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Alithinos

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About Alithinos

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    Greece
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    Skyrim,Battlefield 3

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  1. While inside Nchardak, the game crashes randomly in a very bad way. It's not CTDs, but the computer becomes completely unresponsive with only the game's music playing, and even Ctrl & Alt & Delete doesn't work, and one has to use the reset button on the PC's tower. That is using fresh SSE install without any mods, on Windows 8.1
  2. My very first impressions were ugly, because the game caused me a headacke the first minutes. My headacke was caused by a number of factors that all did a bit. One of them was the DOF effect, the other TAA, and the last the way camera view is distorted at the edges of the screen to give kind of a "fish eye" effect. The DOF effect was looking nice during the cart ride and provided quite nice depth feel at some moments, making the game feel like it was on a 3D monitor or something while it wasn't. I was amazed by it at first. But during the time that Alduin was attacking Helgen, the blur all over the screen was that much that I had to exit the game and find ways to turn off the bluriness, I couldn't handle it. It made me feel physically uncomfortable. Regarding the "fish eye" thing, that's kind of weird. In all games you can get that if you crank up FOV way too high, but the thing is I remember getting it at original Skyrim at a FOV setting of about 110 and greater. Last day in SSE it became noticable and annoying even at a FOV of 80 for some reason. In the original Skyrim I used a FOV sometimes 90 and sometimes 100, as a balance point between 'fish eye' and the effect of feeling that the eyes of the character float like a meter / yard in front of his / her face that you get from lower FOVs. For some reason it seemed to me yesterday that some amount of 'fish eye' is hard coded to the game for some reason. Now aside from these, its just Skyrim with a number of things looking better, and others looking as they always did. The most obvious change is there is much more color now, day sky actually looks blue like actual skies look instead of gray. Also a number of textures are now high quality, good enough as some of the textures found in high res texture packs. But not ALL textures. Some other textures are still left in old low resolution, blurry, like they are from a 10 year old game. Sun rays look gorgeous and they are considerably more performant than on Fallout 4. And one cannot not notice the much expanded draw distance and distant object detail, or the fact that everything now has shadows, and that shadows aren't blocky pixels floating and moving in spasms. The performance of the game is OK. I played it on my PC which consists of a FX8320 oc to 4.2Ghz, 8gb RAM, and R7 370 4GB, and I didn't get unplayable frame rates. Certainly looks more lightweight than Fallout 4. Overall it's a welcomed upgrade, with its positives outweighting the negatives. But there is an artistic problem I noticed: Now that everything else (sky, fog, snow, trees, objects) looks better, the "living" beings of Skyrim (npcs, animals, monsters) look like fake plastic dolls. The art style neither the technical quality is balanced as the environment was upgraded to look more photorealistic, while animals, humanoids etc, only receieved minor texture changes if anything at all, and that causes a discrepancy that makes the animate stand out in a bad way. Some skin and hair / fur / scales shaders are really needed to make the animate catch up with the inanimate.
  3. Too much blur. I can't take it. I tried to play SSE, and I made it to the point where my character's hands are unbound, but couldn't play any more because the overdone blur caused me a headacke. The game's settings surprizingly have no option for me to turn off. Is there a console command or other way to turn off this blurriness ?
  4. They didn't even allowed the press that does their marketing to get copies earlier, and they will let the modders out of their good heart ?
  5. @HomicidalGrouse: Fallout 4's world is more dense. Perhaps that might be the reason.
  6. Hello. I was just wondering if it would be possible for a mesh editing tool to come out for Dogmeat. So people could change his physical appearance, perhaps to shape him in various other dog breeds. (nothing pervy here) I'd like to make some breeds myself, but the thing is I can't make or edit models with the 'pro' tools like blender or 3ds max. I haven't studied a related profession, and I don't have enough time to spend to learn this art from point 0. I tried doing stuff with blender, but I gave up after lots of confusion and frustration. So a slider based user-friendly tool could allow me (and others) to make the dog each one likes!
  7. Yup I found that with a search. But if someone wants to use other weapons ? That's why I said for a universal mod, that can be place at all or most weapons. Paired with a mod that makes nights darker, it would make the game much more immersive. As it is right now, the Darker Nights mod while its good for what it does, it only does half the job. Because while it makes the game looking more realistic, its obvious that the game was designed for the player to be able to see further away, so often times you find yourself in hairy situations were you can't do much, and wouldn't be such hairy had there being a mod like the one I propose for example. Let alone that the inclusion of such a mod would give a more action, fps, kind of feel, which would be good for those who like that.
  8. Yup, good idea. I think a reasonable effect would be for cigarette to provide +1 at Perception and -1 at Endurance to simulate the increased fatigue of a smoker. Addicted to smoking, apply constant -1 at Endurance and Agility, and remove the Endurance penalty from each cigarette / cigar.
  9. I dig that. I think the game would make a very good use, no I think the game needs an arena. Bethesda also had done the same thing in Skyrim too, they had make an arena that was destined to be found on Windhelm, but never finished it, yet left the area cell in the game. And damn, the arena was one of my two top favorite guilds in Oblivion, along with DB.
  10. Could someone make that ? A weapon mod that puts a flashlight to different weapons ? I use the dark nights mod, and even with the optional .esp for sneaking, the enemies see you clearly and start shooting at you from a distance that your pipboy lighting doesn't reach. The pipboy lights the place in a short circle around the character. A flashlight that focuses straight away were the player looks, and reaches further away, with clear white light, would be much more practical and helpful, especially along a mod that makes nights actually be dark. Thanks in advance.
  11. The HDD that the game is installed at is between 99% and 100% all the time. A usb drive I have with Windows 'readyboost' feature flanctuates between 0% and 100%.
  12. I have made a thread a few days earlier stating that my frame rate most of the time is around 50 FPS, and that at some parts it falls to single digit numbers, and that changes in the graphics quality of the game has absolutely no effect. I decided to test the game to see CPU and GPU performance, and I've discovered something surprizing: At no point the game used either 100%, and when the frame drops occur, both the usage of CPU and GPU drops instead of increasing! That means that neither is responsible for the low frame rate, and that they wait for the game to do its thing and send them more commands to execute. While not at a framedrop infested zone, my CPU is used about 63% max, and my GPU about 74% When a framedrop occurs, CPU usage drops down to 20s and 30s percent, and GPU usage between 0% and 44%. The more severe the frame drop, the lower the component's usage falls. That practically means that neither my CPU or GPU are causing a bottleneck, and well my RAM is 8gb, so that shouldn't be either. That leads to the conclusion that there is a software bottleneck, ie horrible engine optimization. Here are screen captures of my tests: http://imgur.com/a/0EoRu
  13. Could you please help a bit by telling me how to use it ? I downloaded it, placed its files on the same 'data' folder where BSA2 files are, but when I open it, it doesn't see the bsa2 files itself so I can't choose the file to extract from. How do I make it so the tool can see the local archives ? Nevermind. I just didn't saw the 'File' button initially.
  14. Let us feed Dogmeat some of the food we find.
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