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Everything posted by Deleted135840173User
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Seriously? No one? I fail to understand what is wrong with this community. Like ''Hello'' say Hello. Yes you can. Nice in a few months you'll be able to walk as well and then we can go to Circus and watch the Clowns. But until then use the Mirror LOL As a responsible person i am leaving with the consequences of what i say. I know i just broke the rules. Thank you Nexus for your Hospitality but something's off here. Can't find any Logic. Hope everyting goes well with Collections in the future and i wish good luck to any Community colaboration Projects that still exist. I'll be using an External Tool to download. Don't know if its allowed or not but it can be done.
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I suppose the title speaks for itself. Its very difficult to find information or to exchange information for many reasons more actually for non native English speakers. Discord is a scroll through Topic Tabs for eternity, Reddit is a toxic environment of missinformation and whining, forums dead. Anyone who can show us the way? We're lost. Just point us in a direction and we find the rest. Thank you.
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331 Plugin Merging Advice
Deleted135840173User replied to AustinandLindsay's topic in Skyrim's Skyrim SE
An Update: zMerge works. Just make sure you're sure and Finalize the mod Files you will keep and Merge no matter the Playthrough. Leave stuff that might end up updated as they are. I had to remove a few stuff since i used them in the past and found them boring. Keep backups just in case. Check Gophers Tutorials. I suppose there either aren't many who use the forums or the enthusiasm died and there isn't much of an exchange of information so you re at your own. I'll say it again Collections and Curators will only be a blessing. The only other thing i can tell you to help is to not Merge mods for which you aren't sure about. Merge identical mods such Main Mod plus Addons. Merge Mods that do something similar such as Landscape - Water Grass Fix mods and make sure what must be the winning conflict is. If some mods of the same type you can merge like this have patches to function together try to create an AIO solution in one single plugin. If they have patches for other mods leave these Patches separately. In the end just use a Bashed Patch for leftover Patches. Can't help much with SSEedit you have to see the conflicts yourself and dependant and Load Order mostly decide what should win. Thats all i can share. That's all i know for now. A note: I just discovered that all modding tools work except zEdit. If you had it installed back when it used to work you're lucky. My Game paths are all correct and all tools work. For some reason zEdit doesn't function anymore and doesn't detect any of my Games. Can't remember which version but i downloaded 5 versions from Gitgub and all give me errors. In that case try out the older Merge Plugins extension for SSEedit and Matorsmash. They work. -
Mod - Plugin Merging Suggestions
Deleted135840173User replied to Deleted135840173User's topic in Skyrim's Skyrim SE
.Ill try zMerge to Finalize. Solution found. -
Don't know about the issue but i always was afraid of ALLGUD because of many issues especially of compatiblity. I use Simple Dual Sheath which is Fool Proof but recently i saw this https://www.nexusmods.com/skyrimspecialedition/mods/62001 Same author. It really expands SDS and does what AllGud does. Simpler.
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I think yes. Current System doesn't teach the Human to become Confident and strong. It encourages some Humans to whine and beg for help and remain weak. At the same time it encourages the rest to offer help to the weak. They do so and feel superior while the others remain weak and passive. The right think would be to show the Path so Humans become stronger and confident. They need a Trainer not a Babysitter. The source of the problem and the reason is because the System remains but also grows stronger that way as this method only strengthens the foundation of the ''Pyramid Structure of Society'' The Pyramid System is a thing of the Past and older Totalitarian and Theocratic Doctrines. It doesn't belong in the modern world no matter how much Power Centers try to preserve it. It doesn't help with Evolution. It only slows it. It must die and we must be the ones to ''usurp'' and kill it. Literally.
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Reading - Analyzing - Researching - Writing - Organizing - Creating Necessity gives the Motivation. There are different Conditions and Factors contributing to this. Everything. Everything that's happening and affects us or things we choose. I don't have a Hobby i just do stuff because i have to and like to.
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331 Plugin Merging Advice
Deleted135840173User replied to AustinandLindsay's topic in Skyrim's Skyrim SE
After asking this myself and searching around i couldn't find any Guide in regards to Safety rules to combine the Records of one Plugin with the other. How is it handled? Rule of One order of overriding? Many use Bashed Patches but for Load Orders where the only thing thats is going to happen is adding stuff that isn't present and re-patching mid-save Bashed Patches are best avoided. Much simpler to create AIO ESPs. So that's the Guide you're looking for. Take for example Bijin NPCs/ Warmaidens etc. They have 2 AIO Plugin versions. You delete the separate plugins and replace them with the Merge. How was that Merge done? Sounds easy with zMerge but with any Merge there could be Errors arising that need to be addressed. What would could be these Errors? What are the safety rules? I don't even know if 2 Mods and the Patches for both of them working correctly are safe to Merge all together as long as its possible to define which Plugins Records are going to take Priority. How's that even done? I'll take a look into Gophers videos again to make sure. Its unlikely we'll get much of Tips here. -
Allow Authors To Permanently Delete Mods
Deleted135840173User replied to Devdraco's topic in Site Support
Is this really necessary? The way i see it a Modder creates something and shares it. Or decides to practice his skills and thus likes to create stuff he can share. Generally he likes it. There are of course ways he can gain support for his time spent offering support and development. Donations or by hosting a Private Site. Ads. Ads are what make income to anyone who hosts a site. The rest is about volunteer support with donations or other methods. In modding this is technically secondary and its also up to the Creator to actively support a project or not. Its his/ hers choice. There is Creation Club which is another method to get support and there is also Pre-Releases via Patreon although the latter is being exploited too much. (see Skyrim Together Fiasko) In any case, as long as it doesn't become a ''Toxic Competition'' because of ''Who gets the money'' its all good. Everyone needs Support in different forms: -To provide support. For Nexus this means ads and user support. How and when depends on frequency of usage i guess or how much modding is a part of somebody's life. -To Host a mod. A site needs maintenance and it costs money to be active which means user activity is going to keep income steady by many different ways. Thats Nexus Mods. So the income Nexus makes anyway is because of user support and site usage. It doesn't make money out of a mod directly. In the end i don't see why anyone should be concerned of Nexus making income via ads and user support for any hosted mod file that a mod author decided to abandon. Not to mention since its abandoned, shouldn't it become Open Source so Development can continue? Otherwise this only hold development back. Mod Troubleshooting and Support: -This is important and for abandoned mods this is only possible by a mod becoming Open Source or forwarded to a Care Taker. (Nexus does have something like this at least for hosting a mod, but people are butthurt and never do this. I don't know why). In any case somebody that is going to support it and or develop it further. This is also voluntary work. Somebody has to have an enthusiasm for it. That would be people interested to a mod who like to spend their freetime for this. Its not like they will make any money out of it. Unless you allow Donations they wont. -Curators and Mod Collections are also Volunteers for this. They are going to provide all the support and troubleshooting for a Mod Pack if the Creator can't for example and has left. This will make the mods still viable and actively supported. There is going to be motivation for more development even since the mod is kept alive. Creators can also avoid all the Bug section chaos in case they don't want to. Curators will be willing to exchange data with them directly for development if the Creators want to. Curators wont take all Donation if thats the Concern. Creators will recieve the Donations they would anyway and Nexus all support for Hosting both the Mods and the Collections. Its a Win - Win for everyone. User - Mod Supporter - Developer - Curator - Hosting Platform Supporters - Main Hosting Platform. Both Income wise and Evolution of Mods. I believe a huge portion of Authors lately just disagree either because they want the exclusiveness via Patreon for income, so Curators and Nexus Platform is something they would like to exclude of it if they could, or because they feel like ''Its all my glory'' There is different situations where direct and strict control of a mod is necessary from his creator. That includes Assets made from scrath. But also important Programming tools like DynDOLOD. But these are not comparable to lets say a Quest Enhancement or whatever. These can be Open Source indeed. Even Scripting Utilities become Open Source over time and hosted both here and Github. So why this eagerness of people to Delete their creations? So others have to recreate everything from scratch? Why not forward it instead to someone trusted and skilled to continue the project? If not, there is also Nexus Mods Caretaker. Who wins from Deleted Mods? Even the Creation itself becomes forgotten... Since Last Year, i haven't been able to find a viable and reasonable, Reason, for the necessity of Deleting a Mod. Rhetorical Question: Should a Father have his House torn down because he made it, so his Son doesn't inherit it? Just Why? -
Is it possible to create lod for Folkvangr grass mod?
Deleted135840173User replied to catchby84's topic in Skyrim's Skyrim SE
Easy. DynDOLOD 3 allows you to create Billboards via TexGen yourself for every Texture you have such as Architecture including Plants such as Bushes and Grass. Only thing excluded for now is Mountain - Rock Textures for which you need Mod provided LODs. To create a balanced and optimized quality setup: Install No Grass in Objects. Default settings will extend Grass Distance all the way to where LOD Starts. In the Description there are instructions how to Precache Grass. This is mandatory for Grass LODs. In-Game see the density and decide what density is good enough for Grass LOD. Run TexGen once done and select create Grass Billboards. Decide on Texture Size Settings. These should primarily take Vertical Screen resolution into account. Anything more is just a waste of Resources with no visual difference. Run it and proceed to create LOD with DynDOLOD. Finalize and Done. You can go into NetScriptFramework and find the No Grass in Objects INI and change the setting ''Load Grass from Cache'' to disable it. Till now you have Grass LOD and Extended Grass Distance all the way to where LOD appears. Perfomance Alternative: Same process without generating Grass LOD but use only Extended Grass Distance and no Grass Cache. Cathedral Landscapes has the best Terrain Noise.dds that makes the Distant LOD look like Grass and so it will blend with your Extended Grass Distance. There are other Terrain noise.dds files available. You can even use the one from Cathedral with other Terrain Textures. From Terrain LOD Redone or Perfect Terrain LOD or from xLODGen site. Test and see what looks better. You can generate Terrain LOD with xLODGen and Install any noise.dds texture on top of it to experiment and replace. Another tip for Mountain Terrain texture uglyness. Cathedral Z-Fight Patch will cover these with Rocks. Works with Majestic Mountains and Noble Skyrim. A Future Wish: I hope one day we can use something like Base Object Swapper to control Grass Distribution directly and create concentrations of Vegetation where we like. This would eliminate the need for the performance intensive iMinGrassSize setting density. Instead we could place a chunk of Grasses, more spread out but good looking. Though Landscape might need be tweaked abit to avoid completely open flat places. These Vegetation chunks could be combined with low height field grass and slightly fade between open flat surfaces as well. It will require Meshes (Object) that includes Grass (Textures) designed to do that. Vanilla Skyrim includes them so Base Object Swapper could be capable to control their position. If we combine this with the Cathedral Landscapes method of creating denser/ more widespread Grass with less performance impact all the better. 1 mesh would cover a huge surface this way blend well with the other mesh a few yards away or be more spread out like a stream for example. But there is a lack of community collaboration to produce such results thus they take time or never happen. -
SSE Dual Wield Special Power attack NERF please
Deleted135840173User replied to NEXUSKKCK's topic in Skyrim's Mod Ideas
This is primarily affected by the Perk and Damage Multipliers by Weapons Enchantments and how Resistant the Enemy is based on traits/ level/ health etc. Its difficult to balance it because it stacks with so many different features Vanilla or added by mods. I don't know of anything that touches the dmg multiplier of Dual Wield directly without touching the perk. In my setup it is balanced. Here is why: In short damage recieved/ damage done are balanced even for Dual Wield power attacks. It will always depend on the Armor type and Resistance type how much damage Dual Wield is going to do. It will require some dodging evading and propper timing to overwhelm an opponent as a dual wielder without him taking the advantage and overwhelm me. It will make me think what Build with what Armor type i am going to deploy what stats to invest to in order to create an effective dual wielder and make me think how to exploit enemy weakness without them exploiting my weakness. But i don't know of a simple nerf. -
Greetings. Through time i ended up deciding what will always be a Permanent Part of my Load Order. I've already Merged Mod Files within Mod Organizer 2 and sorted as specific Files for specific functions. An example have the Main Mod + Addons and everything that complements it within the same File Folder. Patches are usually kept separately unless they are patches that ensure compatibility with the Mods included in the same Folder. Some Mod Files are kept as they are so they can be overwritten or tweaked easier but as time passed there are no longer any Mod Files for which i am not sure about. I looked into alternatives and i really found the best options for my Load Orders or Save Games. The only change that can possibly happen is Install something New that isn't covered by my mod foundation. Even then i have also separate Mod Profiles which include only the Minimal Base Game Foundations so thats pretty much covered. So a few ''Riddles'' remain. 1. Merging Plugins: What tool would be the best for this? I have Apothecary for example and its Food Addon, what would be a Recommended way to Merge it? zEdit is not working correctly lately and i use Synthesis instead for some Mods but is zMerge still working? What about SSEedit? Is there a way to create Merges inside? Anybody know of a Guide? 2. Safety: Lets pretend i wish to combine the changes between 3 Mods that don't overwrite each others records. An example: The Choice is Yours - Shut up Night Mother - No to Nocturnal (All 3 fulfill a similar purpose) Would it be safe to Merge the records of all 3 Plugins into 1 and create an AIO Plugin that works? Which tool would be the best for it and how? 3. Records being forwarded: Lets say i have some mods that need a USSEP Patch. Will it work if i merge their USSEP Patch with the Main Mod and Load the end result after USSEP and with higher load order priority? The concern here is that the Main mod that needs a USSEP Patch undoes its changes without a Patch. The Patch overwrites the Main mod to make it compatible with USSEP. But how to ensure that the Patch Records will Overwrite the Main Mod making the Main Mod compatible with USSEP? This is accomplished via Load Order by having a separate patch but i what i want to do is make the records of the patch and the main mod being Merged so the final Plugin is compatible with USSEP directly. So, which Tool should be used and anything above that isn't safe to do? And what about Missing Masters dependancy?
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Wrong timing attack for NPCs using SkySa
Deleted135840173User replied to ITGM13's topic in Skyrim's Skyrim SE
This is strange indeed. Never had this happening before. Check https://www.reddit.com/r/Skyrimguild/ Its where Distar and the Team working on SkySA animations hang out. Someone might be able to help you and it may even be load order related. -
There is a succesfull way to make a very optimized setup with ENB and Lights. If you take a look into Relighting Skyrim - ELE - ENB Light Description Pages you will find some data that will lead you to the solution. Its a long process. You have to control light sources directly and Patch your load order. You can control which light sources will benefit of what radius and light strength which ones will use ComplexParticleLights etc. It requires some research and SSEedit work. Personally i only use Relighting Skyrim - Windows Shadows and whatever Firesource - Torch - Candle modification without ComplexParticleLights. But i would say its worth it to use ELE and ENB Light and create the best and most balanced setup for your Load Order. I am just too lazy to do it because its a long process and requires alot of testing/ tweak - rinse and repeat but totally worth it and works.
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Wrong timing attack for NPCs using SkySa
Deleted135840173User replied to ITGM13's topic in Skyrim's Skyrim SE
Check out Retimed Hit Frames its included in Nemesis Engine. Its also the number one thing everyone has to fix to make Combat balanced. Everything including Dodge Mods will end up just being cosmetic without it and Weapon Speed and Reach Fixes or a Combat mod that does include its own weapon speed and reach fix. -
SSE Dual Wield Special Power attack NERF please
Deleted135840173User replied to NEXUSKKCK's topic in Skyrim's Mod Ideas
The speed is fixed by mods that fix the Vanilla weapon speed. Valravn and Blade and Blunt Combat mods have their own fix. Attack Speed Framework has its own. Weapon Speed and Reach Fixes is more standalone, simple mod or Patcher version. -
LE Porting a mod from Skyrim to Skyrim SE
Deleted135840173User replied to LAforetikPoketik's topic in Skyrim's Mod Ideas
Check his Permissions and Credits Section. Its quite open just stick with the rules and make sure to Credit and all that unless the Section says otherwise and/ or prohibits it. -
Trying to DL High Poly Heads
Deleted135840173User replied to 7531Leonidas's topic in Skyrim's Skyrim SE
I think i remember this happening. What i can't remember is on which email it happened. Gmail or Yahoo. Not sure if it has to do anything with it or its related to Country (IP) or something but what you say its true. There are people reporting they don't recieve a Message. -
Sata Ssd and ram upgrade impact on certain mods
Deleted135840173User replied to bjornthebaker's topic in Skyrim's Skyrim SE
Check Blade and Blunt. Very lightweight and working. Works even with CGO if you use it, Nemesis will provide you with Retimed Hit Frame to fix NPCs hit before their attack lands. I use TK Dodge as well Skyrim Revamped and then Synthesis Patchers for Mortal Enemies, KYE etc. I stopped using CGO but when i did i did run it with these mods. I was running that stuff even on the old pc and the aforementioned load order in my first 2 posts and couldn't notice any fps hit with all these neither with SkySA setup. I would say that some older Combat mods do have some slow script behavior compared to the more recent ones. Its simply Scripts not being as optimized or using cloak effects to apply stuff on NPCs. Generally Scripts themselves are not performance intensive. It all depends how much calculation is done in the background while playing. This is more a matter of how Scripts are build and how many will stack with each other running constantly. Some mods also use SKSE directly to implement features or rely on Behavior Engines such as Nemesis or on Dynamic Animation Replacer thus they have 0 performance issues. An example: Cobb Encumbrance vs SunHelm Carry Weight Feature: Cobb constantly checks your inventory. SunHelm just puts an instant 150 Carry Penalty. = Low-Medium Script Load vs 0 Impact. Or another one: Wintersun vs Pilgrim: Wintersun tracks actions to increase or decrease favour with a diety. Pilgrim works differently. (Though Wintersun doesn't have a real impact at all its actually very light) Try to always look for the fastest and most modern alternatives and you'll do fine. Quest Mods themselves can get heavy if they rely on constantly running Quests in the background = Papyrus Engine Slowdown compared to Quests that fire when they should or a bunch of NPCs doing any action within a Cell which hasn't loaded (You haven't entered) are also not properly optimized. Many examples. Oh and Leveled List Distribution of stuff can stack with Engine Load as well. Its best if Leveled Lists are Patched once and load once during startup. Anyway what's most important is to remember always to leave some spare room wether its GPU Memory or Papyrus Engine Load or space for more Plugins and you should be fine. -
Trying to DL High Poly Heads
Deleted135840173User replied to 7531Leonidas's topic in Skyrim's Skyrim SE
Yesterday i was searching for some mods and it pointed me to Shakenmods which uses a similar website like Vectorplexus it was giving an error and was down. Could be the case for Vectorplexus as well maybe the provider or something. -
Sata Ssd and ram upgrade impact on certain mods
Deleted135840173User replied to bjornthebaker's topic in Skyrim's Skyrim SE
I don't think you'll drop that much. Back when i had a 2GB GPU i was using the above recommendations, xLODGen-DynDOLOD, SSEDisplayTweaks, Realistic Water Two, Enhanced Vanilla Trees, Better Dynamic Snow, SFO Grasses and Plants, Tamrielic Textures, Enhanced Lights and FX plus Intrigued ENB and Obsidian Weather and 44 was my lowest around Whiterun. I was also running Cobb encumbrance and Sunhelm and they weren't causing any lag. You just have to use the Performance or Quality version and go to your ENB InI. Where Quality is 1 or 0 change it to 2 and under SSAO disable self intersecting and Tesselation under Water. Another Tweak is to active UseOriginalObjectProcessing so Objects don't look washed out with the Performance version. So if you use some Vanilla fixes for meshes such as Fixed Mesh Lighting or Assorted mesh fixes and some flora fixes everything will look consistent enough and still benefit from the ENB while keeping FPS above 40 (around whiterun) expect overall 50-55 range. So you could still benefit from colorgrading and shaders. Everything also depends on Load Order weight and how fast it can load. SSDs help alot as does CPU because ENB isn't a normal Post Processing Tool it burdens the Engine alot and the more work the Engine has to do the bigger the impact will be. Cities and NPCs will be a Heavy Hit indeed. I would say this is also more Engine level related compared to VRAM. CPU and SSD can help with that Optimized Scripts and Patcher or Spell Perk Item Distributor distribution of effects or abilities or items. In short Vanilla Skyrim already has Textures that are 4K and 2K so using Texture Mods is simply replacing them with the same size or lower but better quality. As long as they load fast enough no problem. Thats why an SSD plus not overburden the Engine helps. Its like running a better Vanilla Skyrim. Just keep in mind once you start adding more mods, no matter what they are the Engine will have more things to load so it will affect the ENB binaries a bit and you may reach a point it will be problematic. My personal opinion is its not worth it in the long run if you build Ultimate Playthrough Mod Lists but certainly worth trying it out. (But that's just me wanting to play with Crazy framerates and Combat Mods) Your CPU isn't bad for Skyrim (A 10 Year old game) its only issue is the Processing speed of its Cores. Skyrim needs good Single Core speed. Can't benefit from Multicore. So the question that remains is ''How much you can mod it'' -
Comprehensive ENB and Weather mod suggestion
Deleted135840173User replied to Katarsi's topic in Skyrim's Skyrim SE
Yeah Haze Weathers does have such an effect. Don't know really i could never replace Cathedral or Obsidian with Dolomite because i lost alot of their magic and ever since i upgrade to Cathedral i can't change. I liked Intrigued or ReEngaged more when i used Obsidian with a very Ominous Theme but it was nice while it lasted now i want something balanced so Cathedral all the way for me now. Its been really troublesome to find a good ENB that increases all its effects without changing it or as you said Shadows becoming too black. Rudy is good but may need some tweaks to be perfect for what we like. Maybe i'll try one day again. -
Sata Ssd and ram upgrade impact on certain mods
Deleted135840173User replied to bjornthebaker's topic in Skyrim's Skyrim SE
You exceed the Minimum Requirements but not the Recommended requirements. Up to 1080p max you can run it fine and unlocked framerate with over 60fps and Default BethINI Medium Settings. But you may have to go into your Drivers and select the Balanced Options and some Performance Options over quality. Disable Ambient Occlusion from anywhere. Disable Sceen Space Reflections this one is bad anyway. Avoid ENBs. Install a Good Weather Mod. Cathedral - Obsidian or Azurite or others that are made to function without ENBs. Get xLODGen and DynDOLOD. With xLODGen make sure to follow the recommended settings from its Page in the Stepforums. Stay within LOD Settings of 512-256 size. With DynDOLOD 3 do not exceed 512 size of LODs and where it gives you diffuse texture settings or Billboard size do not use bigger size than that of your Vertical Screen Size. Select the one that corresponds to Vertical Screen Size. Texture Mods. 2 Options: Tamrielic Textures - Cathedral Landscapes - Noble Skyrim. Select the best Performance Options. Better mountain textures you can get from Winedave's Majestic Mountains variants. I suppose with this GPU you wont have a Display bigger than 1080p so select the 2K Mountains. Grasses you can try SFO Grasses. Or Cathedral Grasses but you may have to do some tweaks and replace Reach and Marsh Grasses. Learn how to do it and how to use SSEedit. Will take a while. Trees check HQ Tree Bark and Assorted Mesh Fixes and Fixed Mesh Lighting as well as Aspens Ablaze, Realistic Aspen Trees 2K option, or alternatively Enhanced Vanilla Trees. Architecture Mods with current DynDOLOD 3 you can generate for everything. Either fix Vanilla with Mesh Fixes or use CleverCharfs Retextures. Do not exceed 2K texture sizes. Stay away from High Polygon modifications and HDT. Always choose the most performance friendly and best alternative to all mods especially Script wise. Armor-Weapons you can go up to 2K Textures. Use Relighting Skyrim and a Weather Mod. No performance impact. In DynDOLOD 3 you can select Terrain Underside will prevent light to pass through objects. With that, Land Shadows, Tree Shadows and good Weather Mod it look great without Ambient Occlusion. Have generally DynDOLOD control distant objects instead of base game sliders. Tweak imingrasssize. Make sure density is balanced. With SFO grasses 35, with Cathedral you can go 50-55 with Vanilla same. Check out Mari's Flora as well for plants select performance options. Snow Textures check out Better Dynamic Snow and Nordic Snow. The information i gave you is a bit messy but may help when you try to mod the game. I guarantee 60-70 fps if you stay within these rules. I've played it like that with an I3 1st Gen and a Geforce 1030. You can make it look crazy good as long as you keep it balanced and a non heavy load order. Upgrade your GPU to a 4GB and you can get an ENB on top. Upgrade to 6GB and you can do this on a 2K or 4K Display. Downside the 4K Display will require bigger textures so you have to run it in 1080p anyways. Alternatively if you upgrade play in 2k monitor resolution and keep texture sizes like this: Mountains 4K Architecture/ Large Objects 2K, Trees are somewhat mixed. ...and don't try to stream with all that not matter how high you''ll take the upgrade lol unless you upgrade to an 8GB GPU immediately. My advice stay with the 2GB and wait to find a good price for a 3000 series. I already regret not waiting for an 8 and bought a 6 with Covid Prices :tongue: To give you an Idea. God of War 4 PC Version with an 1660 and Full Settings depletes around 6500MB of your GPU. Decrease it one step and you are at 5590MB out of 6GB VRAM. That with a 2K Display. So my rule is, Skyrim's old, if you want 4K Graphics made for 4K Displays use Black Desert Online with its Remastered Graphics. If you want to play Skyrim play it in 1080p and 4K-2K-1K Texture Distribution with 4K Mountains and Tree Cones being the Highest Texture Sizes and simply don't overload the slow Papyrus Engine and no need to worry about anything anymore. For that you need 6GB VRAM if using an ENB and if no ENB 4 is enough. For 2GB VRAM no ENB and don't exceed 2K Textures except of Trees were its Mixed like EVT does. Works. -
That's Subsurface Scattering.
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Thats true. Just saying that by now people should just block it to prevent it.