the merge subguide to use champollon decomplier.exe i can not find where this is actaullly installed or is there a seperate tool we were to download and install?

It must be downloaded separately pick either x86 or x64, it doesn't matter and install it anywhere, it doesn't matter.

 

The decompiler is ONLY used by MP, there is no need to run it through MO because its a CLI

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