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TQWorld

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  1. Hi team, when attempting to purchase the 1-month Premium membership, it throws an error: Oops! Something went wrong! You must select at least one package to purchase When I tested the 6-month plan, it works fine, allowing me to move forward to the payment options. I would like to purchase Premium for another month (I had one-month previously but it has since expired). Thanks.
  2. Thanks for the response. Hiding vs deleting was my actual intention for the same reasons you outlined, so thank you for confirming my thought process. So what you're saying is that MO2 handles everything initially and once the game has loaded, the game does not even "see" the 'overwritten' files/references? If so, would hiding the files (from MO2) aid in reducing the initial launch time of the game? I'm not familiar - or comfortable enough - with editing a plugin. But even if I did adjust the plugin file, wouldn't the MO2 still load all of the mesh/texture files associated with the mod? I'm not sure how it works: Does the game/MO2 only load a base set of files necessary for what's required in the game/map at the time and then reference the files as they are called for.....or does it load all parts of the mods at launch? I did notice adding huge armor packs did impact my launch time. Would that be because MO2 is loading all of the textures/meshes into memory or is it just processing all of the entries/references and that is what is taking the time? I do appreciate the tips/explanations.
  3. Hi all, Question regarding general modding principles for graphics and armor packs. For foundation, I use Mod Organizer 2. I'll start with my graphics question first. Like many of us, I've got a lot of graphics mods. Many of which touch different aspects of the game but some may overlap on a few pieces, so we place them in the load order accordingly to suit what we want to see in the game. I'll make up some fake mod names for my example: LANDSCAPES contains meshes/textures for grass, trees and bushes. FLORALS contains meshes/textures for grass. I place LANDSCAPES first in my load order to get the trees and bushes meshes/textures and then put FLORALS lower so that it 'overwrite' the grass meshes/textures from LANDSCAPES. This is where my question comes in: For efficiency, since FLORALS is 'overwriting' the grass meshes/textures provided by LANDSCAPES, would there be any benefit or problem with me physically deleting the grass meshes/textures files from the LANDSCAPES mod? For straight mesh/textures mods with no ESP files, I'm confident this would be perfectly fine, but for graphics mods with ESP files...I'm not sure if that would cause any issues since the files being referenced in the ESP file were deleted. Also, would there be any true benefit to gain from doing this? I'm just trying to milk every % of performance I can from anywhere I can, no matter how small. Plus it seems a bit "cleaner." Armor question (very similar). Let's say I install THE_BIG_ARMOR_PACK which contains 50 original, self-contained armors but I only like 10 of them. Very similar question as above: Would there be any harm or benefit in me deleting the files for those armors I don't want. I've done this somewhat already and haven't seen any impact but it may have been a unique situation. I had installed an armor pack and when I would mouse-over the armor to view or equip it - immediate CTD. So I went in and deleted the meshes/textures for the armor which was causing the game to crash. Curious if that was fine or if I just got lucky. I appreciate any input on this.
  4. Resolved with help from an adult-oriented discussion board. skyrimprefs.ini --> change bSAOEnable=1 to bSAOEnable=0
  5. Hi and thanks. Sorry if I wasn't clear. The image posted is pure vanilla. No ENB, shaders or mods of any kind. I want to get the lighting/shadow issues in the base vanilla game resolved before I begin modding because it does carry over. ENBs do make it a little better, but it still exists and looks terrible.
  6. Thanks for the fast response. I'd like to avoid using mods to resolve it because I do plan on using mods for the game. Even with an ENB the shadows and lightning is like this.
  7. Hi All, Having this issue with the default game, no mods. The light on the skin is way too intense and the shadows are like giant bruises. Any thoughts on how to resolve either/both of these?
  8. Hi all, Below are some shots from my unmodded Skyrim. The shine on light colored objects is too much. I tried iRadialBlurLevel=0 but that didn't help. Any thoughts? http://ittn.net/post/20180113214854_1.jpg http://ittn.net/post/20180113214941_1.jpg
  9. After additional testing, I found that if I change to a human, open the mouth and then (with mouth open) I change back to Khajiit, the mouth/teeth stay open. Once closed, the teeth remain closed. Any thoughts on this?
  10. Hey all, first time playing a Khajiit. I opened racemenu and was playing with expressions and noticed the mouth does open but the teeth stay closed together. Any thoughts? I don't have these issues with any other races of either gender. Any thoughts?
  11. She doesn't get hit. She's just. That. Good.
  12. Skimpy Plate http://i1190.photobucket.com/albums/z448/tqworld/2015-02-27_00348_zpsfpjhktjs.jpg http://i1190.photobucket.com/albums/z448/tqworld/2_zpslig4zkdc.jpg
  13. Hi PlagueHush, Good call-out. I am currently using Glass UI and while it does let you see through, it still isn't as open-view as having nothing. Here's an example of what I'm referring to. In the screen I am using Glass UI + the "V" key to move my character to the right. I also edited the UI to move the crd information and 3D model out of the way. http://i1190.photobucket.com/albums/z448/tqworld/SS-armor_zps4hlns9uw.jpg
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