-
Posts
2,672 -
Joined
-
Last visited
-
Days Won
18
Everything posted by hishutup
-
A Hole in my Breezehome! What could've possibly caused it?
hishutup replied to TehPenguin's question in General Skyrim LE Support
That'd do it. Reverse... I dont think so, I think that is embedded into the save. You could poke around with savetools and see if you can make heads or tails of it. -
A Hole in my Breezehome! What could've possibly caused it?
hishutup replied to TehPenguin's question in General Skyrim LE Support
Usually these things have some sort of enable parents that link up to some marker that is toggled via script. Grab the formID of that tile and open it up and xedit to see what the enable parent is. -
What to do with Script Conflicts?
hishutup replied to reddvilzz's question in General Skyrim LE Support
Maybe pack it into a bsa, I read in a few places that files that have a form need to be in a bsa to avoid possible name conflicts. In which case don't extract bsas if there is a valid reason. Edit: wheels of lull is shipped with a bsa, don't extract it. Bsas are significantly quicker in sse but are about the same in oldrim -
What to do with Script Conflicts?
hishutup replied to reddvilzz's question in General Skyrim LE Support
I mean... Merge plugins handles script fragments you could probably just have it renumber all forms but I definitely wouldn't do that to wheels of lull. -
I'm sorry I wasn't clear, follow that procedure after installing water and you'll see the green everytime(from what I've tested)
-
So, this is interesting. With Vanilla SSE: -coc whiteruntake a look at the fallsgo inside an interior(meadery is close)-pcbleave and check the falls againThen install WATER and you'll see some awesome green. I have no idea why, its just something that I picked up on when messing around. Also, killall now causes instant crash... EDIT: now the funny part, I looked at the OP image and that is pretty much what happens. BTW, don't use pcb or any purge cell buffer nonsense, as it tends to have some randomness. The preemptively unload cell ini is fine though.
-
If youre using SMAA then disabling the steam overlay makes sense. There is a weird bug that is "fixed" in smaa via a weird steam overlay hack in the smaa ini. EDIT: Wow the resurrect is strong
-
SSE & Modding - The early days
hishutup replied to Pretendeavor's topic in Skyrim Revisited (retired)
Basically, cleaning up poor modding habits(land edits), forwarding necessary records(flows, landscape spec) and running through CK(kind of pointless in my opinion). Running this at 20 mingrasssize gets me like 30fps and is hilarious, 50 is much more reasonable for my card, but with a 760, does it struggle on ultra? Saying it gives x percent hit, is not mathematically correct, nor is a percentage, finding an accurate number is complex. Did they ever fix that? All forms have their downsides and for TAA its unwanted ghosting, but the ghosting is what makes it so good. I don't notice any unwanted ghosting other than a slight blur when moving(really hard on my eyes) and the interesting artifacting of water effects EDIT: Reshade 3.0 is really cool, everyone should give it a poke, 2.0 was god awful to use. For Bioshock infinite I used the HDR, smaa, lumasharpen without touching the values and it worked great. -
SSE & Modding - The early days
hishutup replied to Pretendeavor's topic in Skyrim Revisited (retired)
The blur is annoying and has some interesting artifacts with flowing water(not specifically water flows). People complain about MSAA being too heavy and FXAA being generally terrible, there are not many options, SMAA is okay but is still post process which cant generate any new info but can only assume. I read somewhere that downsampling helps and it definitely does, currently running at 2715x1527 but that doesnt leave a ton of headroom especially when using Verdant, I don't observe any noticeable hit with SFO. Also, it seems like Bethsoft really lowered the lodbias because without a form of AA, the sparkling is horrific but I do wish there was TXAA(TAA+MSAA x4) If you want a modified(a little more than just the ck) verdant plugin, shoot me a pm, you need to get the original assets of course. -
What to do with Script Conflicts?
hishutup replied to reddvilzz's question in General Skyrim LE Support
Huh, those two snips do not look related at all. Its probably a naming conflict -
Do the meshes have textures on both sides or just one? I see the green on just about every reflection if the water shader is above the water plane(with reflection) in the game, like the streams
-
Custom AT-Quickchange Script?
hishutup replied to johnnywatts's question in Mator's Utilities Support (archived, read-only)
3 lines.... no probably more like 6-20 depending on how fancy(features) you want to be. -
Custom AT-Quickchange Script?
hishutup replied to johnnywatts's question in Mator's Utilities Support (archived, read-only)
Yeah, the script is quite limited in how usable the script is. I wish it would at least remember what I used last. -
I'm not understanding how to get MO + OBSE to work with the Steam Version
hishutup replied to Toosdey's question in Mod Organizer Support
because of how MO hooks, any and all .dlls in the mo install will not hook. The only way around this is to stick them in the real folder. Yes there are a few potential workarounds but as far as I know, none exist, all of which are pretty hackish. -
I need the ones that threw the error. You don't need to decompile them. Please send the original and the relinker versions. EDIT: to be honest I expected minty to break because someone decided using several symbols was a great name which conflict in various encodings.
-
Skyrim Revisted: Legendary/Special Edition Question
hishutup replied to DonQ's topic in Skyrim Revisited (retired)
OCS should be one of the standards with SSE. It just runs it smoothly and I don't even notice a performance hit. -
SSE & Modding - The early days
hishutup replied to Pretendeavor's topic in Skyrim Revisited (retired)
Honestly, you don't need an apples to apples compare as its really obvious. Just using Vanilla+DLCs+JK full I get a pitiful framerate in all the cities(20~50) whereas SSE I dont even see a dip as its able to max my GPU with an uncapped framerate. As for Enderal quick and dirty, low 20s vs perfect 60. What Im saying is that it scales with hardware rather than not. -
SSE & Modding - The early days
hishutup replied to Pretendeavor's topic in Skyrim Revisited (retired)
psst... Hey... Guess what... Enderal at a smooth 60 fps If you want to screw around, extract all the BSAs and hide meshes\actors\character because zlib is gone(finally) and animations need updating. WARNING 99% broken EDIT: literally been walking around for awhile and not even a stutter or a flicker of 59fps in sight. Although some hunters clothes are horribly broken cause some annoying effects. EDIT: You know what, this shouldnt be that hard to properly port... Im no genius with the specifics but there are definitely alternatives that could take place. There are only a few meshes that need some attention.The skills would need to be reworked or at least the char menuSkyUI would need a few things edited out like the search and hotkeysAny SKSE scripts would need to be reworkedSome spells and effects would probably need reworkingAnimations would need to get a look over if they are custom.(theres a converter tool in the ck)Weathers and water dont NEED attention but should be reworkedMaybe instead of Skyrim.esm + Update, maybe have it as another ESM although there was probably a good reason for this -
SSE & Modding - The early days
hishutup replied to Pretendeavor's topic in Skyrim Revisited (retired)
Apparently noble skyrim also has a patch. Its a great idea to post something that people want, in a location with very limited visibility. Its like uploading a file for fnv on a fo3 page. *Shrug* -
SSE & Modding - The early days
hishutup replied to Pretendeavor's topic in Skyrim Revisited (retired)
cool, installing that right now EDIT: What no 4k diffuse 2k uncompressed normal option. pfft, its not like we're limited by memory anymore :D To be honest, I'd like to see an 8k 4k just to see how sse deals with it -
WATER will likely need to be reimagined due to the flow changes as well as the different water edits. What Im trying to say is the effect sparrow achieved with x86->modded will not be the same as x64->modded. Eh, I'm bad at explaining things... Also old bsa are busted, extract them and repack with the new ck
-
SSE & Modding - The early days
hishutup replied to Pretendeavor's topic in Skyrim Revisited (retired)
So I guess the XRGB ones are broken? Im trying to find an application to batch convert to uncompressed or DXT. ddsopt and ordenator don't give the control I need EDIT: Eh, I ran it through DDSopt and it fixed the CTD but the compression of uncompressed is undesired. Also, parallax breaks everything :D Skyrim is this wonderful gray and flickering mess with the meshes installed -
SSE & Modding - The early days
hishutup replied to Pretendeavor's topic in Skyrim Revisited (retired)
I see no problem in the edited files being uploaded that require the original download. If a halfassed solution arises then sch. may just make a page. Also Ganda is the same way, if someone wants to properly port RBB, message him to open a page as he wants to keep things local which I can understand. Wasnt this just a scrolling texture? -
SSE & Modding - The early days
hishutup replied to Pretendeavor's topic in Skyrim Revisited (retired)
So as far as I can tell SkyUI 2.2 works fine but some of the features like the different icons(poison/potion) and the search feature(its not getting focus) are completely busted which is no surprise. Honestly, if I could, I'd omit those along with the SKSE warning and move on but I don't know how I'd go about that. There is no BSA or plugin making those a non-issue EDIT: Localization is probably also busted but I can't test.