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Skyrim Revisited Pre-Release Feedback


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Some mod additions and updates tonight.... Played around with SkyRealism ENB Cinematic Preset... damn it looks good (Slightly tweaked: DOF Disabled, External SMAA, No AF-since using driver).

 

Major increase in stability by half-sizing the normal maps of the big texture packs (SRO, SHD, SeriousHD)... will see if that holds true over time. Going to see about lowering some of my mods to max of 2048 as well for most mods unless it's something big like trees.

 

My theory is: Skryim can handle loading up to 3GB of VRAM at a time but when loading between cells if it takes too long to load... CTD.

 

In any case... phew! So hard to keep up with this massively changing mod scene. :)

Will you be posting instructions on half-sizing?
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Some mod additions and updates tonight.... Played around with SkyRealism ENB Cinematic Preset... damn it looks good (Slightly tweaked: DOF Disabled, External SMAA, No AF-since using driver).

 

Major increase in stability by half-sizing the normal maps of the big texture packs (SRO, SHD, SeriousHD)... will see if that holds true over time. Going to see about lowering some of my mods to max of 2048 as well for most mods unless it's something big like trees.

 

My theory is: Skryim can handle loading up to 3GB of VRAM at a time but when loading between cells if it takes too long to load... CTD.

 

In any case... phew! So hard to keep up with this massively changing mod scene. :)

Will you be posting instructions on half-sizing?

 

Eventually yes... mean time see my previous post.

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Some mod additions and updates tonight.... Played around with SkyRealism ENB Cinematic Preset... damn it looks good (Slightly tweaked: DOF Disabled, External SMAA, No AF-since using driver).

 

Major increase in stability by half-sizing the normal maps of the big texture packs (SRO, SHD, SeriousHD)... will see if that holds true over time. Going to see about lowering some of my mods to max of 2048 as well for most mods unless it's something big like trees.

Neo - what's the procedure for running these through DDSopt by "half-sizing" the normal maps? I'm going to give this a whirl but wanted to make sure I set the correct option in DDSopt.

 

Also, should this be done on the original extract of say SRO, or can it be done on an already DDSopt optimized version?

 

Thanks.

For a 2048 sized mod such as SRO you simply set the max size to 1024x1024 in the DDSOpt constraints tab.

 

Verify that only _n and _msn files are selected (filter *_*n.dds ).

 

This can be done on already opted files as DDSOpt will simply just resize them and not optimize a 2nd time.

 

For the record I do NOT recommend half sizing 1024 size mods... also be sure to reset your constraints to 8k x 8k when finished to save you later heartache :)

Given an already optimized mod, I have two questions:

 

Do you setup DDSopt as per the normal optimization and then set the max-size to 1024x1024?

Do you set input and output directories to the same place (doing it in place)?

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Here is a very short guide on half sizing using ddsopt for you. 

 

1. Setup ddsopt as per the step guide. (There are nice screenshots showing every single setting.)

 

2. Go to the constraints tap and select the desired resolution (In the case of SRO 2k use 1024x1024) 

 

3. Select a folder or file containing the unmodified SRO textures in the top. You should now see the entire file structure and textures. 

 

4. Select the folder you want it to store the new textures in the bottom. (Use a new empty folder so you do not overwrite something you do not intend!!!)

 

5. Click the red cross button. 

 

6. Type " *_n.dds " without the " " and press apply. Now in the list below you should only see files of that type.

 

7. Click the green select button to select them all.

 

8. Remove the  _n.dds and press apply, you should now see the entire list of textures with only the _n.dds ones selected

 

9. Click the process button and go for a drink and food depending on how powerfull your CPU is. 

 

Afterwards verify that the size of the files in the new folder is smaller then the corresponding ones in the folder containing the 2k originals. 

 

10. Copy them into your modorganizer/mods/SRO folder and overwrite. (ddsopt should keep the entire folder structure intact during the process.)

 

Remember to return the contraint settings back to 8kx8k so you dont do an uninteded reduction of quality when you do your next optimization. 

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So I found my problem.  I had been testing out DSpSoB and it definitely conflicts with the newest FNIS (instant CTD upon bringing up a female skel)

 

Will see if I get that far tonight.... if not... soon.

 

I notice that More Village Animals just got an update.

 

Will update as soon as home.

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Hmmm I only filtered " *_n.dds ". Guess there is no point in optimizing the _msn files as well as long as the game runs stable.

 

Oh well tonight is ENB night! And then hopefully actually test run the game up until the first dragon fight!

 

Oh yes and btw a typo in you GDO fix here (The last one before saving.)

Expand "Dialog Topic">"0A00C497" and select the "000D5EC0" node.

 

It should be: Expand "Dialog Topic">"0B00C497" and select the "000D5EC0" node. 

I'll check this tonight.

Just checked - mine says "0A00C497" as specified in the guide... I even checked it twice.
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Just checked - mine says "0A00C497" as specified in the guide... I even checked it twice.

Okay found out the reason. I have not deleted the unofficial high res esp, only deactivated it, and when it is also selected in tes5edit then the entries get renamed to B instead of A! 

Strange that is the only entry in the entire guide that does that. 

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