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metariuswine

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Everything posted by metariuswine

  1. Exactly the same here. Important to say that this has started to happen after upgrading to windows10. Before that I didn't have any performance problem. In windows 7 I was running in ultra tweaked (with .ini changes), 50 mods, and everything worked right. Now, I have tried without mods, in low settings, etc... and at the beggining my fps are solid high, but after several minutes drop to an unplayable 10-20 frames. Btw, my rig: i7 920 @3,8ghz, Asus P6x58D Premium, 12Gb RAM, 2x GTX 680 SLI. The symphtoms are as described. Suddenly GPU activity drops to 30% or so. NOTE: I have found that texture mods. OVERALL ENHANCED BLOOD, makes to trigger this behaviour more quickly. If I shot to a corpse without enhanced blood activated everything is fine. But With this mod activated, fps drop when shooting the corpse. Vivid texture mods also make this behaviour to happen faster. ANYWAY, avoiding texture mods doesn't avoid the fps drop, just delay it a few minutes more. This drives me to think that maybe this is a GPU memory bug (since texture mods squeeze gpu mem). Dunno, just an idea. Sorry for my bad english!
  2. Greets. I'm suffering as many others the fps drop indoors issue. I have managed to reproduce this problem ad lib.If you load a game directly to an indoor location, then the fps drop is there. BUT if you load a game outside in the wasteland, wander a bit and then enter the indoor location, the fps are right, even in the same position and looking at the same spot in the indoor location.SO my theory is that this has something to do with amount of RAM or VRAM loaded in the system. When VRAM is full, lets say, 50% or more, the fps are right, but if you directly load a game indoor and the vram amount is low, the fps drop.Try to reproduce this in order to confirm this, please.PD:Sorry for my bad english.
  3. Greetings. I am testing diferent weather and ENB mods. I have almost found a balanced result with ENB settings and the new RLO weathers (although this is still in alpha...) The issue is that I love the variety of skies that CoT Provides. So, is there any way to take CoT cloud textures (not all of them, just several), and use them in my game? I know I can rename it as "skyrimcloudslower.dds", "skyrimcloudsupper.dds", etc... and place it in my textures/sky folder. BUT the thing is that I would like to have MORE than one cloud texture for each weather, and see them, randomly (as in CoT, I think). Maybe I could rename them as skyrimcloudslower01a.dds, skyrimcloudslower01b.dds, skyrimcloudslower01c.dds, etc... and were recognized by the game? :-? Any help with this? thx PD: Sorry for my bad english, it's not my native language.
  4. Greetings. I have been searching for a mod that modifies quickreflexes perk. There is some of them in nexus but not exactly the one I want. I find that this perk is actually OP. My combats now are much more easy and predictables. The only thing I wanted is to introduce a random chance to trigger the slow time effect, let's say 20%. Ok, In the CK I have found several lines related to "quick reflexes" searching: - PerkQuickReflexes - PerkQuickReflexesEffect - PerkQuickReflexesKeyword - QuickReflexes - QuickReflexesImod Well, first I have to know which line (or lines) modify. The second thing is introduce the 20% variable. I have found, entering the first line (PerkQuickReflexes), in right section of the window a "slow down time effect" (or something similar, I have it in spanish). Inside this, there is the CONDITIONS section. I have add the condition "GetRandomPercent <= 20" I have tested and it seems it works, since I have received power attacks with the shield raised and no slowdown time effect has happened. BUT, since this is my first modding attempt, and I don't want to mess up my game (I'm lvl 52!), I would really apreciate if someone tells me if I have to modify anything else, or if these changes may conflict with other mods or settings. If you don't mind, I would thank to know (if it is not very difficult) how to fix the well known "infinite slowdown time effect" bug, so I have two features in one mod. Thanks a lot.
  5. Greetings. I have in my skyrim.ini the most known lines to make arrows go straight and further [Combat] fMagnetismStrafeHeadingMult=0.0 fMagnetismLookingMult=0.0 f1PArrowTiltUpAngle=0.7 f3PArrowTiltUpAngle=0.7 [Actor] fVisibleNavmeshMoveDist=14000.0000 Now, my long shots are accurate, and go to the center of my crosshair, BUT, if I'm shooting benhind a cover, or near an obstacle, my arrows always impact on them. I have to go out (very out) from the cover so that my arrows don't impact on the cover front of my head. Has anyone noted this too? Maybe should I change any of the ini files? I believe there are more "fmagnetism" command lines in the game although I don't know which are them. Any suggestion will be appreciated Thanks
  6. Deadly Combat FTW! To say it's awesome is short.
  7. Greetings. Here Metarius from Spain. Sorry if my english is bad... In my Skyrim way of life, I like sneaking a lot. I like hard sneaking indeed, so I'm using several mods that increase sneaking difficulty. But, for me, it's annoying that you can trip over a movable object (as a skull, weapon on the floor, etc...), or throw it away and in game terms, this doesn't do noise. I mean, you hear the noise, but that is ficticious, so a NPC just next to you won't hear the object rolling on the floor. I wonder, If there are "noise traps" in skyrim (those ropes with bones in it that alerts the nearly enemies), why the hell the rest of the world objects don't make noise in the same manner? Thus, you could use objects to make decoys, throwing them away and makeing the npc to investigate where the noise is. Even more absurd: you can manage to impact an npc from behind with an object (Not an easy matter since there is not a "throw" key), and this npc remains impassive as nothing has happened oO' So: I think it wouldn't be too much difficult to make objects behave this way, (Maybe a throw key is more difficult, since the "throw" action doesn't exist at all in skyrim, but I'm sure the noise issue can't be so hard...) but I'm not a modder at all, just a player ;P I propose the idea since in the nexus there isn't any mod in this way, so if anyone dares to take up the baton... :thumbsup: Thanks for your time. My best regards!
  8. No problem. I have just found the solution. I have been capable to change the torch mod file and now it's brighter than before. Thanks anyway.
  9. uf! I'm a bit lost :S First, the whole skyrim.esm is loaded always. I just wanna change the esp mod file and second, It's the same if I load just skyrim.esm, or the esp mod torch file too, because Under world objects-->light-->weapons-->torch, in the window in the right, there are always 3 lines: SovngardeWarmLight, torch01, and torch01shadow. I thought "torch01shadow" was the mod, but this value appears even withou the mod loaded, just in skyrim.esm. So I don't know how to do to change the data just in the mod file. I wouldn't want to change any core/vanilla file... :S
  10. Thanks David! I'll take a look at that! mmmmh... I select WorldObjects > Light, but there is not a "torch" anywhere, and the right window is empty. t If I'm guessing well, I must create a NEW mod, choosing "new" with right click mouse? Can't I just modify the vanilla torch or load the mod esp file torch and modify it to increase its radius? Thanks. Oh sorry, I just overlooked the top menu toolbar. Now, I go data, and load the torch mod (torchsahdows_default.esp), but a pop up says "You have not set the file as active file, continue?" Don't know what to do. OR would be better load the whole skyrim.esm, find the torch01, and do my own changes? Thanks
  11. Greetings. Recently I downloaded a mod called "torches cast shadows". I really like it but I'm using Realistic Lightin mod too, with very dark nights, and the torch provided by the first mod is not enough bright for the ultra dark nights in RL. I have tried to contact with the torch mod author unsuccessful, so I though to change the esp file by my own. In Oblivion, was easier to tweak many mods or even vanilla items since it could be done by .ini files. I have downloaded the Fallout Mod Manager with the TESsnip and open the esp mod file, but since I'm not modder or programmer, I just see a group of data, hexadecimal values and tables, martian language for me. So if anyone is kind enough to tellme what variables/numbers I have to change in order to increase the torch's bright I would be very grateful. I can provide some screenshots of the esp loaded in TESsnip if necessary. Thanks in advance
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