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Skyrim Revisited Pre-Release Feedback


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For ENB´s there is no general rule of thumb as to which version is best. (It varies from computer to computer)

I personally get between 15-20 fps when I get out of helgen with v.0.119 but I get between 30-40 with v.0.154.

I recommend the newest version if you want SSAO on since it has vastly improved and optimized code compared to 0.119.

 

Project ENB has some really good .ini settings for CoT however all the .esp´s it bring into the load order are kind of redundant in the newer ENB versions...also the only reason the author is sticking to v.0.119 is because he wants hardware AA which is his personal choice of course. But I personally prefer the vastly optimized SSAO code in the newest version and then egde AA.. it is not as sharp as 16x MSAA but compared to the FPS cost then it is vastly superior, also with a good DoF then you kinda never notice the jagged egdes most of the time unless you really look for them.

 

The problem with project ENB is that his .ini files are not really compatible with the way the newer versions do stuff so it requires a bit more then just copy paste.

Also the postprocess he use produces some strange marineblue screens on the newest version on my computer, it goes away if I use a newer one from either K ENB or unreal ENB etc.

 

So as part of my help to STEP´s lighting choices and ENB I am doing a major rewrite of unreal ENB to accomodate CoT and Realistic lighting. While Unreal ENB looks "decent" with CoT out of the box, then it has some serious brightness issues with a large part of CoT weathers. One example is some of the heavy rainstorms in CoT. They reduce the ambient and direct lighting in the scene, but the sky settings with Unreal ENB makes sure the sky is all bright and shiny which makes for a rather horrible experience.

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Updated everying, now running a 4GB GTX680 game starts normally without Alternate Start (will probably crash at character creation). I get a CTD when clicking on the bed when using alternate start or loading the "create player" save (from Helgren).

 

I'm not using apache hair and my existing pre-dragonborn / updated SkyRe saves load and run fine. Just the character creation seems to cause unhappiness.

 

Hmmm... It looks like the problem is with one of the ADEC body / armor mods. Joy.

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Even I with two 4gb cards had to half-size the normals in major TeX packs and opt the Av packages. Best decision I made cause stability is stellar now. As I stated in a previous post I have my theory on why CTDs happen with full size large TeX packs.

So, as a total DDSOPT noob, I assume that eventually there will be steps on how to do this?  Or is this already laid out somewhere and I'm missing it?

 

I'm getting CTD's at the crossroads by the Brewery, or if I run behind the Brewery down the hill I get it at the Giant encounter.  I'm not using anything, lighting/enb's, that Neo has not put in the Guide.

 

 

 

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Even I with two 4gb cards had to half-size the normals in major TeX packs and opt the Av packages. Best decision I made cause stability is stellar now. As I stated in a previous post I have my theory on why CTDs happen with full size large TeX packs.

So, as a total DDSOPT noob, I assume that eventually there will be steps on how to do this? Or is this already laid out somewhere and I'm missing it?

 

I'm getting CTD's at the crossroads by the Brewery, or if I run behind the Brewery down the hill I get it at the Giant encounter. I'm not using anything, lighting/enb's, that Neo has not put in the Guide.

 

 

When halving the normals, uncheck both of the selected options under Apply, set the Constraints to 1024x1024, and filter and process only _n files.
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In case anyone is getting antsy... yes I know there have been a few updates. Will take time tonight to go through them. Was busy working "Dual Sheath Redux" as I have named it.

 

Progress so far:

Dynamically applied. No race edits required anymore.

MCM enabled.

SkyProc patcher created to automatically create left hand weapon forms for mods. (Note meshes will still be needed per mod) It does however mean mod authors will easily be able to support in the future.

 

To do:

Import patch dynamically into base plugin(scripting).

Write script from scratch for new method.

 

So far so good.

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In case anyone is getting antsy... yes I know there have been a few updates. Will take time tonight to go through them. Was busy working "Dual Sheath Redux" as I have named it.

 

Progress so far:

Dynamically applied. No race edits required anymore.

MCM enabled.

SkyProc patcher created to automatically create left hand weapon forms for mods. (Note meshes will still be needed per mod) It does however mean mod authors will easily be able to support in the future.

 

To do:

Import patch dynamically into base plugin(scripting).

Write script from scratch for new method.

 

So far so good.

 

Guide has been updated.

 

Dual Sheath Redux status update:

   Successfully Dynamically Imported Patch From SkyProc -> Main Mod

   Basic Script Functionality Present

 

We are getting close ladies and gents. I'll probably have it polished by the end of the weekend.

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Sounds awesome Neo! Cant wait.

 

To return to a previous question then I got an update.

It does not matter if I remove the Z-lighting entries from the ini´s or not when it comes to the long loading times that can happen.

It might be ENB related but I have not really tested that yet since I have not found any spots where the problem is persistent.

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One note: For Even Better Quest Objectives, I've noticed that you've left the author blank. You can just put "whickus+William Imm", or you can use the author credits for the mod page. Just put on there - it looks a bit weird to have no author listed for a mod.

 

Yeah sorry... no offense just a typo on my part. Fix it tonight when I get home.

 

Edit: My phone managed to edit the wiki. :) Fixed.

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