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Posted
  On 7/21/2016 at 12:46 AM, DoubleYou said:

I can do that. It's currently 64bit, but I can compile it in 32bit for you.

Well, that's great then! My friends still use 32-bit too. I remember old version still runs on 32-bit though... 

Big Kudos to you!

Posted

Ok. I uploaded a new BethINI beta version that is 32-bit. Most changes in this version relate to Oblivion. If Oblivion Reloaded is detected, it automatically disables some settings that should not be changed and sets them to the correct values. This is not full support for that yet, as I need to do the HDR/Bloom/None toggle yet. Skyrim now will detect Skyrim Flora Overhaul and if grass diversity is set to less then 7 will automatically raise it to 7 when selecting a preset. There are other fixes/changes too. Detection of Oblivion Reloaded and Skyrim Flora Overhaul works with Mod Organizer as well, and is based on ESP detection.

Posted
  On 7/25/2016 at 5:25 PM, DoubleYou said:

Ok. I uploaded a new BethINI beta version that is 32-bit. Most changes in this version relate to Oblivion. If Oblivion Reloaded is detected, it automatically disables some settings that should not be changed and sets them to the correct values. This is not full support for that yet, as I need to do the HDR/Bloom/None toggle yet. Skyrim now will detect Skyrim Flora Overhaul and if grass diversity is set to less then 7 will automatically raise it to 7 when selecting a preset. There are other fixes/changes too. Detection of Oblivion Reloaded and Skyrim Flora Overhaul works with Mod Organizer as well, and is based on ESP detection.

Very cool stuff

Posted

Thanks for the update, DY! :-)

 

That SFO auto-detection seems pretty neat. I wonder if it would be possible to use the same sort of auto-detection for Verdant? I don't use the mod myself, but I know a lot of people do. The mod description page for Verdant states that even if using it alongside SFO, iMaxGrassTypesPerTexure should always be set to 15.

 

Or would checking for multiple mods make things way too complicated in the code?

Posted

I actually have Verdant in there as well. I can't remember if it's in the beta or my current development build however. These kinds of rules are extremely easy for me to implement, so any and all mods that require these kinds of tweaks would be helpful to know.

 

My current development build (not the beta) has ENB detection, which will automatically apply ENB mode, I am sure you will be glad to hear.

Posted

Very nice! :-)

 

I'll keep my eyes open for any more mods that require these type of tweaks.

 

Edit: The only other thing I can think of right now is Vivid Weathers. Requires iTexMipMapSkip != 0; and fGamma = 1.0000. Recommends particle count to be = 6000 for dense snow. I believe the MCM defaults to a temporary setting of 2000 IIRC (setting is not saved upon reload, only permanently saved if .ini setting is changed).

 

 

Also I don't know if it is possible or even relevant to scan for Skyrim Enhanced Camera. I know some ini settings are overriden by the mod's .ini by default, but I am not 100% what they are (I haven't really investigated it). I'm not sure if the default screws with the spINI presets or not. If it does, maybe a warning that some settings could not be applied?

 

That is kinda heading down a slippery slope though, and I imagine is probably a lot of work to implement. But just an idea in case you find it appealing.

Posted

I think those Vivid Weathers tweaks sound more like recommended tweaks rather than necessary tweaks.

 

As for Skyrim Enhanced Camera, I have thought about stuff like that, but the difficulty is with Mod Organizer, because a user can call a mod any given name, which makes it very difficult to find the location of the files. I would need to scan the mod list file and find all the active mods and scan all the mod folder's meta.ini files for the appropriate Nexus ID to get a reliable result. That will require a loop that for large mod lists might take a long time to process.

Posted

iTexMipMapSkip should not be set to 0. It will cause issues with some textures. One being the coin purse and alchemy bench textures used in STEP. There's a support thread someone where I recently helped someone with this issue if you care to look it up to verify. Pretty sure it was 0 anyway.

Posted

Tech, you are incorrect. Correct value is 0. And there should never be an issue with changing that setting unless the mod author has decided to not support people on weak machines.

Posted
  On 7/27/2016 at 2:19 PM, DoubleYou said:

Tech, you are incorrect. Correct value is 0. And there should never be an issue with changing that setting unless the mod author has decided to not support people on weak machines.

Did you look up the support topic?

 

EDIT

Correction, it is suppose to be 0.

https://forum.step-project.com/index.php?/topic/10831-Skyrim-Redesigned:-Putting-Money-Bags-and-Alchemy-Table-textures-through-DDSopt?

Posted (edited)

Hello!  Love the utility -- thanks so much for this!  

 

I'm here to ask about a few things that caught my attention:

 

1.)  spINI High preset defaults to Textures at High?  Not Ultra?  Is there that massive of a difference? 

 

2.)  spINI High and Ultra presets -- Actor and Object fade creates a lot of pop-in.  Very noticeable.  What was the reasoning behind this?  Is there something about the engine that benefits from this other than graphics?

 

3.)  Shadow generation has changed completely, I see.  I've always played with Vanilla shadows at Ultra.  I'm making myself get used to the new draw in at 5000, but I am noticing an FPS hit even with ENB disabled.  What precisely did you change, if you could be so kind?  I tried restoring all of the settings for shadow splits and decreasing resolution at range, but I can't seem to reutrn it to Vanilla for easy comparison.  (Sorry, ignore that last bit.  Just upgraded my brain and figured out what the little "Vanilla" button on the Basic tab does.  I'll slow-clap for myself.)

 

Running on:

i7-4790K

GTX 980 ti 6GB VRAM

16 GB g.Skill Gaming RAM

Samsung EVO SSD 512 GB

Windows 7 x64

Edited by SigilFey
Posted

1. No noticeable difference that I have found.

2. I have never noticed heavy pop-in from increasing the draw distances you are mentioning. Indeed, I have not experienced pop-in for quite some time in Skyrim.

 

3. You can tweak the shadows to your liking in the shadow section. Also see relevant ENB shadow settings.

Posted (edited)
  On 7/28/2016 at 1:50 AM, DoubleYou said:

1. No noticeable difference that I have found.

2. I have never noticed heavy pop-in from increasing the draw distances you are mentioning. Indeed, I have not experienced pop-in for quite some time in Skyrim.

 

3. You can tweak the shadows to your liking in the shadow section. Also see relevant ENB shadow settings.

Thanks for the response.  A few clarifications...then an odd discovery...

 

To clarify, the first two questions were my misinterpretations of how the program was working.  It basically mirrors Vanilla then tweaks things at that level.  I turned up the textures and draw distances and all is normal.  Running well -- no FPS loss that I could detect.  Except for Shadows...which were simply the catalyst of the very odd discovery:

 

If using an ENB (I'm using Vividian), setting EnableVsync=true in the enblocal.ini does not work.  Neither Fullscreen nor Borderless/Windowed.  I have vsync set to "Use the 3D application setting" in Nvidia CP global and game-specific settings, and the same in NvidiaInspector for Skyrim's profile.  I even restored to Nvidia defaults and triple-checked that the settings were application-controlled.  The only way to get vsync (which is vital for the 980 ti, I now know) is to set iPresentInterval=1 through skyrim.ini.

 

Found that incredibly weird.  Now that vsync is actually ON and not just "saying it's on" through all the ENB settings, the game runs very smoothly using your spINI Ultra Preset + extended draw ranges.  Again, absolutely great tool!

Edited by SigilFey

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