The Elder Scrolls V: Skyrim Discussion Thread
#35251
Posté 09 février 2014 - 12:02
#35252
Posté 09 février 2014 - 02:28
Splinter Cell 108 wrote...
I'd use SSME for now. The SKSE version is in alpha, best wait until its finished before using it.
I chose SSME due to the simplicity of installation; as easy as modding NWN1.
#35253
Posté 09 février 2014 - 04:48
#35254
Posté 09 février 2014 - 06:13
#35255
Posté 09 février 2014 - 03:43
Splinter Cell 108 wrote...
Can't be sure, there's so many armors in that pack, its really something to know which ones have a better rating that anything else. Try Dragonbone Ebonsteel armor, I think it might have a higher rating than those armors.
Thanks! Found the Crafting requirements needed for upgrading in the Read Me section; can extrapolate possibilities from that list.
The reason I ask is that when I had the earlier version installed, I still found myself using the same armors repeatedly, as I still required better AR. This newer version may allow for more choices. Still, the naked NPC bug still is included, and that is not exactly immersive.
#35256
Posté 09 février 2014 - 04:37
Elhanan wrote...
Thanks! Found the Crafting requirements needed for upgrading in the Read Me section; can extrapolate possibilities from that list.
The reason I ask is that when I had the earlier version installed, I still found myself using the same armors repeatedly, as I still required better AR. This newer version may allow for more choices. Still, the naked NPC bug still is included, and that is not exactly immersive.
The new version has like 3 times the armors of the previous version. As for the naked bug, haven't had it happen to me and I run that mod with a lot of other mods.
#35257
Posté 09 février 2014 - 11:42
These are two of my favorites. These are from The Roleplay Gamer.
You know how blood magic works in Dragon Age?
Well this is a blood mage build using vanilla Skyrim.
Is your idea of a wizard someone who uses staffs and wears robes?
Here is a wizard build inspired by Gandalf in Lord of The Rings.
What do you think?
Modifié par Abraham_uk, 09 février 2014 - 11:42 .
#35258
Posté 10 février 2014 - 02:06
Splinter Cell 108 wrote...
The new version has like 3 times the armors of the previous version. As for the naked bug, haven't had it happen to me and I run that mod with a lot of other mods.
Have seen it appear a few times during Gopher's LPS series, even with latest version. It also happened in my own game with older versions.
Can someone confirm that this mod will take 10+ hrs with a free Nexus acct? I really do not have that kind of time to wait for DL.
#35259
Posté 10 février 2014 - 02:28
Elhanan wrote...
Splinter Cell 108 wrote...
The new version has like 3 times the armors of the previous version. As for the naked bug, haven't had it happen to me and I run that mod with a lot of other mods.
Have seen it appear a few times during Gopher's LPS series, even with latest version. It also happened in my own game with older versions.
Can someone confirm that this mod will take 10+ hrs with a free Nexus acct? I really do not have that kind of time to wait for DL.
Impossible, I don't have the best internet connection but it did not take 10 hours for me. Its their servers, they do those things sometimes. I don't know about the naked thing, I never had it happen, not even with older versions. I have no clue what it is, but I'd bet its another mod or its something with the leveled lists not assigning armors correctly.
Gopher's knows a lot about modding but he does not cover everything about modding, nor do I expect him to.
Modifié par Splinter Cell 108, 10 février 2014 - 02:29 .
#35260
Posté 10 février 2014 - 02:21
Splinter Cell 108 wrote...
Impossible, I don't have the best internet connection but it did not take 10 hours for me. Its their servers, they do those things sometimes. I don't know about the naked thing, I never had it happen, not even with older versions. I have no clue what it is, but I'd bet its another mod or its something with the leveled lists not assigning armors correctly.
Gopher's knows a lot about modding but he does not cover everything about modding, nor do I expect him to.
I waited until after midnight, then the server times dropped to about one hour. Kinda wish I knew more of the details to set the MCM properly, but having some prior knowledge of older versions led me to take some educated guesses.
No Alduin armor for me, though; was somewhat memorable when he disintegrated. And it looks like I can now have the guards keep their proper helms as I requested. So for now, it is looking pretty good!
#35261
Posté 10 février 2014 - 02:26
#35262
Posté 10 février 2014 - 02:39
Splinter Cell 108 wrote...
I think the author of that mod made a video on how to use it, which also showcases all the armors in the game. Don't know if you've seen it yet, but it talks about MCM I think.
Yeah; made it about 3/4 thru before I installed the mod, as I wanted to see some of the higher AR pieces. But recalling an armor title in the MCM is a bit harder w/o visuals.
#35263
Posté 10 février 2014 - 03:18
#35264
Posté 10 février 2014 - 05:03
So far so good; tweaked FX injector to employ some improved AA so jaggies aren't so obvious; tested by reading books and checking the top/bottom edges. Much nicer now. Still need to test overall performance/stability after I get out of Helgen.
I don't use armor mods because vanilla doesn't bother me. I spend more time trying to improve the appearance of the gameworld, and it looks damn good. Immersive thunder is also nice during storms. Boom!
#35265
Posté 10 février 2014 - 06:17
But my FX card is not top end, so I avoid increasing uGrids or many Tech tweaks, but do enjoy some of the enhanced texture and appearance mods; aMidianBorn additions work well here, too.
#35266
Posté 10 février 2014 - 09:53
Endurium wrote...
I tried the SKSE Alpha yesterday and it worked, so no need to bother with SSME. Got most of the savini values incorporated into skyrim.ini after remembering how that worked (I left out the ones responsible for red main menu graphics). Had to move a few lines to different categories after finding out they were in the wrong place (added according to various tweaks posted online).
I'm still keeping SSME for the time being, too lazy to switch and SKSE alpha is also applying more stuff than just what SSME does, according to what I've heard. Besides I don't like Alphas or Betas, I prefer finished stuff, I've had to deal with software in alpha in the past and it was nothing but problems and more problems.
#35267
Posté 10 février 2014 - 10:50
I'm staying at uGrids 5 in the save file and once I get to a good place to see distances I want to test the new .ini setting versus uGrids 7 to see how they compare. The hills around Whiterun and the island in the middle of Lake Illinata are two of my favorite testing places.
#35268
Posté 10 février 2014 - 11:27
Endurium wrote...
That's fine, I've used SKSE for a year or two now so this "alpha" is simply a newish build for field testing. I'm willing to give it a shot since it merely adds to what I've already had.
I'm staying at uGrids 5 in the save file and once I get to a good place to see distances I want to test the new .ini setting versus uGrids 7 to see how they compare. The hills around Whiterun and the island in the middle of Lake Illinata are two of my favorite testing places.
Gopher tested this in the vid I linked earlier - FYI
#35269
Posté 10 février 2014 - 11:27
Don't know about uGrids, always kept them at five, according to Arthmoor the open cities author and probably the most experienced modder in the Nexus, messing with uGrids isn't a good idea. Then again most mod authors say a lot of stuff, so much that I really don't know which one is correct or not. I'm going to have to find out for myself one of these days.
#35270
Posté 11 février 2014 - 03:49
Splinter Cell 108 wrote...
I'd use SSME for now. The SKSE version is in alpha, best wait until its finished before using it.
Now I'm curious about something after seeing the posting about these two files and watching the video about the memory file so. Now My game has never crashed yet but there are times for which I've got to close out the game and re-start it. Sometimes the NPC for which I'm playing through with would just start walking and moving real slow like he's over the carry weight for which he's allowed to carry. Could this be the cause of it and would SSME clear this up?
#35271
Posté 11 février 2014 - 05:20
Redneck1st wrote...
Now I'm curious about something after seeing the posting about these two files and watching the video about the memory file so. Now My game has never crashed yet but there are times for which I've got to close out the game and re-start it. Sometimes the NPC for which I'm playing through with would just start walking and moving real slow like he's over the carry weight for which he's allowed to carry. Could this be the cause of it and would SSME clear this up?
Techless One here, so pls get confirmation. Short answer: It couldn't hurt.
However, it appears that your problem is with lag or latency. You may want to defrag your system, run Disk Cleanup before play, and utilize lower textures if available. My own like problems vanished when I acquired a system upgrade; getting more memory, better FX card, etc.
You may also find some good Performance tips with your own FX card, plus those found for Skyrim.
#35272
Posté 11 février 2014 - 05:21
Saw that and enjoyed it, but nothing I didn't already know. I'm talking about comparison of uGrids 7 to the (apparently placebo) .ini variable uStaticNeverFade, which appears to have no effect, doesn't exist as a text string in TESV.EXE like all other .ini variables, and isn't recognized in the console via getini and setini commands. If you do an .ini dump with saveini (which doesn't seem to include variables unique to SkyrimPrefs.ini), this variable isn't listed. I tried General, Display, LOD, etc. Nothing recognized it. It's not a game setting in the CK either, so I'm calling BS. There aren't any screenshots for comparison either, which is suspect; if this worked as well as people claim, I'd expect to see plenty of screenshots showing it off.Elhanan wrote...
Endurium wrote...
That's fine, I've used SKSE for a year or two now so this "alpha" is simply a newish build for field testing. I'm willing to give it a shot since it merely adds to what I've already had.
I'm staying at uGrids 5 in the save file and once I get to a good place to see distances I want to test the new .ini setting versus uGrids 7 to see how they compare. The hills around Whiterun and the island in the middle of Lake Illinata are two of my favorite testing places.
Gopher tested this in the vid I linked earlier - FYI
Will go back to uGrids 7 and call it good, because even if statics didn't fade (giving me greater object rendering distance), water does, and standing near the Lady Stone in lake Illinata I can see LOD lake water at uGrids 5, but not at uGrids 7. It's a good compromise and doesn't bork my quests.
Flew around last night at 1000 movement speed and no crash, just stutters now and then from loading in heavily populated cells. The alpha SKSE seems quite solid.
Modifié par Endurium, 11 février 2014 - 05:26 .
#35273
Posté 11 février 2014 - 05:30
Elhanan wrote...
Redneck1st wrote...
Now I'm curious about something after seeing the posting about these two files and watching the video about the memory file so. Now My game has never crashed yet but there are times for which I've got to close out the game and re-start it. Sometimes the NPC for which I'm playing through with would just start walking and moving real slow like he's over the carry weight for which he's allowed to carry. Could this be the cause of it and would SSME clear this up?
Techless One here, so pls get confirmation. Short answer: It couldn't hurt.
However, it appears that your problem is with lag or latency. You may want to defrag your system, run Disk Cleanup before play, and utilize lower textures if available. My own like problems vanished when I acquired a system upgrade; getting more memory, better FX card, etc.
You may also find some good Performance tips with your own FX card, plus those found for Skyrim.
Well now will have to admit that as for a system upgrade that's not happening for a long time. You see I custom built this computer and it currently has the latest of everything in it. From the CPU which is the very latest Intel chip for which is out right now<6j core> 32 gigs of ram<still could add another 32 gigs> and an ATI Radeon 7900 series graphics card which has 3 gigs on the card dual 256 SSD SATA 3 HDs and a SATA 3 cd/dvd/blu ray drive I register all 7.9 under windows. Of course what does Micrsoft After all they want us all to be running tablets. Isn't that the thought behind Windows 8? Were not smart enough to use a real computer.<LOL>
#35274
Posté 11 février 2014 - 05:48
However, that patch makes sure that Skyrim utilizes the available memory properly. There's also something else called ENBoost, which helps with other memory issues and also makes Skyrim use VRAM appropriately.
#35275
Posté 11 février 2014 - 05:53
Splinter Cell 108 wrote...
If it is not your system, and in most cases it isn't at least with Skyrim. Then it is the engine, running too many heavily scripted mods causes problems with FPS, stuttering, and other stuff that wouldn't happen if Skyrim had a better engine and was a 64 bit application.
However, that patch makes sure that Skyrim utilizes the available memory properly. There's also something else called ENBoost, which helps with other memory issues and also makes Skyrim use VRAM appropriately.
Can ENBoost be found on Nexus as well? And is it easy to install?
Modifié par Redneck1st, 11 février 2014 - 05:54 .





Retour en haut





