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NomadicAI7

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Everything posted by NomadicAI7

  1. Frying everything in path with Lightning in Skyrim...
  2. SKSE 1.6.10 supports Skyrim BETA 1.9.26 See for yourself here: http://skse.silverlock.org/ Apparently, CA released BETA 1.9.29 and that's why SKSE no longer works Compare with TESV.exe application executable under Details it says version 1.9.29 Then again, SKSE only officially supports the latest stable version, not a BETA version
  3. Hi, First of all, I noticed a little problem with your Load Order: 1) Cloak of Skyrim Use only ONE ESP not ALL three. So, either Cloaks.esp, Cloaks - Player Only.esp, or Cloak - No Imperials.esp, not ALL of them For future reference, be sure to CAREFULLY read mod READMEs and installation instructions. 2) I'm using AFT and I really like it's party customization options. I can make all my companions into mages, or warriors, or archers. Lydia can be a mage and Brelyna can be turned into a warrior. I really dig that kind of party flexibility and customization! Also, while I initially wanted to use UFO, it doesn't have the option to turn your followers into vampires, vampire lords, or werewolves like AFT does. So that for me was a selling point too. Thanks to AFT, I've created a Dunmer Vampire Lord coven, and plan on creating an Orc Werewolf Den :P Still, I'd like AFT to continue to update and work out some glitches. Yet, AFT is easier to install/uninstall than UFO, from the looks of it 3) I'm struggling between the choice of Duel vs. Deadly. Still haven't decided. On one side, I like Duel's stealth system and smarter enemies, but I don't like how weak the weapons do damage. I don't like overdawrn, long battles. They are more strategic, but longer. On the other side, Deadly is right up my alley in terms of fast-paced and how much damage is dealt (high, both by player and by enemies), yet what I miss is the smarter enemies and better stealth system. Yet, ACE and/or PISE NPC behavior mods probably improve NPC AI in a similar way, but not the same way as Duel. Lastly, I'm not sure why Duel currently is more "popular" by numbers than Deadly. Duel has 3,861 endorsements, 108,802 unique downloads, 695,033 views, while Deadly has 1,382 endorsements, 56,777 unique downloads, 389,898 views. I find this odd because on most other sites, I find that more people recommended Deadly or Partick's combat mod. I guess Nexus users prefer the more slow, methodical, strategic fighting of Duel. One last thing that I always consider is modder's responsiveness and latest update date, especially if the mod HAS to update in light of new DLC like Dragonborn. Duel was last updated on February 9th 2013, while Deadly was updated on August 9th 2012. Yet, this should be taken with a grain of salt, since some mods are good, regardless of DLC or updates. Still, it's an indicator. So, now to users who have tried both Duel and Deadly. What did you like about each? Dislike about each? What did you end up using? Thank you in advance, Best!
  4. Joining Silver Hand should have its own repercussions though, besides getting rid of the Companions. A benefit may include alliance with Vigilants of Stendarr. Perhaps, allowing more choice to player. Either join Silver Hand or Vigilants in destroying Companions. Either way, player will be friendly/allied to both. A negative consequence may be inability to join Volikhar faction/becoming Vampire Lord, forcing the player to be with the Dawnguard ... Silver injures werewolves, undead, and vampires. Such a character narrative arc would be very fitting for a Paladin-type character, that I may just start a new game with :D Great idea! I can't wait till ALL major guilds are destroyable, particularly the Dark Brotherhood. I hate those guys. I mean ... out of ALL the other factions, they go OUT of THEIR WAY to kill your player character lol
  5. Anybody out there with a similar problem? Shameless bump
  6. Yeah, more info would be helpul for others to gauge what the problem is. From what I can tell, 7600 is a middle-end card, NOT a high-end card. Getting at least a 7750 or 7850 would bring you to high-end card level. I have a 7870 and it's performance is great! On charts, it performed close or even better than 7970. So, the latest and greatest isn't always the best value. 7970 costs a crap ton, while 7870 is comparably cheaper and more affordable. Just be sure to always get the HIGH-END card. 7600 is not it. SEE: http://www.tomshardware.com/reviews/gaming-graphics-card-review,3107-7.html The farther away from the top, the less HIGH-END it is. And as far as I know, AMD follows the follows this naming hierarchy: x9xx, x8xxx, x7xxx are HIGH-END. x6xxx, x5xxx are MIDDLE. x4xx and below are LOW-END cards. The second number tells whether it's the better in the series. The third number is usually a 5 or 7. 5 denotes standard card. 7 denotes OC-ready. Secondly, Skyrim and Fallout 3 and other open-world games are more CPU-locked than GPU-locked. Your CPU at i5 is probably not strong enough to run Skyrim at highest settings and with mods. At medium sure, but not at highest settings. Getting a beefier CPU, at least in the i7 range and above, would be best. For best results, getting an expensive SSD would smoothen/fasten load times, texture loads, etc. Getting an SSD is my next upgradeable point. For upgrading though, I'd wait till the next generation of consoles (Xbox 720, Playstation 4) comes out. Around the same time, next-gen PC hardware should come out. Last point, what is your PSU? Power Source? Your GPU and CPU may be underfed if using a weak PSU. A PSU of 600W or 800W should handle most HIGH-END graphics card requirements. Still, I see people getting PSU with 1,000W, getting ready for new releases of next-gen hardware.
  7. Woa, man you described the exact same issue I've ran into! For me, the locked Oculary door won't open by Paratus Decimius in the final stages of the quest Revealing the Unseen. Is it a bug introduced with Dragonborn DLC or something?
  8. I tried a new console command and it has shed some more light on this player.moveto 0007D41B This moved my player character to Paratus Decimius behind the closed Oculary door. However, when I tried to pickpocket him to get the key, he had nothing in his inventory, not even the Blue Mage Robes he was obviously wearing. Very strange indeed! Of course, he couldn't open the Oculary door because the game decided not to give him the key he needed. Needless to say, the quest did not progress farther than that. Got stuck at Follow Paratus. He doesn't speak more. Get stuck on the dialogue of "Looking for Eye of Magnus" Paratus says he will explain everything but doesn't say anything, the audio doesn't fire off his explanation. Yeah.... this is a borked saved. I doubt going earlier and redoing Mzfult will fix this.
  9. Hi everybody, I'm getting a strange glitch that I never got before. Quest: Revealing the UNseen NPC: Paratus Decimius Issue: He says he will open the door, but actually doesn't. The door stays shut and Key-Locked. I've never had this problem with my other mages, just my latest mage. I've tried going back to an earlier save and doing the Mzfult dungeon over again. Same result. I've tried console "unlock" on the door. No luck, since it's a Key door, not a Locked door. Now, the latest mod that I've installed was Lock Overhaul so then I can Bash or Destruction open locks. Maybe that has something to do with this. Please help!
  10. Take your time. Better push out a polished outcome than a half-done one. We all really appreciate the phenomenal job you're all doing at Nexus. I am a staunch, die-hard supporter of Nexus and can't stand Steam Workshop. Kudos to you guys!
  11. Hiya nisen! Thank you very much for responding! I followed your suggestion and searched the Nexus mods more thoroughly and found these two very helpful mods 1) More Dynamic Shadows and Striping Fixed Wow, this mod really does make a difference in all VANILLA interior and exterior areas. Absolute must have until Bethesda corrects this lighting and shadow issue themselves. MDS OFF (Breezehome) http://i848.photobucket.com/albums/ab48/anuariman/Skyrim/DMSoff1.jpg MDS ON (Breezehome) http://i848.photobucket.com/albums/ab48/anuariman/Skyrim/DMSon1.jpg So for me, this one's a real keeper. I know there's a Shadow Striping Fix mod but it only fixes Breezehome and not all the interior and exterior cells that this mod fixes. Perhaps, in the future, I'll keep an eye on that other mod as well, just to compare between the two. 2) Improved New Skyrim Shadows for Medium-Range PC This one is more of suggested tweak than a mod. While there were other nice tweaks I got from this mod, the main one that really fixed up a huge issue for me was TURNING OFF Land Shadows. Land Shadows ON settings ========================================================== bDrawLandShadows=1 iBlurDeferredShadowMask=0 http://i848.photobucket.com/albums/ab48/anuariman/Skyrim/Blurred0LandShadows1.jpg The land shadow line is clearly visible. So that striped mess is actually Land Shadows Land Shadows OFF settings ========================================================= bDrawLandShadows=1 iBlurDeferredShadowMask=0 http://i848.photobucket.com/albums/ab48/anuariman/Skyrim/Blurred0LandShadows0.jpg YAY the striped ugly land shadows are gone! So now, I'm running mod #1) MDS always with the following INI settings to handle shadows best for my low-end rig iBlurDeferredShadowMask=5 fInteriorShadowDistance=4200.0000 fShadowDistance=2000.0000 iShadowMapResolutionSecondary=1024 iShadowMapResolutionPrimary=1024 fShadowLODStartFade=200.0000 iShadowMode=4 bTreesReceiveShadows=0 bDrawLandShadows=0 bShadowMaskZPrepass=1 iShadowMapResolution=1024 fShadowBiasScale=0.500 iShadowMaskQuarter=3 iShadowFilter=3 Ok, the only thing that was unresolved was the Mage Tower, but that is a custom, new cell. I will let the author of that mod know about puuloo's work with MDS Best wishes, everyone! I hope this helped somebody out there!
  12. Thanks for responding Georgiegril! I'll check that rock texture mod out, though I doubt it'll do much. Also, I've read that NVIDIA's article. Very helpful, even though I've got sucky AMD GPU. Mobility at that, so yeah. I'll just report the INI tweaks that I've tried. These were found around the Nexus forums and the web. All of these help, but have cons to their pros. So I haven't really found an ideal solution yet. ShadowDistance Tweak ================================== fShadowDistance=20000.0000 PRO: Gets rid of this striped shadow line CON: Shadows become extremely blurry and stretched out because the shadow map is effectively stretched out fShadowBiasScale Tweak =================================== fShadowBiasScale=1 PRO: Gets rid of this striped shadow line CON: Doesn't go far enough fShadowBiasScale=4 PRO: Gets rid of this striped shadow line CON: Shadows are waaay too elongated iBlurDeferredShadowMask Tweak ============================= iBlurDeferredShadowMask=32 (conservative 6) PRO: Gets rid of this striped shadow line CON: Shadows are blurry and lose sharpness Also, this is really weird. Mage Tower home (custom modded home): http://i848.photobucket.com/albums/ab48/anuariman/Skyrim/TESV2012-04-2905-54-13-58.jpg http://i848.photobucket.com/albums/ab48/anuariman/Skyrim/TESV2012-04-2905-54-20-34.jpg Prolly something wrong with the lighting depth bias or something. Only SUITABLE workaround I've found so far ====================== Check this link: http://www.mmo-champ...n-Games-(skyrim) Basically, iBlurDeferredShadowMask=32 (conservative 6 or 3) + iShadowMapResolution=8192 (conservative 4096 or 2048) There's still a shadow boundary, but it's faint and not striped http://i848.photobucket.com/albums/ab48/anuariman/Skyrim/TESV2012-04-2909-54-16-93.jpg My INI settings iBlurDeferredShadowMask=6 iShadowMapResolution=1024 Also, it fixes the Mage Tower ugliness. So it's not the mod author's fault. I thought that the mod author might have screwed up the light objects, but nvmd http://i848.photobucket.com/albums/ab48/anuariman/Skyrim/TESV2012-04-2910-01-49-13.jpg http://i848.photobucket.com/albums/ab48/anuariman/Skyrim/TESV2012-04-2910-01-25-69.jpg STILL, if anybody has any better INI tweaks and fixes, I'm all ears. Ideally, I'd rather not resort to iBlurDeferredShadowMask=6 but instead to iBlurDeferredShadowMask=0 However, that's exactly when the problem appears, when iBlurDeferredShadowMask=0
  13. Yeah, I can confirm these work for archery. However, I'm getting the same issue with magic spells, which really shouldn't be happening since magic spells should fire straight, right? What should the commands be to correct for magic spell flinging. I find that spell flinging in 3rd person is always off - the spell fires not where the reticle/crosshair is pointing at. I have to go to 1st person to fire away correctly on target, on the reticle. Would it be something like this? f1PSpellTiltUpAngle=0.7 f3PSpellTiltUpAngle=0.7 Just conjecture Best!
  14. Only SUITABLE workaround I've found so far ====================== Check this link: http://www.mmo-champ...n-Games-(skyrim) Basically, iBlurDeferredShadowMask=32 (conservative 6 or 3) + iShadowMapResolution=8192 (conservative 4096 or 2048) There's still a shadow boundary, but it's faint and not striped http://i848.photobucket.com/albums/ab48/anuariman/Skyrim/TESV2012-04-2909-54-16-93.jpg My INI settings iBlurDeferredShadowMask=6 iShadowMapResolution=1024 Also, it fixes the Mage Tower ugliness. So it's not the mod author's fault. I thought that the mod author might have screwed up the light objects, but nvmd. http://i848.photobucket.com/albums/ab48/anuariman/Skyrim/TESV2012-04-2910-01-49-13.jpg http://i848.photobucket.com/albums/ab48/anuariman/Skyrim/TESV2012-04-2910-01-25-69.jpg STILL, if anybody has any better INI tweaks and fixes, I'm all ears. Ideally, I'd rather not resort to iBlurDeferredShadowMask=6 but instead to iBlurDeferredShadowMask=0 However, that's exactly when the problem appears, when iBlurDeferredShadowMask=0 :verymad:
  15. I have the same problem!!! And I'm using the latest AMD 12.4 WQHL drivers. They fixed the pixellation issue but not this shadow stripe issue The striped shadow boundary is clearly visible: http://i848.photobucket.com/albums/ab48/anuariman/Skyrim/TESV2012-04-2909-18-21-16.jpg It's also covering beyond http://i848.photobucket.com/albums/ab48/anuariman/Skyrim/TESV2012-04-2905-53-29-08.jpg I'll just report the INI tweaks that I've tried. These were found around the Nexus forums and the web. All of these help, but have cons to their pros. So I haven't really found an ideal solution yet. ShadowDistance Tweak ================================== fShadowDistance=20000.0000 PRO: Gets rid of this striped shadow line CON: Shadows become extremely blurry and stretched out because the shadow map is effectively stretched out fShadowBiasScale Tweak =================================== fShadowBiasScale=1 PRO: Gets rid of this striped shadow line CON: Doesn't go far enough fShadowBiasScale=4 PRO: Gets rid of this striped shadow line CON: Shadows are waaay too elongated iBlurDeferredShadowMask Tweak ============================= iBlurDeferredShadowMask=32 (conservative 6) PRO: Gets rid of this striped shadow line CON: Shadows are blurry and lose sharpness Also, this is really weird. Mage Tower home (custom modded home): http://i848.photobucket.com/albums/ab48/anuariman/Skyrim/TESV2012-04-2905-54-13-58.jpg http://i848.photobucket.com/albums/ab48/anuariman/Skyrim/TESV2012-04-2905-54-20-34.jpg Prolly something wrong with the lighting depth bias or something.
  16. fShadowBiasScale=1.0 or 1.5 doesn't really fix it. All it does is elongate shadows. For example, at fShadowBiasScale=4.0, shadows are so ridiculously elongated that the PC's shadow and the PC model are quite visibly separated, by a good 3 meters off or more lol. The PC's shadow is supposed to be right under or coming from the PC, not being displaced so. There's still a striped shadow boundary line that is quite close to the PC. Didn't fix it for me entirely. Here's visual proof http://i848.photobucket.com/albums/ab48/anuariman/Skyrim/TESV2012-04-2908-01-55-51.jpg
  17. So guys, could you report back whether this CK tweaking fixed this issue or not? Also, step-by-step walkthrough would be real nice. Can this CK tweaking you suggested be packaged into a mod to be shared with others? Or everybody's systems are different so different values must be determined for the sliders? Thanks in advance. Meanwhile, I'll just report the INI tweaks that I've tried. These were found around the Nexus forums and the web. All of these help, but have cons to their pros. So I haven't really found an ideal solution yet. ShadowDistance Tweak ================================== fShadowDistance=20000.0000 PRO: Gets rid of this striped shadow line CON: Shadows become extremely blurry and stretched out because the shadow map is effectively stretched out fShadowBiasScale Tweak =================================== fShadowBiasScale=1 PRO: Gets rid of this striped shadow line CON: Doesn't go far enough fShadowBiasScale=4 PRO: Gets rid of this striped shadow line CON: Shadows are waaay too elongated iBlurDeferredShadowMask Tweak ============================= iBlurDeferredShadowMask=32 (conservative 6) PRO: Gets rid of this striped shadow line CON: Shadows are blurry and lose sharpness
  18. Yeah, it'd be nice to choose and set the three PRIMARY pictures on the mod's front page. They are the ones supposed to grab attention after all. However, currently, there is no control what goes up there. Seems to be the file latest added. However, I'd like more control over slots 1, 2, 3 at least that show up first on the mod front page. Great catch! Hopefully Nexus and NMM team will look into this.
  19. Progress Update: Was able to get Interior Lighting (and strangely Shadows) to work without much of an fps hit (1-2fps points below my Shadows-OFF settings) Here's the only two lines I've changed from the Shadows-OFF settings mentioned above: In SkyrimPrefs.INI: fInteriorShadowDistance=1000 fShadowLODStartFade=1000 (Everything else kept as Shadows-OFF setting) Interior Shadows Only 1 http://i848.photobucket.com/albums/ab48/anuariman/Skyrim/InterShadowsOnly1.jpg Interior Shadows Only 2 http://i848.photobucket.com/albums/ab48/anuariman/Skyrim/InteriorShadowsOnly2.jpg This way I got better looking interior and dungeons with lighting (and subtle/faint shadow effect). I still have no shadows in the outside world, but I rather like it. I tried to put shadows back in the outside world (putting distance to 2000, DrawShadows from 0 to 1, and setting ShadowMapResolutionPrimary/Secondary to 256), but they looked off and jittery (since shadow filter and shadow mask were kept at 1) However, interestingly enough, not much of an fps loss at all. The largest shadow settings hits were Shadow Mask and Shadow filter. For example, when I increased shadow mask to setting of 4, I got 10 fps less, similarly with increasing shadow filter setting. So now I've got interior lighting and shadows, at neglibible fps loss. YAY!
  20. Here are some settings I'd recommend for you to have with shadows to hopefully try and fix your issue. For your reference though, I play currently with shadows disabled, and you'll see why below. Shadows On: http://i848.photobucket.com/albums/ab48/anuariman/Skyrim/ShadowsOn1.jpg http://i848.photobucket.com/albums/ab48/anuariman/Skyrim/ShadowsOn2.jpg Shadows On settings In Skyrim.INI: fSunShadowUpdateTime=0 fSunUpdateThreshold=2.0 fShadowBiasScale=0.6 Note: The above settings help lessen flickering by increasing the time between sun-movement updates (2.0) and decreases the transition time with 0 or 0.1. Much better settings imho In SkyrimPrefs.INI: fInteriorShadowDistance=3000 fShadowDistance=2000 fShadowLODStartFade=1000 iShadowMode=1 bTreesReceiveShadows=0 bDrawLandShadows=0 iShadowMapResolution=256 fShadowBiasScale=0.6 iShadowFilter=3 iShadowMaskQuarter=3 bDrawShadows=1 iBlurDeferredShadowMask=6 Notes: At 6, shadows contours are greatly blurred, reducing the blockiness of shadows. You can increase this higher. At shadow distance of 400, you'll get very crisp and nice-looking shadows around your character, but far shadows will not be rendered, getting a pop-in effect as you explore larger vistas and cities. At the other end of the spectrum, at 8000 shadow distance, you get nice shadows from far away, but closer shadows are very very blocky and ugly looking. 4000 is a middle ground, but since my system is weak, I chose 2000, some go even lower to 1000. Personally, I couldn't stand the terrible in-game shadows at Low setting, so I ended up disabling them altogether in the SkyrimPrefs.ini file (should be located in your Documents\My Games\Skyrim folder NOT the actual Skyrim directory with the .exes and such). Shadows Off: http://i848.photobucket.com/albums/ab48/anuariman/Skyrim/ShadowsOff1.jpg http://i848.photobucket.com/albums/ab48/anuariman/Skyrim/ShadowsOff2.jpg While disabling shadows certainly improved my fps substatially, now all indoor areas are darker with only source of light, but no light falling over objects. Seems like a blanket of shadow is over everything. Can anyone help me get shadows disabled but still retain interior lighting? Shadows OFF settings In SkyrimPrefs.INI: fInteriorShadowDistance=0 fShadowDistance=0 fShadowLODStartFade=0.0000 iShadowMode=1 bTreesReceiveShadows=0 bDrawLandShadows=0 iShadowMapResolution=256 fShadowBiasScale=0 iShadowFilter=1 iShadowMaskQuarter=1 bDrawShadows=0 I have a hunch that iShadowMaskQuarter is responsible for this "masking" everything under shadow (will try raising its value ) ... but I'm not sure. I'll try upping these values just slightly to try and regain lighting. Best regards and I hope at least some of my tweak tips help ya out! PS: All these screens running from my ole crappy lappy: Dell Studio 1558, single core i5 at m520 2.4 GHz and lousy ATI Mobility Radeon HD 5470 video card. I'm just lucky to get Skyrim running at a smooth framerate and graphics with High textures and decent object/actor fade distances at 7 slider (allows for archer sniping). Yeah shadows and other pizzazz had to go, but I prize the story, quests, and performance, over graphics for this gig. When I get myself a nice desktop then I'll be sure that it will run Skyrim maxed out. Still, the shadows are terribly implemented. Most pressingly, It saddens me more that Patch 1.2 has nothing to fix or optimize Skyrim's shadows which I think are one of top priorities to fix and improve Skyrim's graphics overall. If I could play with optimized shadows and little to no fps loss, that alone would improve graphics enjoyment by about 60% for me.
  21. Mammoth Hunting in Skyrim ...
  22. Thanks for your help and directing me to Vadik!

    You're from Russia? Vi govorite po russki?

  23. Hi Vadik! Nice to meet you!

    You're from Russia? Vi govorite po russki?

    Absolutely love your DAO Grifon mod! That's exactly what I'm trying to do with my Dalish Pariah mod. It started as a shortbow mod, but I want to expand to armor, weapons like dual-wield scimitars and such, and shortbow and longbow, but with new remeshed unique models, not the sto...

  24. It wasn't an NVSE issue in the end. It was all about mods, compatibility, Load Order, and proper installation and conflict resolution tool utilization. Imho, there are three primary interventions that I've performed that may either singularly or cumulatively resolved my CTD issue. First intervention was fully enabling BOSS by unchecking READ-Only Folder to be editable, compatibility running as Administrator to override UAC controls, and successfully Master Updating to the latest versions, with newly added, recognized mods. BOSS link here: http://www.newvegasnexus.com/downloads/file.php?id=35999 Second intervention was fully enabling FNVEdit by putting that folder into the FNV directory (not sure whether this helps or not) and giving UAC freedom by running as Administrator for all three .EXE files of FNVEdit.exe, FNVMasterUpdate.exe, and FNVMasterRestore.exe. FNVEdit link here: http://www.newvegasnexus.com/downloads/file.php?id=34703 The third intervention was to start the mod installation with a clean slate that meant uninstalling all mods and modded folders, re-installing each one anew, one by one, while checking the sites again and again to make sure for most recent updates. Lastly, I did use FNVEdit to create a Merged Patch that I was able to append at the end of my Load Order, so that too was perhaps the missing link that I wasn't able to work in before. NOTE: I used the instructions for FNVEditting from Nevada Skies-URWLified.ESP README. PS: Also, by master updating BOSS separately updated the BOSS used by FOMM ... so when I sorted within FOMM with BOSS AFTER I've updated BOSS separately produced the same LO results! So, there is an indirect way to "update" FOMM by updating BOSS, I guess I hope this helps others with CTD issues pertaining to Nebraska Skies-URWLified.esp! ^.^
  25. What I had to end up doing is the following: Uninstall, delete/remove your NVSE that is currently there. Then, go back and reinstall the update patch ... make sure it's the latest one ... something like Update 6: 1.3.0.242 or something like that, but 1.3 Then, go back and re-install NVSE (dragging and dropping the entire folder where your FVN.exe files are) For me, that solved the trick. The issue before was ... even when I updated my FVN ... the old NVSE was still "confused" as to the updates ... so re-installing on a new slate is best. What may have most probably happened to get this NVSE error is that you installed, or plopped over its files into the directory, before you were done updating fully... I hope the above advice helps you. Best! PS: In-game you can check whether NVSE is working or not by calling forth the console (usually by pressing the tilde key, ~) and typing in GetNVSEVersion ... it should return Version 1 ... if that is the case, then all is dandy ... something ELSE ... like mod incompatibility or load order is then the isssue.
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