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lmstearn

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Everything posted by lmstearn

  1. In response to post #26362194. #26382179 is also a reply to the same post. It's beyond all comprehension how "Content I Follow" the way it was could impact adversely on forum performance, not there was anything wrong with it in the first place. Please bring it back.
  2. lmstearn

    Mahjong

    Uh... it got canned. Well that's a pity, but understandable. I forgot to make a copy of the description for my own records, any chance of a PM with those details? Thanks in advance. Edit: From one just having toppled from the tower of Form Submission to a crouching position by the stony stairs, has it gone to the reaper's bit bucket yet?
  3. lmstearn

    Mahjong

    Well despite the fevered rush of eager bodies to the opening gates, I'll submit it and see. :tongue:
  4. lmstearn

    Mahjong

    Does anyone want a break from RPGs and want to play a quick game of Mahjong? This is a bit out of left field, but it's about Mahjong tilesets with a little bit of an educational "bent", mainly for Moraffs Mahjong I was originally going to code my own game, but as Moraff et al seems to have most bases covered, I just opted to buy it instead. Much easier. :tongue: I emailed the website regarding user tilesets, but had no response. They have no forum either, so communication is limited, Who knows? Moraff, like some of us might be well on the way to smiling dotage. I'd like to upload some tilesets of which some images are sourced from here. The pics are of such a general nature, there shouldn't be problem with copyright. A separate repository of the pictures themselves for other mahjong games could be either kept here or elsewhere. Another item of interest to players would be to present tilesets featuring aspects of well known games on Nexus, and of course, a tileset for Nexus itself. What do you think?
  5. Hi Mator. I'm sure this must have been asked before somewhere- would a script duplicating a scene be of any use in debugging one? Ideally we prefer new and empty IDs created for "DATA - TOPIC" in each Action record with a non empty TOPIC referring to newly created empty records in "Dialog Topic". They would all have the "default" record header values.
  6. Sorry for the necro, but just in case someone else drops by: This is well laid out, and this is also very good.
  7. Have you fixed the load order with a recent revision of LOOT? Can't see the unofficial patch there or the DLCs- presumably they are working for you.
  8. Not being able to D/L from Nexus = probably not being able to D/L from anywhere. This happens to me when they slow my speed to 64 kb/s after blowing the monthly quota. Servers (HTTP FTP Mail - you name it) just don't want to know you at those speeds. Can your ISP run checks on the line for you?
  9. My experience is that downloading large files >500Mb with Chrome on an ADSL2 connection, the file passes all checks but ends up corrupt and can be as low as 90%.of the filesize. Might be a problem for users on limited bandwidths, No one has raised this as an issue with Chrome in recent times. The files work 100% of the time with Internet Explorer 11. A possible workaround is offer large compressed file portions in 200mb (say) chunks on the server. Bit of extra work, but isn't this the age of automation? :whistling:
  10. My argument against the DLC wasn't based so much on price as it was on quality & disk clog. If the DLCs promised content that compared to the expansion of Shivering Isles to Oblivion,- no problem.
  11. "This really isn't a viable option either because it solves nothing, and it would require someone on our team to know how to even build an NMM based installer package. I don't think any of us has much of a desire to go there." I can post you a pro forma package for them on AFK Mods. Might take some weeks. It's a viable option because it solves the problem for players of Skyrim who do not want to acquire DLC. Plus, what about those who are in the middle of a Vanilla game? Would they have to abandon that for a new game with the DLC for continued patch updates? "Our problem is not one of packaging, it's one of workflow." This is a critical issue. We do not wish for any "unpaid overtime" on our hard working patchers. :tongue:
  12. Voted no. The alternative that has been suggested is a package form with Bain/Fomod Installer that auto detects DLCs and provides optionals for other patches. The big reason really is that I have no desire at all to want to install and play with any of the DLC. (Well, perhaps Hearthfire). They would clog my game and HD up with more cons than pros. The general consensus on the playable value of these is not wont to arrange too many bunches of glowing praise on display. Iron out the major bugs in Vanilla first. Well- if we are all satisfied they are gone, then sure, move on.
  13. No DLCs Yeah, was playing around with this stuff some time back. Probably requested to run saveini as part of a mod install/uninstall or such and there may have been a <mod>.ini but long time deleted. Might have used refini as well. (Could have been part of an defunct uGridsToLoad change schema. Might explain that. Best to to try the saveini refini thing, and use Winmerge to compare the settings.) In the light of what we know now, it appears all that was useless anyway. Wanna backup the ini? Copy it and upload to OneDrive etc. According to the Skyrim Commands documentation, "SaveIniFiles (saveini)Writes all the .ini files." Does that mean the Skyrim directory (and subdirectories) are scanned for _everything_ with an ini extension? "RefreshINI (REFINI)Refresh INI settings from file." But are the ini settings refreshed from Skyrim.ini or Custom.ini? It may writeout the DLC inis even though they are not installed. Kudos for anyone who can shed more light on this. But all that happened well over a year before the modified date on the custom.ini. uStaticNeverFade and bForceFullLOD? Never seen them work. Bit of a pipe-dream really. :rolleyes:
  14. The custom.ini is very large. Here it's more than quadruple the size of Skyrim and Prefs together. It's possible that it means to contain every known ini setting in Skyrim. In that case it does not contain uGridDistantcount, uStaticNeverFade plus some others. Maybe they were never implemented. And at the date of file creation, it had uGridsToLoad=5 even though I was running uGridsToLoad=7. And the red tinted loading screen? Don't know how it got there, but the game is stable,- and it's really quite nice. :ohmy:
  15. Nice words, O Dark One, but this isn't for your regular boffin nerd. This is a big program, and even for a whiz new to C#, to actually understand how this thing ticks is an assured investment in considerable time and grunt.
  16. Thanks for the reply, There has been some difficulty trying to get a download manager to function through "External download managers support for Chrome, with contextmenus" via Chrome. The server file links can be copied from Chrome: http://s4.nexusmods.com/FS/Libs/Common/Managers/Downloads?Download&nid=NNN&fid=NNNNNNNNNN (Is this some kind of Drupal code?) Clicking links or attempting to drag to Getright didn't get anything They only transpose to a 532 byte "login" file on FDM. Attempted to put username & password into the site manager section- didn't appear to make any difference. Has anyone else had better luck trying to get these (or any others besides NMM) working?
  17. Hi there, Please indulge this candidness for a minute, but it appears the servers aren't coping with the traffic. Suggestions: To reduce traffic, encourage mod authors to either reduce file size, or "chunk" their large files, say, to 100mb sections. Research, test & suggest reputable compression chunking software:- 7-zip comes to mind. Encourage torrent-like direct download links for Premium users. That means we can use third party error trapping software like Download Manager or Getright to monitor & preserve the downloads if there is a fault. Provide advice to users as to tweaking system configurations to monitor line quality, handle line errors, raise an exception on a premature EOF flag with TRUE status, A recommended browser for the site? This user is learning quickly that Chrome ain't geared for downloading large files. A general "Troubleshooting" page for site problems, with useful links. Procure more servers?... this may be of no avail if the following is true: Does the number of Nexus users on a server necessarily indicate how busy it is? Is there some other criteria? For these (most likely shared) servers, can one get a report for traffic intensity on all (non Nexus) users? The scenario of a maxed-out server with just one Nexus user is possible, and being the first choice on the server list, the result is, more often than not, an error in the download.
  18. Unfortunately, not this user. Signed up today, listed as premium in forums, but still see ads & cannot access premium servers on the mods pages. Is there a time factor involved? 2nd edit: Posted on the mods page, appear as premium member, still no go with the servers & ads. 3rd edit: Can access Premium servers now (after ~8 hours), but now get corrupt files. will post elsewhere...
  19. Thanks for the reply, IsharaMeradin: Do you know how your SkyrimCustom.ini came into being? Mine was created recently. Was it from just running the CK, or something like "run Havok Sim"? I should have just posted to discussion page on the wiki, but next to the other posts it might appear as dumbo jumbo :ermm:
  20. After reading this topic, my "waters are still muddied" regarding the use of SkyrimCustom.ini From the CK wiki: My questions are: What created this file in Documents\My Games\Skyrim? From the date on mine, it looks like the CK. What business has Steam with modifying SkyrimCustom.ini? Why is it, then, when configuring Skyrim with Launcher from the Steam menu, that Skyrim.ini and Skyrimprefs.ini are modified, but not SkyrimCustom.ini? Or, if SkyrimCustom.ini is only for CK use, what does the CK wiki mean when it states: as opposed to SkyrimEditor.ini being
  21. Hi there, I have LLOD installed, distant trees turned on. fLODTreeMipMapLODBias=0. (Does anyone know about fTreeForceCS, fTreeForceLLA, fTreeLODExponent=1.0000?) Hover the FOV camera up or down, all the distant trees are fine except when the camera is focused ot a small area around the "equatorial" horizon. Then all visible distant trees become blocky/fuzzy. It kinda grates on the eyes while exploring the beautiful terrain. This doesn't affect grass, buildings, rocks etc.. Uninstalled a "Improved Trees and Flora" files but still use QTP3 full, 2048x2048 LODs based on Better Tiling Qarl & Really Textured Normals. Have RAEVWD, but uninstalling this doesn't change the effect. Have attempted, but don't think it is at all possible, to reproduce this glitch in the CK. This is a slightly non-standard installation, as I was mucking around with PFFy a-whiles back. The Meshes folder contains 479 mb of stuff. It also contains another meshes folder with 1.12 Gb of stuff. The embedded meshes Landscape/LOD contains 100 nifs, but the first Meshes Landscape/LOD contain 108 files plus 3 far* directories each containing 108 files each. Dunno why the two folders, but I think the installed stuff goes to the outer Meshes, and the sacrosanct stuff goes to the nested meshes. Google has come up nix, it surely cannot be a hardware problem with this GTX 650? Does hardware process distant trees separately to other distant objects? Game is patched with the latest, so if it isn't a missing distant LOD nif , spt, or some dds file, might it be a possible (but rather unusual,) game engine bug? Also with LLOD, does anyone get flashing distant (lvl4) mountains? Easy to see by turning off "Distant Land". If I <Change View> to third-person they stop flashing! Another possible OBGE engine bug? Do bTailEffects=1 in OBGE.ini, the most distant ones go for good, the closer mountains don't flash.
  22. Yes, I have had OSR going for sometime now. It helps, minimally. Anyway, the 6200 is a little chuga chug chug, even when playing mpegs. Or does it "go slow" when it detects the old Gateway VX900 19" CRT? :ohdear: 2nd edit: Upgraded to a new rig as the CPU started to prot-fault, blue screen, and produce write errors. Oblivion, still on the same disk, is fine now, albeit modding to the max has brought down the FPS significantly. The new 23" 1080P widescreen is fab, but, you know, it doesn't have the lustre of that old 19" CRT Gateway VX900, now gathering dust. Might be hauling it out from storage for the Oblivion finale...
  23. Hi there, Specs: see attached Everest Report, Oblivion.ini No Anistropic, AA, Pre-render frame limit: 3, Triple buffering, Texture filtering: Performance, Bin through all the tweaks, believe me. I have pretty much the same concern as this but Everest tells me AGP 8 is working. V_e_r_y slow in forests (combat and unresponsive /mouse/keyboard unmentionable) , e.g. the Imperial Reserve, even the Gold Road, And water is less of a;problem than rain. The curious thing is that in Cheydinhal, for example, where there are a few trees on a grassy bank around a river, the fps is good, even in weather. It must be a shader issue, Does Oblivion use different shaders for the towns than the country? I know that there were suggestions that the shaders 3.0 were not properly implemented on the 6200. Does anyone know which command subsets do not work properly, so I can use the Oldblivion ones? The Oldblivion forests are great, it's the water that is terrible. Sdp4 auto configures with the 6200. I have tried higher level sdp's, with copy/rename, no difference. But, short of going out and learning a shader language, and messing with the sdp's indiscriminately. is there anything (TES Construction Set perhaps) one can do here to improve? And another issue, the mouse is very sluggish when in talk-to-NPC mode. Don't know if this is curable.
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