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Spartacus2211

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  1. Dear community! Does anybody know a way how to disable or reduce vanilla shaders of skyrim? Is it safe to just delete some of the shaders manally from the game folder, or would this harm the game? Is it possible to create a (SKSE-)mod, which tells the game to not use (some) shaders? Console commands like teofis would be appreciated. I will be using DXVK. So if anyone is fit enough with this, I would also be glad about any tips in this direction. DXVK has some settings, which can be configured, but I don't know much about this stuff (except the activation of triplebuffering* helps old Bethesda games A LOT to achieve smooth FPS with deactivated V-Sync) d3d9.tearFree = true *d3d9.numBackBuffers = 3 Haven't tried this in Skyrim yet, just wanted to mention it. But my question is not about all the already existing stuff to increase performance of the game, I want Oldrim to use less GPU for effects by default, since GPUs are the bottleneck to many systems. If Oldrim looks like Oldblivion, I wouldn't care. I want smooth FPS without my notebook's graphic chip to get molten within 1 or 2 years. edit 02.08.2023: Problems lead to solutions. I didn't find a way to do that, but I created a mod to reduce stress on the hardware ('increase performance') by disabling spell- and projectile-lights of all kinds. -> Spells emit no Lights - Performance Potato Mod
  2. I can imagine, that this has to do with bash patching. Just a feeling. I have a similar problem in Fallout New Vegas, where some mod-added headhunting NPCs should spawn every now and then, instead they spawn all together at the start of the game outside in Goodsprings.
  3. I accidentally found, where the boss-NPCs from Arcturus spawn: All of them spawn at the same time in the same cell, namely the palace-cell from the last thieves-guild-quest. After entering the ayleid-ruin-door, which was opened by a special key-arrow, the PC enters the heavily guarded palace-area from where on the PC must find the library. In this cell all of the boss-NPCs from Arcturus spawn. No idea, what's going on.
  4. No, actually my last reply was only a reply to your first reply. The problem are no respawn timers. The problem is, that boss NPCs do not spawn anymore, since some time ago. I use my respawntimer of 23 since I played Oblivion for the first time. This setting never had the effect of disappearing bosses.
  5. Thank you, qwertyasdfgh! Unfortunately incompatible with Ultimate Leveling! So I wrote Maskar in the comments to his Ultimate Leveling Mod, even if nothing will happen. I also described there my thoughts, how I could work around this somehow. (lowering skill + attribute gains per level and also lowering NPC-Health)
  6. I have the GMST iHoursToRespawnCell set to 23. Your question implies, that it is possible to set the respawn time for 1 specific cell. I didn*t know, that this is possible.
  7. Dear community! I am playing Arcturus and Master Quest Dungeon. I played them before together with MOO (which is the lowest mod in my load-order), everything was fine. But in my last playthroughs the boss-creatures and boss-NPCs from those two mods won't spawn anymore. First I thought this may happen because I changed the value MOO.ini_levelscaling_actors from 0 to 1 in the Maskar's Oblivion Overhaul.ini. This was my guess because the description of this setting says, it replaces vanilla NPCs and creatures with MOO ones. There is another setting for level-overrides, but I do not guess, that this causes other mods bosses to not spawn, but I'm not sure. I changed it back to 0, as I had it earlier. I loaded my save, went in another cell, waited 24h (my cell- und shop-inventory-respawn-time is 23h), came back to where the mod bosses should spawn, but nothing was there. I still believe that my guess of the expected .ini-setting is true, but maybe this change only takes effect in a new game? What do you believe may be the cause of my Bosses from Arcturus and Master Quest Dungeon not spawning? IIRC the description of Arcturus says, that the PC must have a high level, before entering the dungeon, otherwise the bosses won't spawn. In my last playthroughs my PCs had a level of ~40-60 and this time almost 80. So this cannot be the reason. Plus the boss from Master Quest Dungeon also does not spawn, and there was no mention of a certain player-level for the boss-spawn. Plus the setting MOO.ini_iLevCreaLevelDifferenceMax in the Maskar's Oblivion Overhaul.ini is set to 100, which means everything should be able to spawn, no matter the level.
  8. Dear community! I don't mean a modification, which changes the damage-formula. Such a mod already exists. One must simply edit the script to ones liking and that's it. I mean something different: Is it possible to tell Oblivion (via xOBSE e.g.) to use skilllevels above 100 for the damage calculation? The UESP says, that Oblivion only counts them until they reach 100, but if you play like me with Ultimate Leveling one is not satisfied with this calculation. I also thought about decreasing leveling speed / attribute / skills points per level, but I don't want to have Lvl 20 stats when I'm already Lvl 40, or play forever with low-level equipment, because I will never reach Lvl 50, because it takes so long. I am satisfied with my actual leveling speed and game difficulty as it is. I only want to gain more power on higher levels without using godlike poisons or enchantments/conduits. I want my weapons to do the damage by leveling my skills to 200 (253 is the engines cap, as far as I remember).
  9. Now I've tried Madspellz as well, but like for others in the comments there, it didn't work on my end either. Edit: Even after uninstalling SupremeMagickaLite it didn't work. Neither my healing spell, nor the fire-effect. I also tried adding a second spell effect, which has a duration of 1sec, because the description of Madspellz suggested so, but still, the mod gave me the same warning and didn't do, what it should. After clicking on Accept it gives the error.
  10. Dear community! Can anyone please tell me, how the minimum duration while spellmaking and enchanting can be set to 0, when DarNified UI is installed, like this mod did for vanilla UI menu-files? I don't know which lines must be edited. I compared the original and the modded files for hours to see, what is different and likely to be the desired setting, but nothing changed ingame, when I edited some values. edit: I had this and that mod in eye, but SupremeMagicka seems to reverse the (scripted) effects, these mods use. And I play with SM, so they won't be of use for me. Madspellz would be another option, but since I have to type text stuff mid game to use this, I backed off by now. I want a simple UI-menu-edit solution for this.
  11. Thanks for your reply. Where do you see sarcasm? All I wrote was serious. It took me only 5min (approximately) to edit the staffweights of MOO by hand some days ago, if that's what you mean. Maybe it was 7min, I didn*t watch the clock. In xEdit it's just scrolling and typing in every column at the same place the same number. For the New Vegas Mod AWOP I set for most of NPCs (~all except Tech Raiders) the respawn-flag in xEdit in about 15min. Back then I watched the clock, so I certainly know. If you mean the pic I posted on AFKMods, I am really surprised how fast it was implemented. Since everyone is working on this modding stuff for free and I have no idea of programming, for me this is a great and very appreciated service.
  12. This feature is now part of Wrye Bash. Quote from Infernio: "The new nightly build (311.202301110833) has the tweaks. There are two (Attack Speed: Staves (Maximum) and Attack Speed: Staves (Minimum)), though you probably only need the maximum one. They're available for Oblivion and Skyrim." https://www.afkmods.com/index.php?/topic/4966-wrye-bash-all-games/&do=findComment&comment=187275
  13. Wow I didn't expect such a fast reaction there! The next nightly build of Wrye Bash will contain this feature! https://www.afkmods.com/index.php?/topic/4966-wrye-bash-all-games/&do=findComment&comment=187266 Still I would enjoy to use a console command for this as well, so testing of various staffspeeds can be done faster PLUS once I will find my preferred staffattackspeed I will have to edit the Staffs from MOO by hand, which is a work of 5min, but still I will have to do it in xEdit by hand, since MOO should be placed below the BP to fully work, according to the popup-message in-game.
  14. Dear community! I want to run a script/console command on every game-start-up, which sets the staff-attack-speed for all staffs to a fixed value. I haven't tried myself yet, which number is ideal, but I guess something between 1.2 and 2.0. Does anyone know, how such a script/console command would have to look like? Could you please post it here and explain, how and where to put it, or link to a page, where this has been already done? Thank you in advance! edit: Actually this must be really easy for Wrye Bash to add this option, since it already has the option to reweigh all staffs. Attack-speed is just another plain number of these items, that can be changed that way. I will suggest them as well. ----- SOLVED ------ 1. This feature became part of Wrye Bashs Bashed Patch Tweaks since the nightly build 311.202301110833. (You can download WIP builds of Wrye Bash here at the end of the second posting.) 2. qertyasdfgh posted a script below.
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