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Everything posted by rpawn
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Skyrim Crash to Desktop When Going Near Whiterun
rpawn replied to l0x2's topic in Skyrim's Skyrim LE
To check if it's your saved game, load an older saved game and see if it CTDs in the same location or not. i checked the old save and i play with no CTDs Most likely the problem is not with your PC but is in the saved game. Many people are currenlty experiencing that same problem and are waiting for Bethesda to fix it (next patch sometime in january). If you browse this forum and other Skyrim forums (Steam, Bethesda), you'll find many discussions about it. In some cases the problem can be solved by going indoors (an inn or your player home) and wait/sleep 30 days, then continue playing. Some people say autosaves and quicksaves are more prone to problems than manual saves. -
Skyrim Crash to Desktop When Going Near Whiterun
rpawn replied to l0x2's topic in Skyrim's Skyrim LE
To check if it's your saved game, load an older saved game and see if it CTDs in the same location or not. -
Did you not manage to delete and reinstall, or did you reinstall but it did not solve the problem? If you did delete and reinstall the game, then the mod is probably gone and your problem is not caused by the mod. If you have the same 4GB mod that i was using, just in case yours is not deleted, these two files might be in your Skyrim game directory and should be deleted: skyrim4gb.exe and skyrim4gb_helper.dll. Still, if you just do not use skyrim4gb.exe to start the game, then the mod will not be activated.
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I don't see those lines in your pictures either, but if it is what i think you mean, it's an artifact that results from what i think is B's attempt to simulate sub-surface scattering on human skin (to make it look more skin-like).
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Sorry, my bad. Lesson learned. Thanks for taking my out-of-place undeserved remarks in stride.
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hey hun, Of course, thats why I put in the original posting that the original was yours, it even has a link to your download page. I always want to make sure the original person gets credit for their mesh. Love the original mesh and more then just a little happy you like my modifications to your mesh. ...after it has been pointed out to you that you initially forgot to do so.
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Tytanis, Skyrim Online and SkyNet announce cooperation
rpawn replied to Szimitar's topic in Skyrim's Skyrim LE
Easily? No. The fact that they choose not to (for which i do not blame them) does not mean it's easy. Making a full featured MMO is never easy. While i cheer for the efforts put into this MP project, it's probably going to take a long time -if ever- until it is anywhere near commercial quality (even tough that bar is not particularly high). Bes could probably do it faster, but it's not easy. Unless difficulty and respwan time is adjusted to the fact that it's multiplayer, which does not seem a far-fetched idea given the fact that it is multiplayer and given that mp dungeons are in the planning. Very interesting to see how much sooner this and other big projects get starter and how much faster they develop, compared Morrowind and Oblivion modding. It looks like an exponential decrease in development time due to better tools and a larger more knowledgeable mod community, thanks in no small part to the efforts of the people involved with modding for Morrowind and Oblivion. -
The player char and human NPCs use the same body mesh, but as the mod description says: "armor will not show your new body until that armor has been modded to fit". The same is true for NPCs. (The bodies that you see with armor/clothing are part of the armor/clothing mesh). The game only offers a body preset, no separate feature presets. Besides that it's a matter of which CBBE variation you choose to install.
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Not to dis you, but your being to lazy does not mean it is not possible or that the tools do not exist. Ie it's not a secret that you can extract Skyrim files with Fallout Mod Manager. If you mean scripts that allow Blender to import/export nif and havok animations: those do exist - but not yet for Skyrim because the blender/nifskope folks are still in the process of figuring out the new format. Besides that there's plenty activities regarding animations in the Blender/Niftools community. Blender/Oblivion Character Animation http://niftools.sourceforge.net/wiki/Blender/Oblivion_Character_Animation Blender NIF Scripts http://www.oblivionmodwiki.com/index.php/Blender_NIF_Scripts @ Alexander Wolf: Looking forward to the release of those idle animations.
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That would explain why the mesh of this mod looks as good as it does. I assumed it was the vanilla mesh because it was referred to by the OP as "the character" that was imported in 3dsmax and reshaped. Apparently that was after the OP had installed CBBE, perhaps unaware of the significance of the consequences - being that it's not the vanilla mesh, but the mesh of another modder that's being reshaped here. With all due respect to the OP but i think it would be prudent to be more clear as to who's mesh you are reshaping. Making a well shaped human body mesh from scratch is hard, reshaping it may be worthwhile but is relatively easy. Credit where credit is due, as is (for the most part) customary amongst modders.
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re the OP: Thighs being straight on the outside of the leg and bulge that much on the inside of the leg looks quite unnatural imo. The other way around might look more natural. Other than that, not bad, especially if it's the low poly vanilla mesh that you modified. There is one mesh, in two variations, morphing between the two. Same for armor and clothing (no automagic morphing with the body mesh), so for every different shaped body mesh the shape of all/most armor and clothing needs to be adjusted.
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That is true. It's true for the old modified vanilla mesh, but is it also true for the new mesh that has double the poly count and that comes in several variations including 'normal' proportions? ps Never mind. I misunderstood, thinking the comment was about CBBE. I do agree the vanilla mesh is not bad at all, except for a few issues that have been mentioned.
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Looks like a mod request; wrong forum.
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Do you want to make truly immersive dungeons
rpawn replied to pannonian's topic in Skyrim's Skyrim LE
I'd welcome a mod along the lines of the OP's suggestions. Though i'm not much of a puzzle solver, the puzzles in Skyrim are just good for me. Regarding the pack mule issue i wholeheartedly agree. I suspect inventory management is generally the most disliked part of RPGs, be it solo or MMO. I certainly think that increasing carrying capacity as some do, only increases the problem. I'd rather go the other way: have the game just drop less stuff. A few during the course of the game, yes - but not in every other dungeon. Being the dragonborn hero and all, i'm not dependent on dungeons for my gear. Of all the uniques that i have found that i could use, most i have sold because i already have rather good gear. Dark dungeons could have torches that are turned off and can be turned on by the player. -
The presets also depend on time of day and they also reset when you open/close the map. I'm not sure where Skyrim stores the presets, but i think fixing the blacked-out shadows requires a mod along the lines of some Morrowind/Oblivion mods that change all the weather and lighting, ie "Darker Morrowind" and "Natural Weather". Basically the post-processing presets for every location and every time-of-day must be examined to see if contrast is to high, and if need be corrected and other parameters (mainly saturation and brightness) tweaked accordingly. In most cases Skyrim's post processing mixes in a lot of tint, which desaturates and recudes contrast, then saturation and contrast are increased. In many cases contrast is raised so much that all dark (shadow) tints are 'cut off' so that they become black; the information that represents detail in shadows is lost. That's why external post processing (ie FXAA) can not recover those blacked-out shadows.
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That's due to Skyrim's own post processing, which is accessible with console commands: php - Print HDR Parameters (shows HDR, Cinematic and Tint parameters) shp - Set HDR Parameters (including iris response and bloom) scp - Set Cinematic Parameters stp - Set Tint Parameters In the cinematic parameters you'll see that contrast is usually quite high, which causes both 'blacked out' shadows and often overly bright lighting.
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Additional post processing can not affect it, but Skyrim's build-in post processing can. Thanks but it's not the ingame settings, nor driver or monitor. The cause and the solution i found is in Skyrim's own post-processing. The game is generally to bright both in dungeons and outside, but also often in the same scene there are these blacked-out shadows. It's most obvious at night time in the countryside. It generally looks quite bright given the time of day, with or without moons. And at the same time there are blacked-out shadows. Both are the result of (arguably excessive) high contrast. At night cinematic contrast is typically around 1.4. It brightens everything that's remotely bright to begin with, blows out highlights and crushes all dark tints down to black. One factor here is Skyrim's build-in HDR iris adjustment (console commands: php, shp), but also the game generally uses high cinematic contrast in its own post processing. A possibly useful variable to adjust in Skyrim's HDR processing (shp) is sky brightness. Making a out-in-the-coutryside night sky appropriately dark, is trivial. Cinematic processing can be adjusted to bring out some detail in those black shadows so that they're still deep shadows but no longer solid black -AND- reduce brightness to make it more night-like. (console commands: php, scp) I've uploaded some images to my nexus account for illustration. All this may seem rather off topic except for the fact that Skyrim's own post processing also allows for adjustment of tinting (console commands: php, stp). An advantage of using Skyrim's post processing might be that you get to work with the source data rather than with a processed version that probably lacks some information about bright areas and/or deep shadows. I'm not claiming it would be better, i'm just throwing in something possibly useful that might not yet have been considered.
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I'm not sure we understand each other; i'm not using any kind of additional post processing (no FXAA, no Enhanced Shaders ENBSeries). Skyrim has these blacked out shadows by default, a result of Skyrim's internal post processing. Maybe i don't understand; Does Enhanced Shaders ENBSeries allow adjustment of a game's internal post processing? I didn't think it would, but if it does it could solve my problem. I'll give it a try.
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Would it not be more effective to modify Skyrim's in-build post processing, instead of adding another post processing step? Skyrim's in-build post processing is accessible via the console commands php : print current post processing settings shp : set HDR processing parameters (eye adjustment, bloom) scp : set cinematic processing parameters (saturation, brightness, contrast) stp : set tint processing parameters (R, G, B, mix value) From my limited investigations i have gathered Skyrim uses many different post processing settings depending on location, time of day, weather etc. In most cases a lot of tint is mixed in, which by itself washes out and brightens the image - which is then compensated by increasing contrast and adjusting saturation and brightness (cinematic processing). One consequence of the usually strongly increased contrast is that in many cases dark shadows are under-exposed so that they are 'blacked out' (similar to but opposite of white-out highlights in case of over-exposure). No amount of post-post processing (FXAA injector) can bring back the detail in those shadows; black is black, the detail is gone. The detail in those shadows can be brought back however by reducing contrast (and adjusting saturation and brightness accordingly) in Skyrim's own post-processing. Those blacked out shadows are my main gripe with Skyrim's lighting, but of course "stp" can be used to adjust the green/blue tinting. The problem is that the post processing parameters are reset to predefined values on every scene change (change of location, change of time-of-day, change of weather), so that probably the only proper way to fix the lighting will be to use the construction set to modify all the various post processing settings that Skyrim uses in different scenes.