Smile44 Posted March 6, 2013 Share Posted March 6, 2013 Ok have had trouble uploading photos so I am sharing a link to the folder - Here. Again this is Sky Realism ENB Vibrant setting (same as cinematic but with more screen). RLO and CoT. Should work I hope. Edit: Yay it does. Link to comment
Neovalen Posted March 6, 2013 Author Share Posted March 6, 2013 Thanks for posting screens. :) Have I ever mentioned that a 9 hour work day with 3 hours of driving is a real downer? Bleh. Hate when work is slow and sitting here bored and wanting to mod. Link to comment
Azum Posted March 7, 2013 Share Posted March 7, 2013 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. Link to comment
Ithian Posted March 7, 2013 Share Posted March 7, 2013 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=6Probably 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. Link to comment
Neovalen Posted March 7, 2013 Author Share Posted March 7, 2013 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=6Probably 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. Link to comment
Azum Posted March 7, 2013 Share Posted March 7, 2013 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. Link to comment
Aiyen Posted March 7, 2013 Share Posted March 7, 2013 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. Link to comment
Neovalen Posted March 7, 2013 Author Share Posted March 7, 2013 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. Link to comment
PCG4m3r Posted March 8, 2013 Share Posted March 8, 2013 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. Link to comment
Neovalen Posted March 8, 2013 Author Share Posted March 8, 2013 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. Link to comment
haelfix Posted March 8, 2013 Share Posted March 8, 2013 What exactly are we upgrading from CQLA? Â Do we dl the following file? Closer Bolts - Explosive Bolts Visualized Semi-Original Dwarven Quiver - UNP ? Link to comment
Neovalen Posted March 8, 2013 Author Share Posted March 8, 2013 What exactly are we upgrading from CQLA? Â 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. Link to comment
Ithian Posted March 8, 2013 Share Posted March 8, 2013 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. :) Link to comment
Nyven Posted March 8, 2013 Share Posted March 8, 2013 Is there BUM instructions missing for TroubleMakers Clothing and TroubleMakers Forsworn Armor? Or do you not use TavernClothes-MTM.esp and forsworn-trouble.esp? Link to comment
Neovalen Posted March 8, 2013 Author Share Posted March 8, 2013 Is there BUM instructions missing for TroubleMakers Clothing and TroubleMakers Forsworn Armor? Or do you not use TavernClothes-MTM.esp and forsworn-trouble.esp? I don't use the main files myself just the optionals ATM. Link to comment
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