EssArrBee Posted January 5, 2014 Posted January 5, 2014 Alright the Inspector guide is updated. The Custom Profile and Settings tab reflects the STEP guide settings, and I added an advanced tab for the tweakers. I'll move on the the STEP Patches again after the game is over. Go Niners!
z929669 Posted January 6, 2014 Posted January 6, 2014 Great, thanks. I'll update the 2.2.8 dev guide accordingly.
TechAngel85 Posted January 8, 2014 Author Posted January 8, 2014 Thanks for not scraping all that work on the Inspector guide and just moving it over to an Advanced tab! When I wrote the guide I didn't write it to be STEP specific but rather Skyrim specific. Not all options are going to work for all systems is the thing I kept in mind when writing it so I tried to say do this or that for better performance or better quality. That guide was never meant to be a hand-holding tutorial but rather a guide that users would ultimately reference as they are tweaking their cards/settings to their specific systems. This is because the creator's guide is extremely lacking and the information researched when I wrote it came from multiple sources around the net. Some references were Skyrim specific and some just explained what the settings did.
EssArrBee Posted January 8, 2014 Posted January 8, 2014 Just reading through it, I immediately thought it would be a shame to lose all that info and have to redo it down the line if we ever decided we wanted it back. Much better to simplify the guide and create an advanced section. Now regular part reflects the STEP Guide and Advanced tab is for the 'expert knob twiddlers'. I'm going to do the same with the ENB Guide when I get a chance. Add in a quickstart section with nice pictures for people who just want to jump in and play, then have advanced sections for the 'Skyrim is my meth' types.
z929669 Posted January 8, 2014 Posted January 8, 2014 Yes, lots of good info in the guide, but it just was not ready for serving as an ancillary guide to the STEP main guide.
Freyrgjurd Posted January 8, 2014 Posted January 8, 2014 Well, if Override disables AA and App Controlled enforces the game's core MSAA, I assume Enhance will do the trick to apply the SGSSAA ? Also, the performance data doesn't say if the SGSS is for the Transparency or if it is for the overrided AA. :)
z929669 Posted January 8, 2014 Posted January 8, 2014 I think that any transparency AA will affect Skyrim regardless, just as SSAA does. It is even possible that MSAA does, but with AMD cards, it must be the exact same technique used, as there is no discernible difference.
EssArrBee Posted January 14, 2014 Posted January 14, 2014 Not sure we need all the INI edits. iPresentInterval is usually set to 1 because Skyrim vsync limits framerate to 60 and anything over will cause issue with the in game physics. I believe driver vsync will just limit it to the monitor refresh rate and if someone is on their spiffy 120Hz monitor, they might have some problems. I'd say leave it at 1 and let the more advanced users worry about driver or ENB vsync. Also, the sunupdate time is .0.1, pretty suer it is supposed to be 0.1
z929669 Posted January 16, 2014 Posted January 16, 2014 Not sure we need all the INI edits. iPresentInterval is usually set to 1 because Skyrim vsync limits framerate to 60 and anything over will cause issue with the in game physics. I believe driver vsync will just limit it to the monitor refresh rate and if someone is on their spiffy 120Hz monitor' date=' they might have some problems. I'd say leave it at 1 and let the more advanced users worry about driver or ENB vsync.[/quote']This ties in with the driver settings tweaks and FPS limiter. I updated the note, but review all pre-installation setup to see the larger context and then post your comments on that.Also, the sunupdate time is .0.1, pretty suer it is supposed to be 0.1This was a type. '0.01' was intended. Updated
EssArrBee Posted January 25, 2014 Posted January 25, 2014 Okay I added the current added and dropped to the OP for reference to the changlog, but what are we dropping in the sound section with AOS being implemented? Are we keeping everything? Left out the first couple sections with extenders and memory patches. We can address that if the SKSE team doesn't update this weekend. Did we not have a snow texture in STEP? Could not find one that HQ Snow would replace, no way we didn't have a snow mod. Are the changlogs a template, or just a regular page? I think once we know about the sound section we can decide how many more mods we want to put in 2.2.8. We can accept maybe one mod for the DB landscape and then I can continue working on a mish mash afterward and update post release. Save forts, farmhouses, and anything else for next release and hopefully phazer and tech will be back to help.
z929669 Posted January 25, 2014 Posted January 25, 2014 Okay I added the current added and dropped to the OP for reference to the changlog' date=' but what are we dropping in the sound section with AOS being implemented? Are we keeping everything?[/quote']Yep, we can keep everything I think, because AOS does not cover them all and only overwrites parts of better hanimal footsteps and better weapons swings. Improved Combat Sounds is better than AOS though.Left out the first couple sections with extenders and memory patches. We can address that if the SKSE team doesn't update this weekend.You meant he changelog? Yes, that needs to be added.Did we not have a snow texture in STEP? Could not find one that HQ Snow would replace, no way we didn't have a snow mod.We did not have any specific show tex in STEP. It was covered by SROAre the changlogs a template, or just a regular page?Changelogs are plain pages with templates included.I think once we know about the sound section we can decide how many more mods we want to put in 2.2.8. We can accept maybe one mod for the DB landscape and then I can continue working on a mish mash afterward and update post release. Save forts, farmhouses, and anything else for next release and hopefully phazer and tech will be back to help.I don't want to accept any of the other texture packs unless we have a definitive solution ... that will be more your call than anyone else's since you have seem most of that in game and know the STEP Mandate.
rootsrat Posted January 27, 2014 Posted January 27, 2014 FAO Z Mod name changes, as per this post. I listed ALL the mods where first part of the name doesn't correspond with the name on the Nexus. 2.D. FixesCursor Fix  >>  Double Cursor FixElys AltF4  >>  SKSE -Elys- AltF4Tail Twist Fix  >>  Argonian Sneak Tail Twist FixMaximum Skeleton  >>  XP32 Maximum Skeleton2.E. InterfaceAltar Descriptions  >>  Blessings - Altar DescriptionsSpinning Skyrim Emblem  >>  Main Menu Spinning EmblemTime On Loading Screen  >>  KenMOD Time On Loading Screen2.F. Conflicting GraphicsHRDLC Optimized  >>  Bethesda Hi-Res DLC OptimizedHD Miscellaneous Items  >>  HD MiscFood & Ingredients  >>  High Quality Food and IngredientsQuality World Map  >>  A Quality World Map2.G. Landscape & EnvironmentDistant Detail  >>  Skyrim Distant DetailHybrid's Plants & Herbs  >>  Hybrid's HD Plants & HerbImproved Puddles  >>  Skyrim Improved PuddlesLegible Road Signs  >>  Hi Res Legible Road SignsMoon Size Tweaks  >>  26 Moon Size TweaksTundra Moss Revised  >> Vivid Landscapes - Tundra Moss Revised2.H. Characters & Creatures101 Bugs  >>  83Willows 101Bugs HDAntz in my Pantz  >>  AIMP - Antz in my PantzRealistic Hair  >>  More Realistic HairBellyache's Dragons  >>  Bellyaches HD Dragon ReplacerDawnguard Rewritten-Arvak  >>  The Elder Scrolls V Rewritten - Arvak Rabbits Plus  >>  HD Rabbits PlusXenius Character Enhancement  >>  XCE Xenius Character Enhancement2.I. Clothing & EquipmentBook of Silence  >>  aMidianBorn Book of SilenceExplosive Bolts Visualized  >>  Dawnguard Crossbow Explosive Bolts VisualizedWeapon De-LARP Project  >>  Skyrim Weapon De-LARP-ification Project2.J. Animations & EffectsBreathing Idles  >>  NoMaaM Breathing Idles New Idles for Skyrim  >>  Fores New Idles for SkyrimRune Weapon FX  >>  Dawnguard Rune Weapon FX2.K. Clutter & MiscellaneousEnhanced Dragon Bones  >>  Enhanced HD Dragon BonesShrines HD  >>  Mystery Modders Shrines HD2.L. SoundBetter Bards  >>  FSS Better BardsImproved Horse Steps  >>  IHSS - Improved Horse StepsRealistic Bow Sounds  >>  Ultra Realistic Bow Shoot SoundsRealistic Crossbow Sounds  >>  Ultra Realistic Crossbow Shoot Sounds2.M. GameplayDisable Thieves Guild Autostart  >>  Thieves Guild RequirementsDrop Lit Torches  >>  SM Drop Lit TorchesPaarthurnax Dilemma  >>  The Paarthurnax DilemmaSkyrim Uncapper  >>  Skyrim -Community- Uncapper
Spock Posted January 27, 2014 Posted January 27, 2014 Okay I added the current added and dropped to the OP for reference to the changlog' date=' but what are we dropping in the sound section with AOS being implemented? Are we keeping everything?[/quote']Yep' date=' we can keep everything I think, because AOS does not cover them all and only overwrites parts of better hanimal footsteps and better weapons swings. Improved Combat Sounds is better than AOS though.[/quote']I would drop SoS though except for the dungeons plugin. AOS mostly covers those. I say mostly here because AOS does not exactly the same thing, it has a slightly different vision in it's composition.SoS and AOS do not play together very well as you already pointed out on the AOS thread:Ambient sounds of people having conversations and singing/laughing/etc are often present without any obvious source. It is as if there is a party going on behind the closed door of a house (Solitude)' date=' but when opened, there is nobody around. The market area of Riften is also way too loud, and the conversations carry way too far.[/quote']The last part is essentially a conflict. Technically it isn't but the compositions just don't play well together (AOS changing sound behavior while SoS adds different sounds not meant for that behavior).
z929669 Posted January 27, 2014 Posted January 27, 2014 thanks Spock. Yes, we will be dropping SoS (except for Dungeons).
EssArrBee Posted January 27, 2014 Posted January 27, 2014 thanks Spock. Yes' date=' we will be dropping SoS (except for Dungeons).[/quote']I agree, the Civilization plugin was bad anyways. I like the Dungeons and Wilds plugin, but that is because I couldn't notice it was a SoS sound playing and that is the point. With the Civ plugin there were just some annoying sounds that would play in cities and taverns. Hey, z, did you see any posts on the Moss Rock - DB thread? It should be added to Core.Â
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