z929669 Posted April 23, 2013 Author Posted April 23, 2013 I gave this a quick test: SkyrimPrefs.ini, Primary=2048 \ Secondary=1024 vs. Primary=512 \ Secondary=256(Primary and Secondary settings removed from Skyrim.ini)-- the difference was easy to spot. Skyrim.ini, Primary=4096 \ Secondary=2048 vs. Primary=512 \ Secondary=256(Primary and Secondary settings removed from SkyrimPrefs.ini)-- no difference was noticeable and given the large increase in resolution it should have been easy. Skyrim.ini Results, 512 on the left, 4096 on the right:This is a good compare though I would liked to have seen the SkyrimPrefs.INI screenshots too. One more person care to confirm using the same method?Agree, we need to see all of the data and a clear indication of what you think is better Wormheart (thanks for doing this, just a little bit more for the finish ;) )
Wormheart Posted April 23, 2013 Posted April 23, 2013 Already had them so here they are ;)SkyrimPrefs.ini Results, 512 on the left, 2048 on the right:I didn't use 4096 for the SkyrimPrefs test, I felt the difference was pretty clear even at 2048. Altering the values in Skyrim.ini did not seem to make a difference (as shown in my previous post), so the recommendation of making changes to SkyrimPrefs.ini seems to be correct as it is.
z929669 Posted April 23, 2013 Author Posted April 23, 2013 Thanks Wormheart. This is great confirmation that Skyrim.ini does not hold the iShadowMapResolution setings
Agnusthemagi Posted May 8, 2013 Posted May 8, 2013 In my continuous quest against bloat and instability, I recently checked the messages for Roosters at Dawn and people seen to be identifying instability coming from that mod, plus the author dosent reply for some time. I didnt find anywhere you are supposed to propose a mod be removed from STEP, but this one seens a candidate for me.
z929669 Posted May 9, 2013 Author Posted May 9, 2013 Thanks, can anyone confirm? I will post on that thread in the Anthology
Setis Posted May 11, 2013 Posted May 11, 2013 The latest version of Animated Weapon Enchants seems to prevent enchantment-based soul traps (i.e. on items, not cast) from working when used with Acquisitive Soul Gems.
Kelmych Posted May 11, 2013 Posted May 11, 2013 The latest version of Animated Weapon Enchants seems to prevent enchantment-based soul traps (i.e. on items' date=' not cast) from working when used with Acquisitive Soul Gems.[/quote']Are you using the patch described on the Skyrim Revisited page to make these two mods compatible?
Setis Posted May 11, 2013 Posted May 11, 2013 I didn't see anything like that in the STEP notes, so no.
EssArrBee Posted May 16, 2013 Posted May 16, 2013 I just noticed one little thing in the guide under section 1.E Install Utilities the first section under it is 1.E.2 and it should be 1.E.1 to follow suit with the other sections.
z929669 Posted May 16, 2013 Author Posted May 16, 2013 I just noticed one little thing in the guide under section 1.E Install Utilities the first section under it is 1.E.2 and it should be 1.E.1 to follow suit with the other sections.Thanks. Will fix
Setis Posted May 16, 2013 Posted May 16, 2013 The latest version of Animated Weapon Enchants seems to prevent enchantment-based soul traps (i.e. on items' date=' not cast) from working when used with Acquisitive Soul Gems.[/quote']Are you using the patch described on the Skyrim Revisited page to make these two mods compatible?As a note, I blew away my Skyrim this past week and went with Neo's Skyrim Revisited setup. With the patch, the two appear to be compatible again. Perhaps this needs to be added to STEP?
z929669 Posted May 16, 2013 Author Posted May 16, 2013 The latest version of Animated Weapon Enchants seems to prevent enchantment-based soul traps (i.e. on items, not cast) from working when used with Acquisitive Soul Gems. Are you using the patch described on the Skyrim Revisited page to make these two mods compatible?As a note, I blew away my Skyrim this past week and went with Neo's Skyrim Revisited setup. With the patch, the two appear to be compatible again. Perhaps this needs to be added to STEP?I updated the Guide with link to Neo's notes. We need to start doing this regularly as a first step to integrating Skyrim Revisited into STEP. Users, please point out any other manual patches that may apply to existing conflicts in STEP.
Kelmych Posted May 16, 2013 Posted May 16, 2013 I updated the Guide with link to Neo's notes. We need to start doing this regularly as a first step to integrating Skyrim Revisited into STEP. Users, please point out any other manual patches that may apply to existing conflicts in STEP.Should we create a list of the affected mods for inclusion in the guide or add to the notes section of each of the affected mods on the Wiki?
z929669 Posted May 17, 2013 Author Posted May 17, 2013 I updated the Guide with link to Neo's notes. We need to start doing this regularly as a first step to integrating Skyrim Revisited into STEP. Users, please point out any other manual patches that may apply to existing conflicts in STEP.Should we create a list of the affected mods for inclusion in the guide or add to the notes section of each of the affected mods on the Wiki?Adding to the notes in the same manner as I have done in the above link is best I think.
TechAngel85 Posted May 17, 2013 Posted May 17, 2013 So this is it! This marks the start of STEP become a more in-depth and advanced guide like Skyrim Revisited!
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