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Skyrim Revisited Pre-Release Feedback


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I just wanted to say thanks for all the hard work, and for basically introducing me to Mod Organizer and ENB Manager. Both extremely useful tools. ENB Manager is great especially because you can use it to manage not only ENB but any mod/tool that needs to live in the Skyrim root folder (not Data), like SKSE, Script Dragon, RCRN, etc.

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Found what looks like another typo in the ini section:

Grass Per Texture Tweak This tweak allows more grasses to load per texture tile.

[Grass]

iMaxGrassTypesPerTexure=6

Probably should be iMaxGrassTypesPerTexture=6

 

And again I've gotta say this is amazingly detailed work. This had to take a lot of hours to put together.

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Found what looks like another typo in the ini section:

Grass Per Texture Tweak This tweak allows more grasses to load per texture tile.

[Grass]

iMaxGrassTypesPerTexure=6

Probably should be iMaxGrassTypesPerTexture=6

 

And again I've gotta say this is amazingly detailed work. This had to take a lot of hours to put together.

 

Go back to the guide and read right below that tweak. :) Spelling is intentional.

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I have a question, from a texture optimization noob perspective. What is the difference in me running SMCO on my entire Mod Organizer folder (*.dds) and then following it up with basically the same parameters with Optimizer Textures versus using DDSOpt to do the same thing? Is there a discernible advantage to using DDSOpt over those? SMCO and OT complete in about 15 minutes, whereas DDSOpt can take hours on the same files... and I have a pretty nice computer.

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Without knowing for sure, then I guess it is because DDSopt does more operations on each texture then SMCO does. DDSopt checks mipmaps etc etc etc as well with the step recommended settings as I recall. All of this takes more time.

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Without knowing for sure, then I guess it is because DDSopt does more operations on each texture then SMCO does. DDSopt checks mipmaps etc etc etc as well with the step recommended settings as I recall. All of this takes more time.

 

Correct. DDSOpt is more thorough/complex.

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Neo, something to be aware of.

 

I was looking for the "+ Updated Arrow Count" mentioned in the guide for Closer Quivers/Longer Arrows and couldn't find it on the mod's download page. This is what the author wrote in the comments:

 

"I had to temporarily take down the CQv3 Updated Arrow Count files. I have to fix something. Sorry, folks."

 

I'm not sure what needs to be fixed or when it will be back up, but will try to keep an eye out for the update.

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Neo, something to be aware of.

 

I was looking for the "+ Updated Arrow Count" mentioned in the guide for Closer Quivers/Longer Arrows and couldn't find it on the mod's download page. This is what the author wrote in the comments:

 

"I had to temporarily take down the CQv3 Updated Arrow Count files. I have to fix something. Sorry, folks."

 

I'm not sure what needs to be fixed or when it will be back up, but will try to keep an eye out for the update.

Thanks, I'll remove the note for now then.
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What exactly are we upgrading from CQLA?  Do we dl the following file?

 

Closer Bolts - Explosive Bolts Visualized Semi-Original Dwarven Quiver - UNP ?

No... there was a different file but he removed it (and thus I removed the note). Changelog still shows it though.
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Probably should be iMaxGrassTypesPerTexture=6

 

And again I've gotta say this is amazingly detailed work. This had to take a lot of hours to put together.

 

Go back to the guide and read right below that tweak. :) Spelling is intentional.

Hah no kiddin'. Will go fix it on my ini then, thanks. :)
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