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AltDunmer

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  1. You cannot play a heavily modded Oldrim, if you have Windows 8 or higher. At least not if heavily modded means using ludicrously big texture mods. That only works under Windows 7. I switched to Windows 10 for DirectX12, but I am disappointed now that Directx9 games are capped to 4 GB VRAM. Using texture mods can easily get you to that limit. So I am still waiting for SKSE64 to unleash the full madness of Newrim, like I wanted to unleash it for Oldrim.
  2. My fault :wallbash: I just didn't realized that I opened a mesh from the Nehrim data folder and also saved it there. So thanks for leading to the right direction of looking if the mesh is saved in the right folder. The Construction Set is linked to the original Oblivion data folder and of course the new mesh wouldn't be found in the seperate Nehrim folder :rolleyes: Yeah... Just moved the mesh into the Oblivion data folder and it found the mesh like expected XD :facepalm: :facepalm: :facepalm: :facepalm: :facepalm: :facepalm: :facepalm: :facepalm: :facepalm: http://lawrencegarcia.org/wp-content/uploads/2013/04/JesusFacepalm21.png Mea culpa! Cheers
  3. Hi, I also want to make a static book and have absolutely no clue about NifSkope :sad: But since that detailed instruction motivated me to look over it, I opened the existing book mesh and made just that one change you suggested. After that I saved as a new mesh (hell I better don't overwrite working meshes :tongue:) and now I got a problem: The NIF file isn't showing up in CS :sad: What am I doing wrong? Addition: :ohdear: Ok, I forced the book now to load the weird mesh with TESIVEdit. If I try to load the game at the place where the book is it takes quite longer than normally. But it loads and I cannot move the book too. I still have doubts about that mesh since it isn't showing up in CS and the cell view shows an exclamation mark where the book should be :/ I don't see this issue as solved since I still don't know what's going on with that mesh. Would be appreciate every helpful response to create clarity :smile: Irritated addition: Ok... Now I am really clueless. It seems I am to dumb to save meshes. I just opened the original mesh, didn't changed anything and saved it again under another name. Even this mesh isn't showing up in the CS :wallbash: I got too much of this voodoo in the past few days of scripting around and actually I don't used to be a designer of textures or meshes... because, well I am too dumb for it XD Any help? Cheers
  4. Probably your check is yet a record which belongs to both mods now and makes the dependancy. Delete the record from the mod which don't need it. Best in FNVEdit just by pressing the delete button (But of course be sure that you don't delete an important reord :wink:) Try to clean the masters afterwards again.
  5. Thanks, that helped me a lot. :biggrin: I've used that TUT to create a station for user owned songs. Feel free to investigate the functionality with GECK or FNVEdit. Also my blank MP3s can be used if needed since making 100 blank MP3s wasn't that much of effort ^^ I experienced that my own MP3s have some bug during the playback if they're high definition audio. But using Jarols Converting-BAT from Extended New Vegas Radio Generator on those MP3s, make them playing smooth ingame. Probably the engine has problems with big high definition audio so I can recommend to convert every song, voice which want to be used ingame with that converter.
  6. I would like to have a stutter remover like the one which is used for Oblivion or New Vegas. My system isn't that bad and even on DirectX 9 with all settings at low I notice some lags. I've a Phenom II X6 @ 3,2 GHz, Crossfire with 2 Radeon HD 6870 @ 1 GB video memory and 16 GB RAM. So I don't think that the game should lag on the lowest settings with those specs. Probably someone figure out how the lagging can be reduced. I would be very thankful for such a work :) Cheers
  7. Nope. The filter shaders work fine but I thought that they aren't as good as the AA provided by my graphic card. I just read myself trough the web and found rumors that OBGE don't like AA managed by hardware :( So it seems I have to use the filter shaders and turn the hardware AA completely off...
  8. Thanks for the response :) Unfortunately I don't use any SSAO shader. I only load CrysisDoF.fx after the Godrays and without them the circle is still there. Probably my shader is bugged? (I loaded it from some file-upload site) I cannot use the shaders from the OBGE Site. They never worked if I copy them into a FX file :/ So I had to search for a working V6 shader. Could you do me the favour and attach your V6 shader of godrays. It's probably really just a bad setting in my shader config. Cheers Addition... Well I just downloaded a V6 from the Bethsoft forum posted by vtastek himself. It is the same one... So my issue seems not to be solveable. Looks like I've to turn off AA :(
  9. Hi, I've excatly the same issue :( Unfortunately I already loaded the Godrays.fx via the shaderlist. I don't use the support plugin... This is my OBGE config. I've HDR on and if I turn it off the problem is gone, but I don't like the sun setting without HDR :( It also seem just to appear if I turn on anti aliasing in my AMD Vision Control Center. I use Godrays V6 and attach the config of the shader. The only OBGE plugin I use is Liquid Water. Also I've installed Brumbeks Sky Pack where the sunglare.dds come from. I've installed the fix for the Godrays but it only contains the sunglare.dds not the sunglareonhdr.dds. After I made some translations for a friend I play Nehrim by the way. Is there any possibility to run the game with HDR AND AA and without this bug? I would be pleased of any help. :) Cheers Addition: I made screenshots of the problem. There appears also a weird golden dot which looks like some lens flare or something :/ Dunno where it comes from. :unsure: If I turn AA off again it looks totally normal. If I turn HDR off but activate AA it looks different and too bright for my taste (whole sky around the sun glows) but this circle don't appear. http://www7.pic-upload.de/thumb/02.02.13/1i8pwlbfjx7g.jpg http://www10.pic-upload.de/thumb/02.02.13/7km8atxdxkk7.jpg It turns out that Brumbeks Sky Pack isn't the problem. I removed sunglareonhdr.dds for testing but the circle is still there :( All Natural Nehrim is also not the problem since the circle is still there after deactivating the mod. More Additions... Ok, it seems to be a shader problem. I used the original Godrays shader which comes with OBGE Standalone Effects for testing. The problem don't appear with it. But I don't really like this version of Godrays since it makes weird "shadow rays" of the trees. V6 is much more warm and glowing. Unfortunately I have no idea how to manipulate a shader or determine the problem of the shader configuration. :( So if anyone has some know-how about shaders I would be pleased if he can tell me what's wrong with the V6 shader I use in addition with AA and HDR. Cheers and thanks for all help :)
  10. ^ This (And you just got your first Kudos for this request clown ;))
  11. Seems screendrop got lost ^^ I just get here because of the request for exactly a darker nights mod for Far Cry 3. @Instamash1 Nice to see that I am not the only one who wish to have an immersive dark night. :)
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