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About SojournerOne
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SSE Soul Cairn Grass Removal To Increase FPS Performance
SojournerOne replied to helloWorldJava's topic in Skyrim's Mod Ideas
The real reason the Soul Cairn causes FPS to plummet is because the landscaper overused the landscape textures that have the rock meshes in them, causing millions of pebble and stone meshes to need to be rendered. It gets especially bad when are using DynDOLOD. What needs to be done is for someone to just go into the CK and replace all of those textures with the ones that have no "rocks" in their names.- 4 replies
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- soul cairn
- grass
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Dysfunctional Weapon Plaques and Racks
SojournerOne replied to Kinkaid's topic in Skyrim's Skyrim LE
I cannot believe this works. As I rubbed Stendarr's Hammer on my Hendraheim plaques, I thought, "This is sillier than that meme from back in the day about blowing into our Nintendo cartridges." Well, slap me sideways, it actually does the trick. -
Should probably elaborate that ideally the mod would give you the same number of suit & weapon points, crystals, and rune unlocks that you would optimally have at the point at which you would play each slayer gate in the campaign.
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A mod that let's you select and play any slayer gate you want at any difficulty would be really nice. I hate having to speedrun half a level just to get to the slayer gates.
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Mass Effect 1 Restoring game to orignal version? (ME1)
SojournerOne replied to IronEE's topic in Mass Effect's Original Trilogy
Hi, I believe you may have some incorrect strings in your BIOEngine.ini file, which is located in your ...Documents\BioWare\Mass Effect\Config folder. This can happen due to some mod authors including INI file changes with spelling errors and other typos. Make sure you have some kind of code editor installed, such as Sublime Text, Visual Studio Code, or Notepad++. This is just a good principle for those who mod. Open your BIOEngine.ini file, and activate the Search/Find function (usually located in the Edit Menu / often activated with the CTRL+F shortcut.Search the file for [TextureLODSettings]You have a couple options depending on what your intentions are. If you have been installing retexture mods with the intent of playing ME1 at 4K, then you will have to look at the following text, compare it with what is in your BIOEngine.ini, and try to figure out where the errors are. There may be spaces " " where there shouldn't be. There may be spelilng mitsakes or pun(ctuation symbols in t=he wrong places. There may be numbers that are factored incorrectly (all numbers should be a factor of 16 -- 32, 64, 128, 256, 512, 1024, 2048, up to 4096). You may not want to change the values from what BioWare (or from what the authors of a lot or MEUITM) intend, since that will change the resolutions at which the ME1 game engine will stream the related textures.For instance, If you changed a MaxLODSize value from 4096 to 2048, any textures tagged within those groups will be limited by half. If you increase a MinLODSize value up, the game engine will not be able to adaptively downsample a texture to a lower value in order to reduce your GPU memory load. In some cases, one of your mod's authors may have put a value in for a MinLODSize that prevents the game engine from accessing a required texture, so it will try to load a resolution that doesn't exist. This is the most likely scenario that you are facing. If you can find a copy of a properly configured INI file from someone who has the same texture mods installed, you can use that as a compare to figure out exactly how yours should look. Otherwise, if you are impatient, you can opt to replace the entire section with the following information. These are the default values that come from the BIOC_Base.u file when the game first installs. They should at least allow you to start the game:[TextureLODSettings]//TEXTUREGROUP_Character=(MinLODSize=256,MaxLODSize=4096,LODBias=0)//TEXTUREGROUP_CharacterNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0)//TEXTUREGROUP_Effects=(MinLODSize=256,MaxLODSize=4096,LODBias=0)TEXTUREGROUP_LightAndShadowMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0)TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0)//TEXTUREGROUP_Skybox=(MinLODSize=256,MaxLODSize=4096,LODBias=0)//TEXTUREGROUP_UI=(MinLODSize=256,MaxLODSize=4096,LODBias=0)//TEXTUREGROUP_Vehicle=(MinLODSize=256,MaxLODSize=4096,LODBias=0)//TEXTUREGROUP_VehicleNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0)//TEXTUREGROUP_Weapon=(MinLODSize=256,MaxLODSize=4096,LODBias=0)//TEXTUREGROUP_WeaponNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0)TEXTUREGROUP_World=(MinLODSize=16,MaxLODSize=4096,LODBias=2)TEXTUREGROUP_WorldNormalMap=(MinLODSize=16,MaxLODSize=4096,LODBias=2)TEXTUREGROUP_AmbientLightMap=(MinLODSize=32,MaxLODSize=512,LODBias=0)TEXTUREGROUP_Character_Diff=(MinLODSize=32,MaxLODSize=512,LODBias=0)TEXTUREGROUP_Character_Norm=(MinLODSize=32,MaxLODSize=512,LODBias=0)TEXTUREGROUP_Character_Spec=(MinLODSize=32,MaxLODSize=256,LODBias=0)TEXTUREGROUP_Environment_512=(MinLODSize=32,MaxLODSize=512,LODBias=0)TEXTUREGROUP_Environment_256=(MinLODSize=32,MaxLODSize=256,LODBias=0)TEXTUREGROUP_Environment_128=(MinLODSize=32,MaxLODSize=128,LODBias=0)TEXTUREGROUP_Environment_64=(MinLODSize=32,MaxLODSize=64,LODBias=0)TEXTUREGROUP_VFX_512=(MinLODSize=8,MaxLODSize=512,LODBias=0)TEXTUREGROUP_VFX_256=(MinLODSize=8,MaxLODSize=256,LODBias=0)TEXTUREGROUP_VFX_128=(MinLODSize=8,MaxLODSize=128,LODBias=0)TEXTUREGROUP_VFX_64=(MinLODSize=8,MaxLODSize=64,LODBias=0)TEXTUREGROUP_GUI=(MinLODSize=8,MaxLODSize=1024,LODBias=0)TEXTUREGROUP_Environment_1024=(MinLODSize=32,MaxLODSize=1024,LODBias=0)TEXTUREGROUP_VFX_1024=(MinLODSize=8,MaxLODSize=1024,LODBias=0)TEXTUREGROUP_APL_128=(MinLODSize=32,MaxLODSize=128,LODBias=0)TEXTUREGROUP_APL_256=(MinLODSize=32,MaxLODSize=256,LODBias=0)TEXTUREGROUP_APL_512=(MinLODSize=32,MaxLODSize=512,LODBias=0)TEXTUREGROUP_APL_1024=(MinLODSize=32,MaxLODSize=1024,LODBias=0)TEXTUREGROUP_Character_1024=(MinLODSize=32,MaxLODSize=1024,LODBias=0)TEXTUREGROUP_Promotional=(MinLODSize=32,MaxLODSize=2048,LODBias=0) Now, unfortunately, you will be back to the issue of having textures appear low-res, especially in certain cases related to well known texture bugs that prevent that game engine from streaming certain texture maps at their intended resolution (Garrus, armors and clothing, etc), but at least you should now be able to start the game, which would be the point of trying the above values out. I went through my [TextureLODSettings] after a lot had installed, compared a lot's/MEUITM's values to the defaults, and tweaked mine so they would default to streaming at 1K resolution by altering some of the MinLODSize values to 1024. Some of the level textures do need to be able to go up to 4K such as TEXTUREGROUP_WeaponNormalMap which is why I left the MaxLODSize alone in most cases. I think a lot and MEUITM change the MinLODSize values to 4096 which is just excessive for my needs and for my GPU's computational capabilities. You may have to end up doing something similar with your INI after you copied the above values in, going through and trying values out in small handfuls at a time, checking to see if the game runs, and so on. EDIT: Wow, why does Nexus use white as alternating color in the Code markup? Impossible to read! Also, if you want, you can try my values on for size; they are higher than the defaults: [TextureLODSettings]//TEXTUREGROUP_Character=(MinLODSize=256,MaxLODSize=4096,LODBias=0)//TEXTUREGROUP_CharacterNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0)//TEXTUREGROUP_Effects=(MinLODSize=256,MaxLODSize=4096,LODBias=0)TEXTUREGROUP_LightAndShadowMap=(MinLODSize=2048,MaxLODSize=4096,LODBias=0)TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0)//TEXTUREGROUP_Skybox=(MinLODSize=256,MaxLODSize=4096,LODBias=0)//TEXTUREGROUP_UI=(MinLODSize=256,MaxLODSize=4096,LODBias=0)//TEXTUREGROUP_Vehicle=(MinLODSize=256,MaxLODSize=4096,LODBias=0)//TEXTUREGROUP_VehicleNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0)//TEXTUREGROUP_Weapon=(MinLODSize=256,MaxLODSize=4096,LODBias=0)//TEXTUREGROUP_WeaponNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0)TEXTUREGROUP_World=(MinLODSize=1024,MaxLODSize=4096,LODBias=2)TEXTUREGROUP_WorldNormalMap=(MinLODSize=1024,MaxLODSize=4096,LODBias=2)TEXTUREGROUP_AmbientLightMap=(MinLODSize=1024,MaxLODSize=2048,LODBias=0)TEXTUREGROUP_Character_Diff=(MinLODSize=1024,MaxLODSize=2048,LODBias=0)TEXTUREGROUP_Character_Norm=(MinLODSize=1024,MaxLODSize=2048,LODBias=0)TEXTUREGROUP_Character_Spec=(MinLODSize=1024,MaxLODSize=2048,LODBias=0)TEXTUREGROUP_Environment_512=(MinLODSize=1024,MaxLODSize=2048,LODBias=0)TEXTUREGROUP_Environment_256=(MinLODSize=1024,MaxLODSize=2048,LODBias=0)TEXTUREGROUP_Environment_128=(MinLODSize=1024,MaxLODSize=2048,LODBias=0)TEXTUREGROUP_Environment_64=(MinLODSize=1024,MaxLODSize=2048,LODBias=0)TEXTUREGROUP_VFX_512=(MinLODSize=1024,MaxLODSize=2048,LODBias=0)TEXTUREGROUP_VFX_256=(MinLODSize=1024,MaxLODSize=2048,LODBias=0)TEXTUREGROUP_VFX_128=(MinLODSize=1024,MaxLODSize=2048,LODBias=0)TEXTUREGROUP_VFX_64=(MinLODSize=1024,MaxLODSize=2048,LODBias=0)TEXTUREGROUP_GUI=(MinLODSize=1024,MaxLODSize=2048,LODBias=0)TEXTUREGROUP_Environment_1024=(MinLODSize=1024,MaxLODSize=2048,LODBias=0)TEXTUREGROUP_VFX_1024=(MinLODSize=1024,MaxLODSize=2048,LODBias=0)TEXTUREGROUP_APL_128=(MinLODSize=1024,MaxLODSize=2048,LODBias=0)TEXTUREGROUP_APL_256=(MinLODSize=1024,MaxLODSize=2048,LODBias=0)TEXTUREGROUP_APL_512=(MinLODSize=1024,MaxLODSize=2048,LODBias=0)TEXTUREGROUP_APL_1024=(MinLODSize=1024,MaxLODSize=2048,LODBias=0)TEXTUREGROUP_Character_1024=(MinLODSize=512,MaxLODSize=2048,LODBias=0)TEXTUREGROUP_Promotional=(MinLODSize=512,MaxLODSize=2048,LODBias=0) -
I don't know either, when I try to create a new thread here I got sent to a page that said I don't have permission.
- 2 replies
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- me3explorer
- dialogue wheel
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I am in the process of editing the Dialogue Wheel text for Mass Effect 1. I have been using the ME1 TLK Editor to unpack the UPK files and convert the TLK content into the editable XML format to accomplish this, as shown here. Having done so, I am trying to wrap my head around how the game applies colors to dialogue choices that are associated with Charm or Intimidate. I would like to make a mod that will display Paragon and Renegade results for dialogue choices, have them color coded teal and orange, and also display Charm and Intimidate requirements where applicable (I won't have to color code the latter since they are already blue and red). Any help is appreciated. I have been reading through this article on the ME3Explorer wiki, but it does not concern ME1, nor does it elaborate on the color-coding system.
- 2 replies
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- me3explorer
- dialogue wheel
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Scrolling Speed also has a 1st person check, what's the need for that when the mod is for changing movement speed?
- 16 replies
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- scrolling speed
- campfire backpacks tweak
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Would you be able to point me in the direction of a mod that has a script with good examples of GlobalVariables so I could get a better idea of how they work?
- 16 replies
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- scrolling speed
- campfire backpacks tweak
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I don't know if there is a way to easily reset the SpeedMult to the "initial value" during momoents like these: using just the script, especially due to the fact that the enchantments I applied to the Bandolier / Campfire objects can change the SpeedMult when unequipped or swapped with another item of greater or lesser magnitude, and beyond that, I can't even think of a way to be able to account for all four of the SpeedDiffs. It's worse in the original script, as there are up to 8 options available, and I think Sthaag is going to make the number of possible speeds open to player choice in a future update. I was thinking I should have put something into the enchantments that would make the game constantly make sure the effects are being applied, but that won't help if ModActorValue or ForceActorValue happens... This is very tricky.
- 16 replies
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- scrolling speed
- campfire backpacks tweak
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Noob question, you define your functions after they are referenced in previous events, is this normal, or can the definitions be placed anywhere? Apparently they only need to be at the beginning if they are defining variables in functions and events, according to this article.
- 16 replies
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- scrolling speed
- campfire backpacks tweak
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This doesn't have anything to do with SPeedMult, but out of curiosity, what would the difference be between && (IsInCraftingMenu == false) and && (!UI.IsMenuOpen("CraftingMenu")) ?
- 16 replies
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- scrolling speed
- campfire backpacks tweak
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Fixed. That was weird. Will take a look, thanks again. Now that I've slept, I realize it's probably as simple as subtracting current AV from 100 and adding the result back to the current AV.
- 16 replies
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- scrolling speed
- campfire backpacks tweak
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OID's are a shorthand so you avoid re-typing lengthy formulas over and over, I get it! Yikes, hope I don't end up on GMAD for this, LOL. What would you suggest for Lines 78 - 108 that have ForceActorValue, 145 - 186, and 414 to 420. These parts seem to be there to reset the SpeedMult when options are enabled or disabled, but I'm not completely sure. Either way they will also cause problems... Don't know to make it reset the AV to whatever the AV is prior to Scrolling Speed's changes.
- 16 replies
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- scrolling speed
- campfire backpacks tweak
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Jeez, I never woulda guessed that, I was gonna try PlayerRef.ModActorValue("SpeedMult", PlayerRef.GetActorValue("SpeedMult") - (Speed_X - Speed_Y))...or something, I don't even know if that was going to work. I can't seem to find any references anywhere to the "SSM" function, other than this topic, do you know where I can read up on it? Is it an SKSE function? OID, no idea what I was talking about... Thanks for the help BTW, I'll give this a shot...
- 16 replies
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- scrolling speed
- campfire backpacks tweak
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