DoubleYou Posted December 6, 2013 Posted December 6, 2013 I will say it isn't friendly on extremely low-end computers when FXAA is turned on, although it certainly looks much prettier. RLO still seems to be the best for low-end computers. Still testing. The FXAA reminds me a lot of preset 4 for the FXAA post process injector, but is improved more so than it from what I could see. Still, I cannot be running around Skyrim on 6 fps ;)
Aiyen Posted December 6, 2013 Posted December 6, 2013 I cracked open rcrnShaders.esp in TES5Edit and noticed quite a few conflicts with the Unofficial Skyrim Patch.esp. rcrnShaders.esp appears to use 0.000000 for XCLW - Water Height. What are your thoughts about updating these to match the Unofficial Skyrim Patch.esp or Skyrim.esm? Noticed some other conflicts with:XCMO - Music TypeXEZN - Encounter ZoneFULL - NameXCCM - Sky/Weather from RegionCell\000A9194 has no value    Other areas have values that match Skyrim.esm but not the values changed by Unofficial Skyrim Patch.esp    Some areas have custom values from rcrn so assume those are intended Some missing items from Dawnguard.esm inlcude:RDSA - SoundsXCLR - Regions in Worldspace Tamriel "Skyrim" [WRLD:0000003c] Would it be okay or beneficial to create a custom patch for some or all of these conflicts?Most of the conflicts are minor, however some would in my opinion need to be patched. Going over them in detail. XCMO - Music type: These control which music is played in a given location. Some locations in vanilla have some odd music playing, this fixes that. It is a minor thing that you only notice if you well ... listen to the music. XEZN - Encounter Zone: These help control spawning and re-spawning of items, they are vital since otherwise you can get some weird bugs in relation to what items appear. Of course this sort of thing you only notice if you return to the area several times. FULL - Name: These are minor things, that control the name shown when you enter said location. Some areas have small typos in their names. These fix that. XCCM - Sky/Weather: They decide which region is used, and hence which subset of weathers... Since RCRN is part weather overhaul, we have to assume that they have this under control, and their changes should be allowed to win in all cases. So no patch should be required unless you have a mod that also alters these after its .esp. RDSA - Sounds: If you do not add the sound, then it will not play in the region. Specifically this sound has to do with Eclipses which is something you can do as a vampire lord as I recall. I would just forward it, since it would not ruin anything RCRN have made. XCLR - Regions: Again since RCRN is part weather overhaul, we have to assume they have tweaked this so it fits their mod, and hence their changes should take precedence. Hope that clears up a few details in that regard.Â
TechAngel85 Posted December 6, 2013 Posted December 6, 2013 I will say it isn't friendly on extremely low-end computers when FXAA is turned on' date=' although it certainly looks much prettier. RLO still seems to be the best for low-end computers. Still testing. The FXAA reminds me a lot of preset 4 for the FXAA post process injector, but is improved more so than it from what I could see. Still, I cannot be running around Skyrim on 6 fps ;)[/quote']Curious... What is your CPU, RAM, GPU and VRAM in your low-end system. I'd like to compare it to the one I'm on now.
Smile44 Posted December 6, 2013 Posted December 6, 2013 I personally have been waiting for this to be finished for a long time. I liked the last version 3.6 and ran it alongside TC's RCRN Plus. I got dark nights and scary dungeons and a game that looked so much better with it than without it. I also tried every other lighting mod out there, but this generally won out because it looked great and worked well and cut down on the number of plugins. When I upgraded my system suddenly the world of ENB opened up and I really enjoyed those frame rates. So now, well many of you know what I am using for lighting and weathers, and there are some exciting things in the pipeline to do with CoT and ENB going on so that is not going away for me. I downloaded AE as soon as it was available, even did a little Beta testing earlier in the year, the kinds of things that alaa and co were working on and trying to get working were both ambitious and ultimately brilliant if they could pull it off. I can't say the wait hasn't been frustrating at times, just when I thought they were getting there, suddenly the team was off up a volcano somewhere, "sheesh!" (PP / SM quote). Is that overkill or passion? I hate hard sell as much as anyone but when I look at the RCRN site what I see is passion and perhaps pride but not undeserved because this mod has been a labour of love for a long time. So I am going to try it hopefully I will have time tomorrow to install it into a new profile. If it looks great in my game then I will want to keep it, compatibility wasn't much of a problem in the past so hopefully isn't now. If it doesn't look as good in my game then of course I wont use it. I doff my hat to the RCRN team anyway because they come across as passionate about the mod and passionate about helping people use their mod as well as seeking to continue to improve it - and well, that attitude impresses me. :)
DoubleYou Posted December 6, 2013 Posted December 6, 2013 I will say it isn't friendly on extremely low-end computers when FXAA is turned on' date=' although it certainly looks much prettier. RLO still seems to be the best for low-end computers. Still testing. The FXAA reminds me a lot of preset 4 for the FXAA post process injector' date=' but is improved more so than it from what I could see. Still, I cannot be running around Skyrim on 6 fps ;)[/quote'']Curious... What is your CPU, RAM, GPU and VRAM in your low-end system. I'd like to compare it to the one I'm on now.Terrible. LOL. https://wiki.step-project.com/User:DoubleYou/SystemSpecs
dunz Posted December 6, 2013 Posted December 6, 2013 @Aiyen Thank you for the reply. It did help me understand some things. I am not sure I understood Alaaa's reply about "DI behavior"? Anyway thank you again. What are your thoughts about patching the XCLW - Water Height entries? Some of these values are 0.000000 when even Update.esm has them set differently. TIA
Aiyen Posted December 6, 2013 Posted December 6, 2013 Ah yes I forgot to mention those! As long as Water Height is either 0.0, default or -2147483648.000000 ... then you are fine! It is part of the Bethesda mysteries why they have three values for the same thing. I have never found a difference between them at least. If anyone has, then I am all ears! :)
TechAngel85 Posted December 6, 2013 Posted December 6, 2013 I will say it isn't friendly on extremely low-end computers when FXAA is turned on' date=' although it certainly looks much prettier. RLO still seems to be the best for low-end computers. Still testing. The FXAA reminds me a lot of preset 4 for the FXAA post process injector' date=' but is improved more so than it from what I could see. Still, I cannot be running around Skyrim on 6 fps ;)[/quote'']Curious... What is your CPU, RAM, GPU and VRAM in your low-end system. I'd like to compare it to the one I'm on now.Terrible. LOL. https://wiki.step-project.com/User:DoubleYou/SystemSpecsOuch... :><:>
GITech Posted December 9, 2013 Posted December 9, 2013 The only thing I wish I had for 3.6 is 'godrays'. I know I could have them but was waiting for RCRN AE to "finish" to go ahead and try to get 'godrays' in my game. So, is there a "NEW" recommended method/ENB that can add godrays and nothing else, giving LITTLE to NO FPS loss? Thanks, Jay
Aiyen Posted December 9, 2013 Posted December 9, 2013 Okay since I was quite frankly a jerk inititally regarding this mod (Once again sorry!). I will try to make up for it by helping out in a much more constructive manner! Well to the issue at hand! By God rays, I assume you mean the Sun Rays that ENB has. Reason I ask is because God Rays are not possible with the Skyrim engine. I think the shafts of light between clouds when I hear God Rays. Not the lines of light through trees etc. Might be that it is just me who think of it like that. Anyways! This is a tricky one with the latest ENB versions. Mainly in order to get RCRN working and looking like intended then you need a few things. From a fresh install of ENB then you need to have the following set in the enbseries.ini EFFECTS section. UseOriginalPostProcessing=true UseOriginalObjectsProcessing=true EnableSunRays=true And in the enbeffect.fx file you need to have APPLYGAMECOLORCORRECTION set to active (remove the // in front). This will ensure that all default ingame shaders are working, which is what RCRN relies on. Of course do everything else the RCRN help says to get it working properly. Their documentation should help with that so I am not going to go over it. However in the latest version 239 of ENB then for some weird reason Sun rays are linked the the SSAO effect requiring it to be on as well. Hence the performance drop is always going to be very noticeable. So that will not work for ya. However if you can get v.236 it will work just fine. (If you cannot find it then throw me a pm and I will support it for ya! ) I would not suggest lower versions, since the Sun Ray code was different back then, and there was issues with glowing through walls etc. on some drivers. Hope that helps, otherwise just let me know!Â
GITech Posted December 9, 2013 Posted December 9, 2013 Thanks Aiyen! Very good explanation! I will be looking for it (ENB for 'sunrays') after I get some answers from the RCRN and MO teams before I update either of them. Once they are updated and Nexus is working, of course. I know 'godrays' was probably not correct, hence the single quotes. Thanks, "the more you know"! I purchased a hi end system just for SR and I will only use RCRN with ELFX. Why, cause it's the one that gives me the biggest improvement over vanilla AND allows me to stay at 60fps 99% of the time. I use a gamepad, and I like MY view of the world to be smooth ALL THE TIME in both movement and camera panning. (I am very good with analog sticks, I can 3D RC helicopters). To me, maintaining 60 FPS is not that big of an issue when using mouse-and-keyboard, as both movement and camera panning are "spastic" already. Anyway, I want to thank the RCRN team for ALL THEIR EFFORTS!!!!!!!!!!!!!!!!!!!!! **One point of advice, please get on the Mod Organizer bandwagon and give us MO users complete and carefully detailed install instructions. I am currently using 3.6 and would like to upgrade, but I am scared. I have (MO has allowed) 250+ mods and 160+ ESP's (with just 2+ months of learning and modding SR), and I would like to not worry something may go wrong if I update RCRN. PLEASE RE-ASSURE ME... :) Thanks,Jay (note: I edited these posts for readability due to your answering one of the questions, thanks again Aiyen) My ESP's load order from BOSS, just for fun:BOSS Version 2.1.1 ====================================== Summary ====================================== Plugin Type Count Recognised (or sorted by user rules) 159 Unrecognised 1 Inactive 9 All 160 Plugin Message Type Count Warning 0 Error 1 All 24 * Your masterlist has been updated to revision 7780 (2013-11-28). * Note: Latest BOSS thread ("http://forums.bethsoft.com/topic/1472899-relz-boss-for-skyrim/") * Note: The BOSS team has been overwhelmed with the popularity of submissions of unrecognised plugins from the BOSS Log and the number of outstanding unique submissions. As of 11/2013 we are at over 1000+ plugins to add to the Masterlist. If you are interested in helping to get these plugins added to BOSS's masterlist, please PM Aellis (Bethesda Softworks Forums ("http://forums.bethsoft.com/user/364024-aellis/") or Nexus Mods ("http://forums.nexusmods.com/index.php?showuser=65745/")). * Note: Your SKSE is up-to-date. * Note: The order of plugins set by BOSS differs from their order in its masterlist, as one or more of the installed plugins is false-flagged. For more information, see "file:../Docs/BOSS%20Readme.html#appendix-c False-Flagged Plugins".             <<<<<<((((THESE SHOULD BE THE ESP's that I LOCKED in MO for requiem and related & patches, i hope))))>>>>>>>>> ====================================== User Rules ====================================== Rule Applied Details (if applicable) Sort "SniSiHunting.esp" after "SniSiDragonbone.esp" ✓ Sort "SniSiGlassBow.esp" after "SniSiDaedric.esp" ✓ Sort "Skytest Immersive Creatures.esp" after "Skyrim Immersive Creatures - DLC2.esp" ✓ ====================================== SKSE Plugins ====================================== SKSE Version: 0.1.6.16 SKSE_Elys_AltF4.dll Version: 1.0.0.0 SKSE_Elys_Uncapper.dll Version: 1.15.1.1 SafetyLoad.dll nioverride.dll showRaceMenu_preCacheKiller.dll ====================================== Recognised Plugins ====================================== These plugins are recognised by BOSS and have been sorted according to its masterlist. Please read any attached messages and act on any that require action. Skyrim.esm Active Update.esm Active * Bash Tag suggestion(s): {{BASH: Delev, Relev}} Unofficial Skyrim Patch.esp Active * Bash Tag suggestion(s): {{BASH: Delev, Relev, Stats}} Dawnguard.esm Active * Bash Tag suggestion(s): {{BASH: Delev, Relev}} Unofficial Dawnguard Patch.esp Active * Bash Tag suggestion(s): {{BASH: Delev, Relev, Stats}} HearthFires.esm Active Unofficial Hearthfire Patch.esp Active Dragonborn.esm Active Unofficial Dragonborn Patch.esp Active * Bash Tag suggestion(s): {{BASH: Delev, Stats}} Falskaar.esm Active Skyrim Project Optimization.esm Active Skyrim Project Optimization - Full Version.esm Active ETaC - RESOURCES.esm Active Ket_ARMONIZER_v2.esm Active Lanterns Of Skyrim - All In One - Main.esm Active WinterholdDestruction.esm Active SMPC.esp Active HighResTexturePack01.esp vvvvvv HighResTexturePack02.esp >>>>>>>> ((((((I only deactivate these 3 when I need to go to Dawnstar)))))) HighResTexturePack03.esp ^^^^^^ Shrine of Talos fix ENG.esp Active Unofficial High Resolution Patch.esp Active Better Dynamic Snow.esp Active Rainbows.esp Active ADS.esp Active AOS.esp Active * Note: See also AOS compatibility patches ("http://skyrim.nexusmods.com/mods/44541/") page on Nexus. DragonShoutVoice.esp Active IHSS.esp Active Improved Combat Sounds v2.2.esp Active AOS_ICS Patch.esp Active randomthunder.esp Active mintylightningmod.esp Active StaticMeshImprovementMod.esp Active 83Willows_101BUGS_V4_LowRes.esp Active * Bash Tag suggestion(s): {{BASH: Delev, Relev}} Auto Unequip Ammo.esp Active BellyachesNewDragonSpecies.esp Active Dead Body Collision.esp Active DungeonQuestAwareness.esp Active HoldBorderBanners.esp Active Lanterns Of Skyrim - All In One - Climates of Tamriel - lvl-3.esp * Note: Use only one Lanterns Of Skyrim - All In One esp. Lanterns Of Skyrim - All In One - Climates of Tamriel - lvl-1.esp * Note: Use only one Lanterns Of Skyrim - All In One esp. Lanterns Of Skyrim - All In One - Climates of Tamriel - default.esp * Note: Use only one Lanterns Of Skyrim - All In One esp. Lanterns Of Skyrim - All In One - Climates of Tamriel - lvl-2.esp Active * Note: Use only one Lanterns Of Skyrim - All In One esp. Lanterns Of Skyrim - All In One - Climates of Tamriel - lvl-4.esp * Note: Use only one Lanterns Of Skyrim - All In One esp. Lanterns Of Skyrim - AIO - Dawnguard.esp Active ORM-Arvak.esp Active Point The Way.esp Active RabbitsPlus.esp Active Radiant and Unique Potions Poisons and Booze.esp Active ShootingStars.esp Active Skyrim Immersive Creatures.esp Active * Bash Tag suggestion(s): {{BASH: Delev, Relev}} Skyrim Immersive Creatures - DLC2.esp Active * Bash Tag suggestion(s): {{BASH: Delev, Relev}} Skytest Immersive Creatures.esp Active Skyrim Flora Overhaul.esp Active Footprints.esp Active Footprints - Ash.esp Active RaceMenu.esp Active RaceMenuPlugin.esp Active * Note: RaceMenuPlugin is optional and provides support to alter Height, Breast, Glute and Biceps. If you experience issues with it, disable RaceMenuPlugin.esp and inform the author. RaceMenuOverlays.esp Active SkyUI.esp Active iHUD.esp Active AMB Glass Variants Lore.esp Active * Bash Tag suggestion(s): {{BASH: Delev, Relev}} ArgonianMercArmor.esp Active BloodWitchArmor.esp Active Contractor Armor.esp Active DaedricWrath-SniperBow.esp Active DwarvenSniper.esp Active Elemental Staves.esp Active Evil MasterMind Armor.esp Active ExplosiveBoltsVisualized.esp Active imp_helm.esp Active imp_helm_imp.esp Active imp_helm_dawn.esp Active Knight Of Thorns Armor.esp Active Mavari Armor.esp Active Medusa and Drakul Armors.esp Active Raven Witch Armor.esp Active SilverDragonArmor.esp Active SniSiGlassBow.esp Active SniSiDragonbone.esp Active SniSiHunting.esp Active SniSiImperial.esp Active SniSiNordic.esp Active Thanatos Dragonx.esp Active TorchArrow-Dawnguard.esp Active Dr_Bandolier.esp Active Requiem.esp Active * Bash Tag suggestion(s): {{BASH: Delev, Relev}} * Note: Requiem makes a LOT of changes. You may want to consider creating and using a Userlist based on your particular mod loadout. Requiem - Resources.esp Active Requiem - Potions Weight.esp Active Requiem - Skytest Animals&Predators Patch - HearthFires.esp Active Requiem - Skytest Animals&Predators Patch - Dragonborn.esp Active Requiem - Falskaar.esp Active Requiem - Dragonborn.esp Active Requiem - SIC Patch.esp Active Requiem - SIC Patch - DLC2.esp Active Requiem - USKP Patch.esp Active Requiem - Skytest Animals&Predators Patch.esp Active Requiem - HearthFires.esp Active AOS_Requiem Patch.esp Active MIDFollowMeCloser.esp Active RiftenBetterDocks.esp Active SkyrimChimneysRW.esp Active SolitudeBetterDocks.esp Active SolstheimBetterDocks.esp Active WindhelmBetterDocks.esp Active Acquisitive Soul Gems.esp Active Appropriately Attired Jarls Redux.esp Active BlockSparkles.esp Active AOS_BlockSparkles Patch.esp Active Differently Ebony.esp Active DiversePriests.esp Active DiversePriests_BringOutYourDeadPatch.esp * Error: Bring Out Your Dead.esp is not present or is not active. Skyrim will CTD when loading if using this file without it. FalskaarDawnguard.esp Active Ket_ARMONIZER_LListsNPC.esp Active * Bash Tag suggestion(s): {{BASH: Delev}} dD-No Twitching Dragon Death Animation.esp Active SkyFalls Plus SkyMills - All DLC and Falskaar.esp Active SkyTEST-RealisticAnimals&Predators.esp Active SkyTEST-RealisticAnimals&Predators-Dawnguard.esp Active SkyTEST-RealisticAnimals&Predators-Dragonborn.esp Active aMidianborn_Skyforge_Weapons.esp Active ETaC - Complete.esp Active ETaC - Smelters.esp Active ExpandedWinterholdRuins.esp Active Lanterns of Skyrim - All In One - Winterhold Destruction Ruins.esp Active AIMP - Antz in my Pantz.esp Active Chesko_Step418_SN.esp Active Evilbass Werewolf Perks.esp Active Apocalypse - The Spell Package.esp Active Dwemerverse - Dwarven Magic Package.esp Active Evilbass Light and Dark Spells.esp Active SmartCast_1_0.esp Active Summon Behemot Dragon.esp Active * Requires: Behemoth ("http://skyrim.nexusmods.com/mods/17473") meshes, textures DragonCombatOverhaulDragonborn.esp Active AOS_DCOd Patch.esp Active The Dance of Death - Ultimate Edition.esp Active Soul Gems Differ - NS - E.esp Active dD-No Spinning Death Animation.esp Active Beards.esp Active Brows.esp Active HothFollower.esp Active HothFollower UFO Patch.esp Active Slightly Reduced Distance NPC Greetings.esp Active SPTConsistentOlderPeople.esp Active * Note: If this is not newer than v1.3, update to the latest version. dD - Realistic Ragdoll Force - Realistic.esp Active * Note: Ragdolls will conflict with other mods that change the skeleton.nif. Check Custom Skeleton Replacers ("http://skyrim.nexusmods.com/mods/16712") for compatibly with other skeleton.nif. rcrnShaders.esp Active * Note: Make sure you have bEnableFileSelection=1 in SkyrimPrefs.ini under [Launcher]. RCRNvolumetric.esp Active EnhancedLightsandFX.esp Active ELFX - Exteriors.esp Active ELFXEnhancer.esp Animated Weapon Enchants.esp Active DawnguardRuneWeaponsFXSReplacer.esp Active WATER.esp Active WATER Plants.esp Active WATER DG.esp Active WATER DB Waves.esp Active WATER Falskaar.esp Active AOS_ADS Patch.esp Active DiversePriests_ConsistentOlderPeoplePatch.esp Active Bashed Patch, 0.esp Active ====================================== Unrecognised Plugins ====================================== ASG-AWE Patch.esp Active
Aiyen Posted December 10, 2013 Posted December 10, 2013 Just an update to the above issue with sunrays. Apparently Boris has fixed that bug and it should now be possible to use v.239 as well! The rest of the advice should still apply to my knowledge however. Let me know if there are any issues and I will look into them! Enjoy!
gamingsrc Posted December 11, 2013 Posted December 11, 2013 Simply a masterpiece this lighting/weather mod I have been following his progress from the first AE beta versions.
keithinhanoi Posted December 13, 2013 Posted December 13, 2013 After some careful testing of the RCRN AE install process, I've expanded on DoubleYou's series of steps to install RCRN AE 2.1.4 and get it working with Mod Organizer. EDIT (16 Jan 2014): Because I have updated my RCRN in Mod Organizer Installation Guide, and the formatting is not as easy to create here in the STEP Forums, I would like to kindly refer everyone to my original thread in the RCRN Community Support Forums where I will maintain the most up-to-date version of the guide.
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