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FinnenH4wke

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  1. EDIT: Oh well, I fixed the below problem (damn, I usually do it after posting a question on forums >.<). The fix was to download an older version of DAI Mod Maker (0.16 instead of 0.19). ------ I want to convert some of the mods (for my own private usage) from DAI Mod Manager to Frosty. I thought I would be able to extract the contents of .daimod file and then import the extracted files (textures in this case) using Frosty Editor and making a new, Frosty-compatible mod out of it. I have some small experience with Frosty because I was replacing some textures for Andromeda before. However, I have a problem with extracting files from .daimod packages. I downloaded DAI Mod Maker, ran it and imported .daimod with Cassandra textures. I found which files are modified with Bundle Preview option, and then I found these files in main DAI Mod Maker window. I opened the entries responsible for the textures and used "Import/Export > Export" but then DAI Mod Maker crashes. Preview of the modified files also doesn't work (preview option for original assets works fine, I have SlimDX installed on my PC). This is the error I'm getting when I try to export files. The exception message says "Object reference not set to an instance of an object". Am I doing something wrong? Is there even a way to convert the mods from DAI Mod Manager to Frosty by myself? I am not afraid of spending some time on it :wink:
  2. Waiting for SKSE to be released is not a good idea, to be honest. We don't really know when it will be released and considering how much real life work commitments the developers have I wouldn't expect it any time soon. I just hope that they won't forget about us and someday we'll see at least the beta version. Sure, it's sometimes hard to play without favorite SKSE plugins and mods. The one I miss the most is "Face to face". I don't even need SkyUI - I mean, sure, it's great but I can live without it. But Face to Face? Damn, I loved that mod and I miss it during every single conversation in Skyrim. I also wish Legacy of the Dragonborn was released for SSE but it apparently requires SKSE. Same for Requiem. Frankly, I don't understand why these mods require SKSE, I think they could be rebuilt without it, but again - modders have their lives too and maintaing two different versions of the mod would be such a pain in the butt. All in all though SSE is still perfectly playable without these mods. That's the thing with SKSE - it offered mods that introduced convenience but IMO they are not essential to play the game. Ofcourse it depends on what you want from Skyrim - if you turn the game into something else entirely, rebalance the whole economy and turn the combat and level system upside down, then sure, you probably won't get the same effect in SSE without SKSE. But for enhanced vanilla gameplay SSE will do just fine. To me, however, the biggest problem with SSE is the lack of ENBs. The SSE enb doesn't really allow to make too many changes to the graphics and the difference when compared to Oldrim's ENBs is just way too big. Especially lighting and subsurface scattering made a big difference in Oldrim. Characters looked so much more realistic. Almost like in a game from a different generation. This is the reason why I set my SSE mod setup, create character, reach Riverwood and then I quit, remove the game and start modding Oldrim. Then I realize how bad the performance in Oldrim is with heavy ENB, how much the game stutters and I go back to SSE xD Endless cycle and excuses just to mod more instead of playing the game ;)
  3. I see, so while it will work for cutscenes well enough, it will at the same time work really bad when looking at characters during gameplay from distance (for example on the Tempest) :/ Damn. Hmm, then maybe I could mitigate it differently by simply upscaling the texture one notch up. Let's say, for pure example, that all face textures have 2048x2048 resolution on Ultra. In that case the mip maps would look like that: 0 - 2048x2048 1 - 1024x1024 2 - 512x512 3 - 256x256 4 - 128x128 If I would upscale face textures's resolution to 4096x4096, then situation would look like this: 0 - 4096x4096 1 - 2048x2048 2 - 1024x1024 3 - 512x512 4 - 256x256 So, assuming that textures on "Ultra" choose mip map 0 and textures on "High" take mip map 1, then I would get my effect without destroying rest of the lower mip maps. Basically mip map "1" would be of the same resolution as "0" before. Sure, the 4096x4096 will be basically upscaled one but it's not important, it won't be used anyway since "High" setting will use only from mip map 1 and higher. Worth trying?
  4. Andromeda's textures at Ultra can be quite demanding on VRAM. However the face textures look horrible when the Texture Quality is dropped from Ultra to High (they become blurry). I assume that's because on High the textures are taken from "pool" of lower resolution assets - is there any way to set Texture Quality to High or Medium in game settings for all stuff like landscape, armor and so on, yet have ONLY face textures rendered at Ultra quality? I'm not pro but as far as I know this is caused by mipmapping, right? Every texture has few variants - for example 2048x2048, 1024x1024, 512x512, 256x256 and so on. I assume that when textures are set to Ultra then the game picks highest resolution available, but on High or Medium it takes lower mip map, like 1024x1024 or 512x512. Is there any way to stop this process ONLY for face textures? Could it possible to resave face textures in Photoshop without creating mipmaps? Then the game would have only one variant of that texture (high res one) and would have to load it regardless of the settings. Am I right? Could this work? Do you have some other ideas how to tackle this issue? This could be a good way to save VRAM on cheaper GPUs. Set global texture quality to Medium and install a mod that restores Ultra textures for faces only. Good looking characters + saved VRAM ;)
  5. Well, without virtualized system I'm not even touching it. I mean sure, when it's out I will download it and test it, that's my hobby after all and I want to know all the mod managers out there. However, I cannot simply imagine modding any game right now without virtualized system from Mod Organizer (unless I install 5-10 mods, but for game like Skyrim is more like 300-400, including retexture mods). People say that MO is more complicated or harder - umm, no. For me, NMM and any other classic Mod Managers are MUCH harder. There's one reason I will always use MO over any mod manager - it allows you to make mistakes while installing mods. Recently I've been making new MO profile and I cannot even remember how many times I changed installation order in left panel in Mod Organizer - 10? 15? Maybe more. If I was installing mods in NMM or other Mod Manager then I'd be screwed and it would take me more time to reinstall mods in correct order (terrible thing). I also don't like installing conflicting mods with NMM (for example texture packs) that can conflict not only with eachother but also with SMIM and ELFX. I can understand that NMM makes some kind of copy when you overwrite some files of one mod with other one. But what if on top of that you add 3 other mods that conflict? Which copy is saved then? What if at some point I want to remove the mod in the middle? Which files will be restored? This was always soooo extremely confusing to me when I was using any other mod managers. It was completely solved by MO. This I cannot give up. There's one more thing I like about virtualized system. Every mod has different folder and I can clearly see how mods overwrite each other. I couldn't see that in NMM (only during installation of the mod when it was asking me if I want to overwrite this and that file - but who remembers that in a long run?), therefore it was harder to resolve any conflicts. I know many people might say to me "If you had to reorganize your mods so many times, then you should plan more what you want to install and get them in a correct order". I'm sorry... what? Plan? Think? No thanks :D I prefer to get mods as they go, install them as they go and THEN reorder them in the left panel the way I want when I see how ALL of them conflict with eachother. Much easier, less hassle, less thinking, less planning. Better. WIthout VFS this will be just other mod manager that dumps file into Data folder - what's unique about MO is the VFS so if it won't be available then I can't see how NMM will be better. As a curiosity I will tell you one thing. I was using MO for 2 years and recently I thought I would play Oblivion for the first time. I went with classic tools like OBMM (in other words - classic mod managers that install files to Data folder). I felt lost, I felt blind. I wanted to pluck my hair out after 1 hour of using that. Even though it was a hassle I gave up, went back to MO and I managed to finally get Oblivion working with MO (for some reason OBSE plugins weren't working through VFS so I had to install them manually to data folder + I had to manually activate "archive invalidation" to get textures to work). Even though it was more work, it felt like home. So yeah, you have a "proof" that for people like me going back to classic mod managers is just terrible. MO allows you to make so many mistakes and fix them later on in a matter of seconds - that's for me the most important thing.
  6. A little bit late, but since this is the first thing that comes out in Google when you search for "Fallout 3 FPS drop with drawn weapon", I kind of feel obligated to reply. I had that even with 10mm pistol you start the game with. For me tt had nothing to do with load order, it was caused by Omegared99-ENB Transparency Fix.esp. I disabled the ESP, reloaded the game and no longer I had any FPS drops with my weapons out. Maybe it's not compatible with latest ENB DLL or simply no longer needed? Who knows, for me it fixed the problem and I can see that you have that mod installed, so disable it and check your FPS.
  7. Thanks for the replies and info about VRAM. As for the problem mentioned in first post, I seem to have fixed that. I remember I had similiar problems with disappearing textures when I forgot to turn off in-game AA for ENB. This time I had Skyrim's AA turned off correctly but for some reason installing GTX 970 and reinstalling drivers caused some changes in NVIDIA Control Panel. It seems that GTX 970, at least in my case, forced antialiasing in all games. In global settings of NVIDIA Control Panel I had AA 4x forced for all games. There's a good guide on RealVision ENB page explaining how to configure settings for TESV.exe in NVIDIA Control Panel. I applied these settings, turned off AA in NVIDIA Control Panel and so far it seems to be fixed :smile:
  8. Hey! I've been playing modded Skyrim for years with my good old GTX 660. Yesterday I got GTX 970 and I started having problems with graphics. After playing for some time I'm getting a bug where the game seems to stop loading new models and textures. I run for some time or ride a horse and then I suddenly start seeing stuff not loading up. Textures remain very simple or completely messed, houses are not loading up (floating roofs / walls). Whenever this happens I can't normally quit game or reload different save - once I click Load / Quit game my game freezes instantly and I have to kill Skyrim process in Task Manager. I attached the screenshots. I'm running the same mods that I used to on my GTX 660. I think the only two things I changed is that I updated my ENB to 277 (running Grim & Somber ENB Malacath) and installed mod called Distant Decal Fix (doesn't even have ESP). I think it might be either bug with the latest ENB and my computer or a problem with incorrectly configured enblocal. I went with VRAM + RAM - 2GB formula, which in my case would be 10240 (4GB VRAM + 8GB RAM - 2GB). Since GTX 970 is known for the last 512 MB being weird I even subtracted it and tried with 9728. One thing I noticed is that this bug occured more frequently when I had Skyrim Flora Overhaul installed. I made some tests and started new game outside of Helgen with Alternate Start. With SFO by the time I got to Riverwood the bug already occured and half of the houses there were transparent or without walls. Without SFO I could actually play until I got back from Bleak Falls Barrow and went to Whiterun. As for the mods I'm running, it's a lot, but mostly they are armor and difficulty mods. For the visual part I'm using Skyrim HD Lite textures (I'm not using official texture pack), Project Parallax, Vivid Landscapes and Alternate Snow. I also have Rustic Windows Textures, aMidianBorn Book of Silence and Realistic Waters Two. Plus the ENB. This bug never ever occured on my GTX 660, but I was mostly playing in 30 FPS. After switching to GTX 970 I updated my .INI files (changed the name of the card) and removed RendererInfo file from Documents/My Games/Skyrim. I also sort my mods with LOOT, make manual fixes to load order according to PERMA, use all compatibility patches and stuff. As I said this only started happening after I installed my GTX 970 :/ http://i.imgur.com/7rYQ15sl.jpg http://i.imgur.com/sl6o2tZl.jpg Do you guys have any idea what this might be? I tried other games and so far they work perfectly without any bugs.
  9. http://www.nexusmods.com/skyrim/mods/55352/? Ah, I didn't know about that one but still far from being called multiplayer and not really a point of this topic :) Still, quite nice achievement, I wonder if we will ever see a real multiplayer mod for Skyrim.
  10. Hey! I've got an idea for a mod. We have so many great survival mods out there but what I'm really missing is some DayZ style PvP. Ofcourse, Skyrim is a single player game, so we can't have real PvP, but I was wondering if there would be any way to implement random encounters to spawn other adventurers. I know that there is The Way of Dovahkiin, the mod that adds random encounters. This mod is great however it's a bit heavy and adds way too much for my liking. But maybe you have an idea how to set it up to get this PvP idea up and running? The mod should spawn adventurers but not too much of them. The spawns should be more often inside caves and dungeons, but some spawns in the wilds would be welcomed too. Adventurers should be as real as possible - they should be of playable races and have unique names (maybe taken from some premade list?). They should have high HP and some unique spells and loot to make them, well, unique :wink: Fights should be long and exhausting - you should feel like you were really attacked by some other adventurer, not a wimpy bandit. Most of all, you should be surprised. The Way of Dovahkiin have already some nice options to make that happen - AFAIK there is a sleeping encounter module that adds a chance of being attacked while sleeping, which is great for survival oriented gameplay. But other options are a bit of an overkill and are more oriented about making game more "PvE" oriented, while essentialy I would rather use PvE mechanics (random spawns) to imitate PvP gameplay like in DayZ or other survival games. So less spawns but with much more stronger (and single) enemies. More advanced functions could be related to adventurer's attitude towards you as a player. There could be 3 presets - friendly, enemy and traitor. Friendly and traitor could join you as temporary followers to help you along the way (for 5 or 10 minutes?) and later on they could either reward you with something for your help (friendly) or turn against you and try to kill you (traitor).
  11. Hello, I'm having weird bug. I have missing NPCs in some scenes where they are supposed to talk with eachother. I noticed that upon arriving to Whiterun - since I'm using Cutting Room Floor there is restored scene between Skulvar and Uthgerd. Unfortunately, right now Skulvar is talking to himself and Uthgerd is nowhere to be found. When I enter the Whiterun there's scene between Adrianne and Idolaf about weapon shipment - well, again, Adrianne is talking with herself. I searched in Google for similiar problems and I found one guy in Reddit with exactly the same problem but he didn't get any answers. Here's the quote for his problem, which seems to be entirely the same as mine. Any help guys? I don't really know where to start. Right now I'm making a clean profile in Mod Organizer to start a new game just with Cutting Room Floor to see how it works. Here's my load order: http://pastebin.com/J6z0SnKS [sOLVED] I've managed to solve the problem by uninstalling Wet and Cold - for some reason my PC doesn't like this mod.
  12. You see... a game is trying to protect you from making this life-long mistake ;) Now, for real. Can you post your mod list? It seems that there's something conflicting and whenever marriage-related thing is triggered your game goes rampart. Who are you trying to marry? Is it a custom follower or vanilla one? Is this follower available for being married in default SKyrim or do you use mods / cheats to get him/her married? Have you tried picking someone else just for the testing? Do you sort your mods with LOOT? I highly recommend so. Sorting with LOOT and making Merged Patch (Tes5Edit, a little bit advanced and optional, but helps a lot) and Bashed Patch (Wrye Bash) removes many incompatibilties.
  13. Thanks, I'll check these settings and try to tweak them. FPS limiter fixes it in some places but not everwhere - depending on ENB and actual FPS it's more or less still there. Apparently it's a problem with ENB - when I disable the ENB with Shift+F12 the problem still persists, however when I delete the ENB completely from Skyrim folder and run the game, then it's all good - no problems at all. I found the topic on ENBDev website with same problem - http://enbseries.enbdev.com/forum/viewtopic.php?f=20&t=489. I guess I simply hadn't noticed it before, until now. Camaro, as for the Vsync in Nvidia. When I set it do adaptive (normal) then I have smooth gameplay, however setting it 1/2 refresh rate cause massive slowdowns. It feels like moving a hand in the water. My setup is i5-4440, 8gb ram, gtx 660. Well, the other easy fix for that is actually... playing on a gamepad :wink: I don't feel the slowdowns so much when moving around on analog sticks. I'll do more tests today when I get back to home from work. But from what I've seen the problem is with ENB itself having glitches with different FPS. Locking it to a stable number seems to be the best way to fix it - so I think I'll tweak my ENB to have as stable as possible FPS without any FPS drops and then lock the FPS to stable number. As for the ENB Particle Patch - I don't have it from ENBDev however I have some Data folder installed from The Grim and Somber ENB profile. I think these particle patches are included into that package. [solved] I solved the issue, the remedy for mouse lag with ENB is in the 1st post.
  14. Actually yes, I did turn it off today but only because I was looking for a solution to this problem. It might be a mouse problem, however I'm not encountering similiar problems in Counter-Strike or any other game. However I think I might have just fixed this weird glitch. Turns out it might be a problem with 60 fps. I read just a few minutes ago that Skyrim has a problematic engine and weird things appear when it goes to 60/61. Even though I have VSync enabled (obviously, without it game physics go rampart) my FPS still sometimes jumped to 61/62. I enabled ENB Config screen and set FPS Limit to... 58. And you know what? I felt the difference instantly. I was still getting some smaller slowdowns when I was looking at bigger distances where FPS drop would be slightly bigger (for example to 50 or 48)... ... which led me to believe in one thing. Apparently my Skyrim has a problem with maintaining FPS. Whenever there's an FPS drop, even the slightest one (like 2-3 fps) I encounter this weird slowdown. So I checked what was the lowest FPS I get and I think it's around 45 in the heaviest places (happens very rarely, usually I get 49/50+). So I set my FPS limit to 48 in order to maintain 99% stable FPS. And the problem is gone, completely. This might be a problem with VSync, I heard that Skyrim's built-in Vsync is terrible and it's a good idea to disable it (along with ENB's vsync) and force it through Nvidia Control Panel. I might try it. tl;dr: Setting FPS limit to 48 fixed the issue in 99%. No more weird slowdowns.
  15. Hey, I have extremely weird problem. I finally finished modding my Skyrim - playing with some texture packs (I optimized them to 1024 res) and Grim and Somber ENB (performance version with ENB .254). The thing is that I'm getting great FPS (mostly around 60 with very occasional drop to 50). HOWEVER I'm encountering major slowdowns when looking around with my mouse. My FPS stays above 50 yet when I look around there are places where I feel like something's holding my mouse. It's getting slower in these places, like moving in mud or glue :tongue: It's very hard to explain, I haven't encounered such a thing in any game before. In most cases it happens when I'm looking at the light sources. I have ELFX installed but I uninstalled it and tried playing without it - exactly the same thing happens. It's very noticable in Whiterun's inn - Bannered Mare. When I go behind Hulda and look at the fire inside, there's a major slowdown. I move around and whenever there's fire on my screen I instantly feel as if something was holding back my mouse. Yet, FPS stays above 50 all the time (though it feels like 25-30 in these few seconds). It happens in Bannered Mare but it's not limited to it - it's also noticable when standing near the well in Whiterun and looking in the direction of the tree and Dragonsreach. I also felt it quite hard when I was walking outside of Whiterun. Do you guys have any idea what might be causing this? This is the most bizarre thing I have ever encountered in Skyrim. I would understand it if FPS was going down to 30 or less, but having such a gooey feeling when running at 50+? [sOLVED] I finally solved the issue. There are two ways to do that - using FPS limiter or running the game in borderless window. I don't like FPS limiter because it limits your WHOLE game to particular FPS. Running the game in borderless window fixes the issue aswell yet you don't have to limit your FPS. The best way to apply borderless window fix is by using mod called OneTweak. It's a SKSE file, it works out-of-box. Just install by adding the plugin file to SKSE folder and you're done. If your ENB is giving you FPS drops then obviously you will still have them (this mod is not supposed to increase your performance), however they won't come with this weird, unpleasant mouse stopping glitch (this seems to stop when the game is running in borderless window).
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