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Mikanoshi

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About Mikanoshi

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    Russia
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    Fallout 4
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    Fallouts, Battlefields

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  1. In response to post #48196397. #48199432, #48207232, #48209512, #48213187, #48213752, #48223992, #48229607, #48234192, #48234862, #48235027, #48258657, #48261602, #48284482, #48287072, #48288767, #48290417, #48318322, #48320032, #48320077 are all replies on the same post. > It runs the chance of corrupting the files and crashing. What are you even talking about? What files? Unchecking esp crashes game if it is not able to load some objects from savegame, but there are ways to avoid it. > I remember when people actually read responses. READ IT! You will get it then. I was not replying to you. Who are you and what do you want?
  2. In response to post #48196397. #48199432, #48207232, #48209512, #48213187, #48213752, #48223992, #48229607, #48234192, #48234862, #48235027, #48258657, #48261602, #48284482, #48287072, #48288767 are all replies on the same post. It not only overwrites files of the first mod with the files from the second mod, it also restores overwrited files of a first mod when you uninstall the second one. I'm certain uninstall/reinstall just creates new hard links, reinstall doesn't even bring up FOMOD installer. You have to select "Uninstall > From all profiles" to remove mod's files, next install will be from mod's archive.
  3. In response to post #48196397. #48199432, #48207232, #48209512, #48213187, #48213752, #48223992, #48229607, #48234192, #48234862, #48235027, #48258657, #48261602, #48284482 are all replies on the same post. > takes a lot longer to trouble shoot and all the mods need to be physically uninstalled Just uncheck esp. Uninstall and reinstall are quick though (see below why) if you want to get rid of meshes/textures/etc too. > It also uses twice as much space as mod organizer as it has to keep a copy of you're mods in the virtual folder and in the data folder Yeah... no. Heard about hard links?)
  4. https://sciter.com/ Empty page in Sciter consumes significantly less memory vs empty page in Chromium, which contains a lot of stuff you'll never ever use in a non-browser program. Yes, memory should be used as much as possible, otherwise it's a wasted memory, but it doesn't mean you have to load unneeded data there. Sciter is a single DLL (static linking is possible, but not in a free version), 4MB for 32-bit and 5.5MB for 64-bit version. Chromium is... well, a lot of MB in a plethora of files :smile: Sciter supports CSS/HTML, native drawing and DirectX, you can paint anything you want. Styling is as easy as loading different CSS styles. It also has unique attributes: https://sciter.com/docs/content/css/cssmap.html https://sciter.com/sciter/crossplatform/ Sciter uses TIScript, an extended version of JS: https://sciter.com/developers/for-web-programmers/tiscript-vs-javascript/ https://sciter.com/docs/js-dart-tis.html It is not compatible with JS frameworks, but it already has a lot of additional methods built-in that are similar to JQuery for example. This is an UI, not a full featured app that requires all functionality to be implemented in scripts. Why do you care about JS speed, NMMv2 will have some heavy scripting on UI side? Anyway, Sciter's script engine is fast enough, you can even precompile scripts to bytecode. Sciter (previously HTMLayout) is being developed for more than 10 years and counting: https://sciter.com/sdk/logfile.htm IMHO its main advantage is a close integration of UI and native code, you can easily control any element from native side and also call native functions directly from script.
  5. In response to post #48267087. #48273222, #48274802, #48275682, #48276042, #48276792, #48277667, #48277912 are all replies on the same post. @Kayomn You even posted in that thread))
  6. In response to post #48267087. #48273222 is also a reply to the same post. Maybe not a failure, but a 100MB+ program that will consume 200-300MB of memory and will create multiple processes while running. Totally unnecessary for program like this. Theming is ok, I would like to have minimalistic UI and color that matches my OS. Theming is also easy to do if everything was done in CSS.
  7. Please, not Chromium, 100MB++ mod manager? Please, no. Have you seen LOOT? 105 MB only to have Polymer? Similar UI can be done in less than 10MB. Chromium is the worst for desktop development, it has a structure for a browser, multiprocess with IPC and all those callbacks... Can you just use a solution that was created with desktop programs in mind? I can suggest Sciter (https://sciter.com/), you can create any interface you like with it (HTML, CSS, TIScript) and it's designed to closely interact with native code. Yes, TIScript is based on JavaScript, but is different and not compatible with any JS frameworks, but you really don't need any of those frameworks to make an UI like in NMM.
  8. Did you find a solution?) I'm building on the same island using a bunch of building mods. Looks something like this: http://s01.geekpic.net/di-HPBKYC.png http://s01.geekpic.net/di-KV38UJ.png http://s01.geekpic.net/di-LZRP08.png Draw calls at night: http://s01.geekpic.net/di-MAYBWA.png During the day it's better: http://s01.geekpic.net/di-INWS0D.png I reduced the number of calls at night below 30k, but that didn't affect fps, because this engine cannot handle anything above 10k. Some suggestions to reduce draw calls: 1. If you are using lights with dynamic shadows, don't :smile: 2. Use Scrap Everything mod and remove hundreds of objects on the island - crates, sunken ships, shrubs, rocks, etc. 3. Remove some of the objects you added, it's the only way (game actually have a building limit, it is based on the number of draw calls and triangles in your settlement, did you bypass it? :smile:) As for the "solution" I was asking in the beginning, I mean the only reasonable one - create a separate location and build all indoors there, then add a door to that location. There is a reason all buildings in F4 have interiors that need loading, engine just can't handle so much details at once.
  9. Little rocks and grass all are just different types of grass, so yes.
  10. Yeah) It's me who have found the solution :D http://forums.nexusmods.com/index.php?/topic/556001-deleting-landscape-grass-lol/page__view__findpost__p__4642615
  11. There is a fully working solution :) http://forums.nexusmods.com/index.php?/topic/556001-deleting-landscape-grass-lol/page__st__20__p__4642615#entry4642615
  12. The default values are b30GrassVS=1 bAllowCreateGrass=1 bAllowLoadGrass=0 bDrawShaderGrass - undefined So our problems seems to be because of mindless config tweaking :biggrin:
  13. No, bDrawShaderGrass=0 will, and bAllowCreateGrass=0, but not bAllowLoadGrass ))
  14. Found it!!! In SkyrimEditor.ini (for CK) and in Skyrim.ini (for game): [Grass] bAllowLoadGrass=0 Grass in CK is generated immediatly after applying any texture ;)
  15. https://twitter.com/#!/SkyrimRE/status/169123993490694144 Didn't try that, cause it's too troublesome =)
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