Wouldn't be the first time a silent (stability?) hotfix would worsen fps depending on system hardware setup.
What kind of fps drop are we talking about here (modded vs unmodded)? Haven't checked ingame yet.
Wouldn't be the first time a silent (stability?) hotfix would worsen fps depending on system hardware setup.
What kind of fps drop are we talking about here (modded vs unmodded)? Haven't checked ingame yet.
From last week to this week, overall.. a drop of maybe 15-20 during fights or 'busy' areas. Modded vs unmodded, not that much.. maybe 5-10 in those areas. I don't run Fraps so that is an estimate, but I have run it enough in the past and have been gaming and mmorpg raiding long enough to know the difference between a game running a normal 50-60 fps or dropping down to 30ish. My guess is it's the patch, but I am going to read thru the last few pages of http://forum.bioware...-master-thread/and see what the general word is on the post-patch performance.
I haven't updated yet, actually i can't find the patch notes, anyone? It's not in the patch thread.... SWW, you know about the perfoverlay.drawfps command right? Maybe check that with mods enabled and disabled? If you have low video memory (like me QQ) it's quite possible that textures affect performance alot
Notes are here, btw, and apparently those go for the mini updated patch yesterday as well.
How do you rename your link to "here"? Always wanted to do that trick
Type the word you want as the link, in which case, I used "here"
then highlight it with your mouse. While it's highlighted, click the little chain up there ^ which will give you an option to insert a URL. ![]()
DROPS to 30! That's the fps i'm tryin to achieve! Yougetouttahere! ![]()
I tried real quick in Empris and no fps changes or stutter increase for me, so maybe it's a Mantel thing.
LOL! I am spoiled I guess
This is a somewhat newer comp though, built by my husband and me. Got tired of the store sets ie Dell or HP, limiting to what was in there.. we update over time as we can afford... the most recent being my new power supply and vid card. I still have issues actually with the processor we got for it though. We went with AMD, and unfortunately I have a few graphical glitches in some games, Mass Effect being the one that bugs me the most mainly on Noveria after a certain point where my Shep and her comps turn into black blobs, but also in Dragon Age Origins with some of the vanilla hair textures. Little things, I know, compared to what some people deal with, but bothers me still.
Nothing showed after scanning, so will do another game repair, merge, and try again later this afternoon. I saw a few posts on the patch thread that others had some fps fluctuation but nothing major, but trying to weed through 5-6 pages of mostly off topic *ooh look the tavern has doritos now* posts, etc. was a bit much. ![]()
@SheWildWolf - do you run flycam and cheatengine? I notice soemtimes I get these "stutter" problems when I run them both.
@SheWildWolf - do you run flycam and cheatengine? I notice soemtimes I get these "stutter" problems when I run them both.
No, neither of those, nor SweetFX even though I downloaded some settings.
It's odd, but in a good way. I've been using the mod that Eham did, removed his facial hair, which I already liked.. but.. I am kinda diggin' the whole no flair hair thing. Extra incentive to me to make a male and romance that boy.
Um...where can I find this mod that removes Dorian's facial hair? ![]()
Please? ![]()
Um...where can I find this mod that removes Dorian's facial hair?
Please?
Here:
http://www.nexusmods...tion/mods/199/?
Celene no mask made me laugh! Look at here expression in the pic
, btw, GJ Ehamloptiran
I heared that there were problems after Patch 3, and that there is a new DAI Mod Manager, somone can link please
Would someone mind explaining a bit on how cheat engine works? There is such a barrage of info, mostly links to download, that I'm rather lost.
Is it like texmod, where it has to run while the game runs? Or is it more like the me3 explorer, where you run it for what you need and your done?
I'm still debating on even trying to use it or not. It seems a bit daunting for me
Would someone mind explaining a bit on how cheat engine works? There is such a barrage of info, mostly links to download, that I'm rather lost.
Is it like texmod, where it has to run while the game runs? Or is it more like the me3 explorer, where you run it for what you need and your done?
I'm still debating on even trying to use it or not. It seems a bit daunting for me
You can start and close it anytime during your game, it will hook into the memory and let you change stuff. Some changes will stick (gold, influence, perks etc) some are only temp (camera zoom, the walk mod).
I used it three or four times in my current playthrough, still in Haven i cheated some Elven schematics, a bit later i added some perks, and i added some gold twice. Didn't have any side effects so far, and i'm like 70 hours in. Doesn't mean it can't mess you up real bad!
I heared that there were problems after Patch 3, and that there is a new DAI Mod Manager, somone can link please
Latest always here no? And there don't seem to be no problems with the weird hotfix patch, at least i didn't have any
You can start and close it anytime during your game, it will hook into the memory and let you change stuff. Some changes will stick (gold, influence, perks etc) some are only temp (camera zoom, the walk mod).
I used it three or four times in my current playthrough, still in Haven i cheated some Elven schematics, a bit later i added some perks, and i added some gold twice. Didn't have any side effects so far, and i'm like 70 hours in. Doesn't mean it can't mess you up real bad!
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I'm considering using it to get the other vitaar, especially the arishok. I've had a couple requests to mod that one, and I have no desire to spend hours jumping all over Thedas to open that stupid temple. Just trying to decide if it's worth the trouble or risk.
Sorry for another post, but woohooo!!!!
I think I've finally figured out the maps!

Sorry for another post, but woohooo!!!!
I think I've finally figured out the maps!
It's so pretty.
I have to complain a bit. I hate the cleanup phase. I hate it. I hate going through every pixel of it. There's always one more thing that needs fixing. Always. Grrrrrrrr.

Haven't really had time to create any complete re-textures for anything yet but I have been fiddling around with the tint maps, particularly on the elven armours. It always annoyed me that only the belt and skirt part of the elven keeper robes could be tinted so I've tried to fix that. Ignore the redness of the metal in this pic, I didn't realise I had fade touched drakestone selected when I took it.Pretty much everything that isn't metal is tintable now. It's still a little rough around the edges, the diffuse and tint map still need a few tweaks before I'll be happy with it.
I believe Ottemis is working on a tintmap tutorial, if I read correctly on her tumblr, might be a couple-few days tho. I personally am looking forward to it!
I believe Ottemis is working on a tintmap tutorial, if I read correctly on her tumblr, might be a couple-few days tho. I personally am looking forward to it!
I deal with tint maps a fair bit at work so I'm fortunately in a position where they aren't something unknown and new but it will still be good to see how other people do their tint maps. My problem is mainly trying to figure out Bioware's system of what channels are used by which shaders as every armour seems to be handled differently.
The Keeper robes for example use all three RGB channels in a fairly simple way, red channel for base cloth material, green for leather, blue for secondary cloth. The dalish scout armour however uses red for cloth and green for leather and the blue channel for some reason is only tintable through the masterwork slot. Then there's the dalish warrior armour which is just weird. The tint map doesn't correlate with what actually gets tinted when crafting. I hope we can one day edit or at least tweak variables for shaders/materials because some of them seem a little bit dodgy to say the least.
I deal with tint maps a fair bit at work so I'm fortunately in a position where they aren't something unknown and new but it will still be good to see how other people do their tint maps. My problem is mainly trying to figure out Bioware's system of what channels are used by which shaders as every armour seems to be handled differently.
The Keeper robes for example use all three RGB channels in a fairly simple way, red channel for base cloth material, green for leather, blue for secondary cloth. The dalish scout armour however uses red for cloth and green for leather and the blue channel for some reason is only tintable through the masterwork slot. Then there's the dalish warrior armour which is just weird. The tint map doesn't correlate with what actually gets tinted when crafting. I hope we can one day edit or at least tweak variables for shaders/materials because some of them seem a little bit dodgy to say the least.
Sorry, I was not implying you were clueless. I tend to hit Quote, rather than reply.. that was more a general heads up for several of us in here who were confused before.
And out of curiosity.. does the color of the slot when you go to craft have anything whatsoever to do with anything? I noticed the metal parts of the craftables always had the green slot, and cloth I think was red. Or maybe it was leather.
Sorry, I was not implying you were clueless. I tend to hit Quote, rather than reply.. that was more a general heads up for several of us in here who were confused before.
And out of curiosity.. does the color of the slot when you go to craft have anything whatsoever to do with anything? I noticed the metal parts of the craftables always had the green slot, and cloth I think was red. Or maybe it was leather.
It varies from armour to armour I think. I haven't been able to find a standard for all the armours. I thought I'd figured it out a few days ago but then I started looking at the dalish armours and they were done slightly differently. I do believe however that the red channel tends to handle the base material for most armours, so the material that defines armour rating and class restriction.