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dmal

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  1. Hi folks, My trees look odd close-up (see attachment) . They're darker at the top, and appear to have no shadows at the base. When I get closer to them, the problem seems to disappear as the tree get's darker. I'm unsure how I managed to do this... I'm only noticing it now, after I just installed Enhanced Vanilla Trees (larger trees option). Could somebody help me troubleshoot this?
  2. Hi folks, I'm having an issue with textures, objects, actors etc (most notably, grass) appearing when I run into new cells. I'll go from a beautiful field to a barren empty wasteland. It all appears eventually, but I have to sit and wait for a minute. Another issue is that custom animations sometimes don't play immediately, i.e. when I go from bow to dagger the character draws the dagger like a bow for awhile. I'm assuming I'm having memory issues due to some outdated components, but I'd like to explore just how much I can get out of this rig: gtx 1070, i5 2500k 3.3 GHz (gotta upgrade that), 16GB RAM, HDD. I'm using Rampage ENB, tons of 4k-2k parallax textures, Dyndolod, open cities, a few script heavy mods (frostfall, ineed, loot and degradation, hunterborn?). I have ugrids=7, but I should note it was happening with 5 as well. Nonetheless, I'm getting a decent 40fps when running around most exterior cells (once everything appears, that is). Far fewer if I enter cities, of course. 60 fps in any interior cell, with no problems regarding animations or objects. I'm also running the windows insider version 16232 which allows me to use VideoMemorySizeMb=12192, and that helps a lot. I'm hoping there's some way I can mitigate these issues by tweaking ini settings. If anyone has the time to look them over, I would appreciate the help Skyrim.ini Skyrimprefs.ini ENBlocal.ini Thanks in advance! -d
  3. Hi all, Ok, I'm new at this so bear with me. I've edited a hair mesh (.nif, for skyrim) in 3dsmax by removing some of the vertices on the back and changing the vertex colors*. When I the "export .nif" dialog box popped up, I ticked "vertex colors" because... that seemed like a reasonable thing to do... but doing this seems to create an NiVertexColorProperty under the NiTriShape in NifSkope. The hair worked in-game (proper color), but it was blocky. The NiVertexColorProperty was preventing me from adding an NiAlphaProperty to apply transparencies. When I tried to add one, it told me "the array is full." In NifSkope, I tried removing the NiVertexProperty and added an Alpha instead. Then I entered all the shaders and flags for the cropped hair so it matched up with the original hair. It looks right in NifScope, but in-game it only shows distorted patches of (properly colored) hair. Is this happening because I deleted NiVertexColorProperty? I'm stumped. thanks in advance if you have any advice. -d *for a bit of context: I'm copying a KS hair mesh into the huntinggrounds hood mesh. KS hairs have vertex colors so I think I need to change them in order to change the hair color in the final hood w/hair mesh.I'm using 3dsMax 2017 with the plugin available on the nexus. Not getting any errors. edit: worked on the 4th try, literally doing the same thing. Maybe an export issue? Dunno. It's working now.
  4. I have a (thoroughly abused) 560 ti as well and I'm also considering a 1070 in the near future. I couldn't even play the game until I used spINI and now I get 30 fps with maxed out mods, enb and even some 2k texture replacers. I know you're looking for more, but considering I'm running an underclocked 560 with a busted fan and two broken case fans, 30fps for me is AMAZING. spINI made a huge difference.
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