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SRSR333

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  1. Hello everyone, I completely stopped playing Skyrim at all after discovering the Witcher series late in 2014 (incredible set of games, completely blows other RPGs of its time out of the water) as well as enjoying other genres of games like Pillars of Eternity and Anno. I've had my fair share of fun with the Witcher; now I'd like to get back to modding Skyrim. I have some one hundred mods or so that I've installed, but I've changed PCs and my Skyrim install has since become corrupted. I reinstalled Skyrim clean from Steam, and only Mod Organiser has my mod list. Obviously many of those are very out-of-date, and I'm not even sure what some of my mods do any more, as well as having left out some mods which were completely not managed by Mod Organiser. Attached below is a list of all the mods I currently have downloaded - I have a few questions. Do you guys think any of these are redundant, or do the same thing twice? What would be the recommended install order (some files overwrite others) as well as the recommended mod (.esp/.bsa) order?Thanks in advance, guys.
  2. Perhaps OP wishes to play on a TV where everyone can see, or has young children? Everyone has their own wishes and preferences, I don't see why you should enforce your openness to nudity on the OP. If OP doesn't like nudity, and if a mod maker is willing to help, then problem solved.
  3. Ah well, I'm not forcing you to use it, and not stopping you from making your own version. I just hacked it together in two days, so I guess you can do the same.Forget the haters - you've done something that no one else has been able to do yet - export the files back. I don't have my machine yet and won't have it for another six weeks, but I'll keep looking back at progress. Hell, I'll give you a donation on Nexus Mods for you to continue work on this, since there are several major languages around the world (and not just British English) which this game could be translated into. I do hope you continue improving this, since my own programming prowess isn't in Windows, but in OS X/iOS and Objective-C. I do have a few suggestions: As mentioned above, an import/export function to XML or plain text would be perfect, so that we can save our work or work on it elsewhere.Perhaps the ability to link with online dictionaries that do provide databases, such as Oxford Dictionaries, to make spell-checking easier.A find-and-replace-all function. I assume the current feature finds text, but you have to replace them one-by-one.A more intuitive way to find out exactly where each line of text comes from the game so that we don't make strange changes that do not suit the context.Two questions: do you need to use the Mod Kit to uncook the files first? Or does it work directly with the .w3strings files?What is the extent to which you can modify text? Can you edit all the GUI elements, including items (and their descriptions), Glossary (Bestiary and Characters) entries, quest logs, and dialogues? If you can, that's excellent...
  4. I look forward to whatever it is, hopefully it's successful. Do you care to share how you're working on it? Is it based on the scripts and utilities that I mentioned in the OP?
  5. Back again. Does the ModKit do anything with the strings? I haven't tested it yet, but I'd really like to get this project going - just realised that the word 'wolven' doesn't exist, notwithstanding several other spelling and punctuation errors in the subtitles and books, especially.
  6. Hi guys. Has anyone managed to decode the .w3strings files in /content/? I'd like to mod them for British English. It's strangely jarring to hear British accents but read American English. Nothing against it, of course - it's just armor vs armour, fiber vs fibre, blinkers vs blinders, -ise vs -ize. Or in general, what are the strings files? There are some XML files that can be passed through a spell checker since they are more or less plain text, and then the .w3strings files which seem to be encoded and cannot be read as plain text. P.S. I used the Lua utils for TW3 found here to try to edit the .w3strings files, but I cannot run it; I it (tried it on an online compiler) and receive an error: lua: inspect_w3strings.lua:24: unexpected symbol near '|' I am going to try this on Ubuntu Linux; I'll report back. Meanwhile, does anyone have any idea about the strings at all?
  7. For some reason, switching off CoT gives me a very weird, cloudless sky with lines and polygons all over. I noticed that StarIntensity under the [sKY] section of enbseries.ini was set to 0.40, and I jacked it up to 1.00 which fixed the dark night sky issue. Moving the GammaCorrection and Brightness in [colorCORRECTION] fixes the overly bright caves. And finally, SSAO (partially) fixes the outside fog, but then Skyrim crashes. I am using ENB version 0.265.
  8. Thanks for the reply - but there's a weird mist/fog around in the sunrise. Images below. How do I reduce/get rid of it? ENB ON: http://i.imgur.com/8HnCouQ.jpg ENB OFF: http://i.imgur.com/k943Nw9.jpg
  9. Hi guys. I recently installed Zoner's High Performance ENB, and my SKyrim install just got a giant upgrade in terms of graphical quality. I've tried all other ENBs but they're either too bright, too dark, too red or too laggy (specs in sig; yes it's a laptop). I've only got two issues with the game (and ENB) right now. First, scenes are rather foggy in the daytime and in dungeons - comparison shots below. The dungeons are also excessively bright. First set (Outside near Knifepoint Ridge): ENB ON: http://i.imgur.com/mTnvK5z.jpg ENB OFF: http://i.imgur.com/6JwLDga.jpg Note how the shaded areas are brighter and it's easier to resolve detail with ENB switched on. Second set (Same area, but facing opposite direction): ENB ON: http://i.imgur.com/Rzbnx6r.jpg ENB OFF: http://i.imgur.com/cKsUpna.jpg Third set (Inside Knifepoint Ridge dungeon): ENB ON: http://i.imgur.com/orXlUx0.jpg ENB OFF: http://i.imgur.com/oreLIJ2.jpg Note how bright it is with ENB on. Fourth set (Further inside dungeon): ENB ON: http://i.imgur.com/9yZLJL5.jpg ENB OFF: http://i.imgur.com/qasryGm.jpg Same case as earlier. Second, night skies are ridiculously dark. The ground and scenes looks excellent but the skies are so dark I can't see any more stars. Likewise, comparison shots below. ENB ON: http://i.imgur.com/FwaUFMB.jpg ENB OFF: http://i.imgur.com/aa2DV6K.jpg How do I adjust ENB parameters to fix all of these? Thanks in advance...
  10. My 'feathers are ruffled'? I was trying to be as polite as possible while disagreeing with you on your points. If you find disagreement offensive, well, I'm sorry for disagreeing with you. I never said that they weren't valid. You have your own style of playing/modding, I have my own. I did thank you in my reply earlier. I wanted to address each and every point you made instead of blanket-disregarding your post, hence I broke up your own reply bit by bit and answered them one by one. Once again, I can't possibly be more polite than I was earlier. Did you read my reply in its entirety, or just read the first paragraph and got all haughty? Disagreeing with someone is not being a brat. You're the one being offensive here now. Once again, I apologise if I offended you in any way (although I cannot for the life of me see how so). Please, enlighten me (and please read my reply again fully if you haven't). Thank you. Although I don't celebrate it, Happy Thanksgiving Day to you too.
  11. You mentioned many things that either I don't have, or don't want to do, all for the sake of 1-5 FPS gains (fact remains that I now average 45 FPS even in texture- and physics-heavy areas such as Falkreath forests, Shadowgreen Cavern or plains in The Rift). I'm very sure now that it was purely badly-configured ini files that were the culprit. Still, I want to elaborate on your replies, so here goes: According to Gopher, texture overhauls do not replace ALL stock textures - there may be a few that have been left out (it's mentioned in his mod tutorials in YouTube). And secondly, the devs of USKP recommend using the Textures patch even if you're using a texture replacer. I don't use any ENB - I use ENBoost (which isn't ENB) to enable 64-bit memory capability. I think it makes the game look better with minimal performance hit - and I've seen this sort of 'don't use SMIM, you won't spend your time in Skyrim staring at ropes and tables' - but as a matter of fact, I do. Well, maybe not, but at the very least, I appreciate that the game looks that much better with SMIM added. The inns everywhere look so much better, and it feels like this was how the game was originally supposed to look, so I really don't want to get rid of SMIM. Well... I disabled CoT and all I got was worse-looking lights. I saw no performance gain whatsoever. Might as well leave it installed since it makes the game look better. I will take a look at this - thanks for the recommendation. I already use Realistic Water Two. What exactly is the difference between RW2 and Pure Waters? Everyone says RW2 is the best water mod out there. Nah... I want to keep my vampire attacks. They're fun. Yeah, I use SkyTEST but I haven't come across any script-related CTDs yet - most were because of a bad uGrids setting or bad .ini patches. Of course. I use the save cleaner as soon as I uninstall a mod. But there aren't a lot of very watery places in Skyrim, save the swamps near Solitude and Morthal. And I get 60 FPS underwater - I don't see a need to remove these. Snow, dust, fire, ice and leaves look bad enough - I don't want to make them look worse. In fact I am trying to do the opposite of what you're suggesting here - getting better textures on snow and getting falling leaves and such. Sorry about that.
  12. Hi guys. I'd like to request a mod that adds shadows to all light sources, including windows, fire braziers, candles, chandeliers (either in inns, Dwemer, or otherwise) and torches. I have seen this issue of shadows not appearing around lights, and this is the most obvious instance, in Bthardamz Upper District (right after you enter - I was doing the Peryite quest): http://i57.tinypic.com/2cgg6tz.jpg Look at the fire brazier on the right - there isn't a shadow. I've seen this elsewhere in Markarth and Whiterun where there are many fire braziers all around. Is this an oversight on Bethesda's part, or can something be done to fix this? Perhaps through a mod that edits all lights to cast shadows and works with all the other lighting mods? Is there already such a thing?
  13. The issue is that I'm seeing this in several other places as well - Markarth's many fire braziers don't cast shadows at all. This doesn't seem like how it's supposed to be, and feels really weird.
  14. RIght, I forgot to say that I fixed it -I did do what you mentioned right here - I restored the factory ini settings by deleting them and letting the official launcher re-detect my settings at Ultra-high (even on a laptop? O.o). Then, as you rightly mentioned, I used Skyrim Configurator to add a few tweaks such as threading and tree/grass/land shadows. This seems to have fixed it, plus the large amount of lag that I was getting in general, both outdoors and indoors. It greatly increased performance for me in lighting and grass-heavy areas such as Shadowgreen cave - I got single-digit FPS as soon as I entered. I made a save, quit to desktop and did the above .ini file cleanup. Re-opened the game and bam - 45 FPS. It also really helped my shadow quality improve. See below for new .ini files: Skyrim.ini SkyrimPrefs.ini At any rate, thanks for the tips (I did get most of my tweaks from the Skyrim Stability Guide, as well as S.T.E.P.; I'm going to see which ones are more applicable), and I'm looking forward to your recommendations. Since the above list of mods, I've installed Revamped Exterior Fog as well, and I'm considering installing Removed Interior Fog.
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