Jump to content

Sigurd44

Premium Member
  • Posts

    133
  • Joined

  • Last visited

Everything posted by Sigurd44

  1. NMM, but ok, I will try manual download. Not much difference anyways, one just has to drop the downloaded .zip file into the NMM mods folder.
  2. I am a premuim user and always had around 1000 kb/s download speed while using the Kent UK premium server. Since a few days it's down to 120 kb/s...any idea or reason?
  3. Thank you, I already heard of that amulet mod, but couldn't find the link. Actually I used a wrong term for my issue, it's not a neck seam, but a face-body-discoloration. The face is either darker or brighter as the body, although I have installed textures "out of one hand". I heard something about the annoying Char Creationmenu (or Racemenu) and the method how it does generate facegendata in Oblivion is the reason. Is there any method to get rid of this without being a pro in photoshop?
  4. Ok, I played Morrowind and Skyrim, but sadly I left Oblivion out. As my modded Skyrim still purs like a pussycat with over 200 mods at lvl 230 and a heavy ENB setup I had the thought to give Oblivion a try and bought me the pretty cheap steam version. Ok, after I had an idea of the file structure, I started to install mods and it works not bad yet, but I encountered some issues: 1) Is it possible at all to get rid of neck seams in Oblivion, even when you use body(foot) textures and face textures out of one hand? I could work this stuff in PS, but as I am lazy I just want to ask if their is a standard body texture combination that does this miracle already. 2) Anybody knows a good ENB preset for Oblivion (at best for ENB v 0.181)? 3) I have a system with 2 x Geforce Titan SLI, but I experience 45 fps - especially when using ENB - what let me think, that my SLI system won't be recognized or my second card won't be used at all. Any idea? I already adjusted the standard Oblivion SLI flag in the Nvidia Inspector.
  5. Should any AA/AF/FXAA/TAA and AO not always be set to application controled or off (in .ini files, in launcher, in Nvidia CP and in Nvidia Inspector when you use the later one) while using ENB ? That's some sort of a base rule. Certain ENB might allow some hardware TAA, but then they state it explicitely in the description.
  6. Serana has a unique follower script that changes and grows according the Dawnguard main quest line. The first time I played Skyrim I used UFO too and UFO is the most complex, but therefore the most unstable follower mod, when it comes to such special NPCs as Serana. The second time I used EFF, the most basic, but therefore most stable follower mod. The EFF modder did it right, he left Serana out, completely. I recommend to use mods that change Serana's behaviour AFTER finishing the main quest line. After completing the Dawnguard main quest line, you may use http://skyrim.nexusmods.com/mods/18045/? for example to set another player home as residence for Serana (because EFF does not involve Serana and therefore the EFF residence option will not work for her). The mod author in fact recommends to use it AFTER finishing the main quest line. I guess it's a wise idea to do the same concerning the marriage mod. Conclusion: Serana is very special :-)
  7. I had the "dark forehead bug" on Serana once although I had saved all FacegenData for Serana to an .esp file once, ages before. The dark forehead bug occurred as I experimented with a new eye mod. Those "dark head bugs" occur sometimes when you change anything that effects the head mesh, be it a mod for eyes, hairs, face animations, eyebrows or be it a setweight or setscale console command. The dumb thing is, that this interpolation error might appear on NPCs before you actually realize it and therefore the color mismatch error will be baked into your saved game. Having all NPC facegendata correctly saved to an .esp that will be loaded with your saved game, won't help. To get rid of my dark forhead (or any other "dark head bug") you need to do a so called facegendata extraction. The steps for that were already explained before: -start CK and load the affected NPC. If you have an .esp for this NPC load the .esp. -Look up the CharGenParts window and try to find out what face part causes the discoloration. Often it will be lower or upper eye socket, forhead (in my case) or eyeliner style. You realize the face part that causes issues, when you are able to recolor the affected face part to it's normal color by reverting the interpolation value. -Revert the interpolation value to its opposite to revert the color mismatch -CTRL + F4 to export the "healed" facegendata to your Skyrim Data folders -Do NOT save this to any .esp -close CK and launch Skyrim, REMEMBER the ID of this NPC, write it down somewhere -load a saved game and look up the affected NPC, there should be no color mismatch anymore, BUT it might be, that the NPC misses the complete facetint aka makeup and looks somewhat pale and colorless -save the game and close Skyrim -get NPC Editor and install it -load a random NPC in the NPC Editor and go to Appearance -> Makeup -adjust the makeup as you would do it for your "pale" NPC -when finished click "create mod", at best to desktop -ignore/delete the bsa and the mesh (.nif, .tri) and the .tga files, you only want the .dds file -RENAME this .dds file to that ID you remembered from above -drop this .dds file into C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\textures\actors\character\FaceGenData\FaceTint and the according folder there (Skyrim, Dawnguard etc.) and let it replace the old facetint file -launch Skyrim, load your game and TADAA ! you see a perfect colored NPC without discoloration and a perfect make up. Although NPCEditor does not support Dawnguard, Hearthfire or Dragonborn NPCs, the above method works for discolored Dawnguard etc. NPCs too. Load a Skyrim NPC into the editor, apply the make up, extract it from NPC Editor, rename the .dds file to the ID code of the according Dawnguard etc. NPC you want to change. Drop it into the according folder and enjoy.
  8. Yep, exactly that I wanted to know. I already duplicated it, just wasn't sure what will happen when I edit the base model data of the clone and save it to .esp. The CK tutorial does not tell much about that. Thanks for the detailed answer.
  9. Thx, I already assumed that, but I wasn't sure that when I uncheck the "respawn" box in the edit base submenu that I will change ALL chests of this type (in my case the TreasDraugrChestBoss model) in whole Skyrim when I save the modifications to .esp. I just want to change this one specific chest in my player home.
  10. I have a somewhat specific question concerning the CK: I am just modifying a house mod to my likeness and want to exchange some chests by other chest models in the CK. The exchange is no problem, but I found several settings that might be responsible, that a chest counts as player owned and does not reset its content. When I select my new chest and edit it I get a reference menu where I can select a ownership tab and check for "player" in a drop down menu. In this reference tab is no additional tab that let me select anything about the respawn type of this chest. In addition I am able to choose in the reference menu a submenu for editing the base model (which I do not want to do to be honest, because I guess I will change all the same chest types in my game and not only the ones in my player home, when I save that to .esp). In this submenu I am able to select ownership again, and in addition I am able to uncheck a box called "respawn". Is changing the ownership in the reference menu sufficient or do I have to alter the base model too and uncheck the box for "respawn" ?
  11. Thx for the answers. I decided for CoT and as CoT comes along with its own ENB preset I just used this. I went from a CoT performance preset to a full preset and at last to RealVision and a full ELFX preset there. Oh, man....how much time I have wasted while I played Skyrim without an ENB...Not only this game just improved its visual quality by 300%, it's even more stable now due to ENBoost. I could even install more mods again, because no scratching at the 3.1 GB RAM limit anymore. ENB + parallax mods + Project Parallax Remastered = true awesomeness.
  12. As question above. I know there is an injector version for ENBs, but some people tell the injector version has even more conflicts as the wrapped version. In addtion thousands of people use ENB and the wrapped version and they have to able to set a fan curve somehow by a tool that won't block the ENB wrapped version. I can't believe that all those people have water cooling. The only known tools I know to set a fan curve are MSI Afterburner and EGVA Precision. As far as I remember both come long with the Riva tool that causes the issues with ENB. I play on a 27'' 2560 x 1440 resolution and have 2 x Asus Geforce 670 GTX 4 GB RAM as SLI system. I monitor my CPU and GPU values by HwInfo64 (causes no problems with ENB) to my G19 LCD display and was somewhat shocked as I read a value of 78 °C there the last time, the heat already caused stutter. Are there other methods to initialize a fan curve by other tools that do not cause trouble with ENB wrapped versions? EDIT: Forget my question, I was dumb. MSI Afterburner works as far as you do not trigger an OSD by the Riva tool....and of course you should make sure, that you disabled every single profile your ever created for Skyrim (SKSE.exe, TES.exe...) NOT only by setting "Show OSD" to off in general properties, but also disabling OSD support for every single profile. Works just fine now.
  13. As titel above, I am running RealVisionENB (FixParallaxBugs=true) + Project Parallax Remastered (Skyrim 2k HD version) + Dragon Cliff Manor located here: http://skyrim.nexusmods.com/mods/39018/? There is just one minor issue (it's pretty disturbing though, because it kills the whole immersion of the manor outdoor area). In the outdoor area (yard) of the manor is a Thalos Statue located. Without Project Parallax Remastered installed everything is ok, but with PPR installed the Statue turns black. As far as I know statues have black vertex lighting, making them turn black when you try to apply parallax mapping. the author of PPR knows that, so PPR does NOT apply any parallax effect to statues. Every other statue in Skyrim looks actually absolutely ok, only the Thalos Staue added by Dragon Cliff Manor turns black. PPR comes with loose textures (.nifs and normal maps) and an .esp (depending on Skyrim.esm which effects only roads, I already sorted the DCM .esp above and below this .esp, no effect). Dragon Cliff Manor comes only with an .bsa and .esp file, depending on Skyrim.esm and Update.esm and a .bsl and .ckm file (I have no idea what the .bsl and .ckm file actually do) . When I load up Dragon Cliff Manor .esp in the CK and actually preview the Thalos Statue (the no snow version) in the render window, it looks totally normal, no blackness at all. Any idea how this is happenning and how I can get rid of it, while still using both mods?
  14. This. Loose files EVER have priority. I remember how annoying it was in the beginning as it wasn't that way until Bethesda changed it. The official HD DLCs just fill the few "holes" the usual Skyrim texture mods leave out and any other .esp in load order after the HD DLCs will override them again. The issue about the HD DLCs isn't the quality (for the few spots left they do the job, not brilliant but they do it), the problem is the RAM load they cause (as far as I remember they add even uncompressed textures) in times of virtual 3.1 GB RAM limitations due to the x32 character of the Skyrim engine.
  15. I am utterly pissed about the virtual 3.1 GB RAM limit, I am scratching it for weeks now each time I install a mod or even some new load screens... So I am tempted to trash RCRNv36 and want to install ENB + ENBBoost + a new weather mod (Frostfall was my thought), but I have some questions: 1) I play Skyrim on an i7 2600K, SSD, 16 GB 1600 DDR3 RAM, 2 x Geforce GTX 670 SLI in 2560 x 1440 resolution on a 27" screen. At moment I have 60 fps (vsynced) indoors and 40 to 60 fps outdoors. Will I be able to play in that resolution with the above hardware while using an ENB or do I have to downgrade to HD resolution or what hardware would I need to play on 2560 x 1440 again (I want to upgrade anyways and I intend to buy at least one Geforce Titan, maybe two for SLI)? 2) What other mods, especially lighting mods I have to pay attention for compatibility when using an ENB? For example I use ELFX, Realistic Candles at moment. 3) What ENB preset is the best compromise between beauty concerning output, popularity and support. There are dozens on Nexus and I am pretty new to this stuff. Is there maybe something like a beginner preset or a preset, that everybody will like? 4) When I install an ENB, what will happen oder better should happen with my normal driver settings ? At moment I force SLI for example by Nvidia control panel and a SLI preset by Nvidia Inspector. Will the Nvidia settings be just ignored, do I have to change something (maybe turning off driver forcing by Nvidia Inspector) and how does ENB support SLI at all? 5) What weather mod besides Frostfall may you suggest ?
  16. Could anybody explain me slowly how the mods -Enhanced Distant Terrain 1 http://skyrim.nexusmods.com/mods/1598/? -Enhanced Distant Terrain 2 http://skyrim.nexusmods.com/mods/39394/? -High Quality LODs http://skyrim.nexusmods.com/mods/4834//? -HQM 3D Map http://skyrim.nexusmods.com/mods/4817/? interact among another? I may have some knowledge about body textures and other stuff concerning their file structure and how they build up, but I never bothered much with LOD files. I just know that there are several files for textures to display them in different styles to create a "distance" effect, that's all. All I realized in the interaction of the above mods is that they override each other pretty often. All I realized yet is... -EHDT 1 does conflict with nothing at all and it's a real good improvement while having zero preformance loss -HQM 3D should always be installed last by override to all, to get the nice roads. It delivers only textures (.dds) files, it does override some files of EHDT 2. -EHDT 2 is just awesome in combination with EHDT1, but comes along with a performance loss of maybe 5-10 fps -HQ LODs meshes and normal maps are fine, but its textures and EHDT 2 textures conflict a lot and I wonder what is the better alternative or is it possible to make a perfect mix or does one of those mods make the other pretty obsolete, so you just have to choose between a marginally improvement by HQ LODs without a sensable fps loss or pure awesomeness of EHDT2 and a relative large fps hit ? So my result is the true conflict is between EHDT2 and HQ LODs and I just have to choose which mod I will prefer?
  17. As topic above. Is there a mod around, which makes this possible for adopted Hearthfire children? Purpose: I want to move not only my spouse ("spouses can live everywhere") and my followers (the "set residence" option in my follower mod EFF does all I need), but even my adopted Hearthfire children to my new home (a new modded player home, Dragon Cliff Manor), although I will regret the later ("can you make me invisible, can you?"....)
  18. I am moving into my new home, Dragon Cliff manor and already installed "Spouses can live everywhere". For my followers EFF as a followermod is sufficient, the set residence option works well. I know there is a mod out there that fixes the glitchy armor mannequins, but I forgot its name and searching with "armor mannequins" wasn't successful. Anybody has a link? Forget it, found it here: http://skyrim.nexusmods.com/mods/10652//?
  19. UPDATE: I read about Dovahndor and I decided to not install it. It seems to have issues with its size and even the less NPC version seems still to cause loading pressure troubles. All I can say is, that Dragon Cliff Manor is about perfect. -the size is perfect -the location is perfect -the layout is perfect -the exterior and interior atmoshere are just awesome and most important...the mod doesn't add a dozen of things, like an army of NPCs or additional scripts, you really don't need and want, because with "Spouses can live everywhere" and a good follower mod like EFF you are able to set your home where you want anyways. and the mod gets support. The navmesh works and this is about the most important. There are some minor issues like void and clipping issues and the mod could still need some more containers and NPC beds for one's army of followers, but those are just tiny issues.
  20. ENBs deliver great grafical experience and they add effects you simply can't add with an FXAA injector mod and/or with override settings by Nvidia Inspector, especially shadowing, lighting and colors...but it will definitely hurt your performance. Btw, you posted your CPU, RAM and grafic card, but you didn't tell us your screen size and the resolution you wanne play. Screen size and resolution matters a lot. I once was tempted to try an ENB too, but I run Skyrim on a 27'' with 2560 x 1440 resolution (and I never ever want back to "only" HD) and I use 2 x Asus 670 GTX 4 GB RAM each in SLI. I use the good old RCRNv36 FXAA with volumetric fog effect, which delivers harsh and realistic white and desaturated lighting, ELFX and tons of mods in addition. I already had to downgrade some main texture mods to their light/basic versions (Skyrim HD 2k, SFO for example), because I encountered the 3.1 GB RAM limitation and would have ended in the CTD and endless loading loop hell otherwise. My grafic settings are 2x SSAA for "normaI" AA, 4 SGSAA for transp. AA, ambient occlusion quality (high quality isn't worth it really, 20fps less for some darker shadowing), 16x AF. I have 55-60 fps indoors with 3 followers around (Vsync on) and around 30 to 50 outdoors. The 30 fps are really rare, but there are some places in Skyrim, where you are surrounded by tons of vegetation while still able to watch loads of structures or trees etc. at all LOD steps (Dragonbridge and Windhelm stables for example are such "performance holes"). Another point to mention is...do you hate "aliasing jaggies" or does that not matter for you? With FXAA injectors and forced grafic settings over Nvidia Inspector you won't see any jaggies anymore. Using an ENB you will get a colorful, well-lit, atmospheric and immersive Skyrim with sunsets in red and light pink tones that you wanne cry, but you might watch jaggies, although they might be tiny.
  21. As I searched along the list of player home mods (sorted by downloadrate) I stumbled over the first two you mentioned. Nchuzzrezar looks great too. My favorites so far are Hall of Dovahndor, Vjarkell Castle and Nchuzzrezar. In addition I found Dragon Cliff Manor, which is somewhat smaller in size but according the pics it still seems suitable for me. Now I just have to install the one with the least issues (as far as I read the comment sites of a lot of player jome mods, those mods aren't really issueless mods, especially if severals features like NPCs, navmesh pathing etc. come along). Ok, I will give Dovahndor a try, by choosing the "less NPC version" I hope I won't land in the 3.1 GB RAM limit CTD and endless loading hoop hell... ...but I really want those vast big halls. If I might be stuck in the CTD hell I will exchange it for Dragon Cliff Manor. Dragon Cliff is pretty new and supported, fully navmeshed and has no major issues. In addition I like it that it does not add a mass of NPCs (I will bring along my own army of followers) which might increase a possible performance issue even more.,,,and it has a bath!
  22. I know there are loads of player home mods on Nexus, but I want one with large and vast interior space. Many mods have some screenshots of interiors, but to guess the area of interior space is pretty difficult, because the most screenshots just display a fragment. If possible at all I would prefer a type of castle design and of course an easy install without any additional customization. The mod should be compatible with SFO, Skyrim 2k HD and SMIM (to point out the most common mods I use) and it should have no current issues that need to be fixed. Any suggestions? Deus Mons would be my favorite, but me seems the support for this mod has stopped and the mod has some issues...
  23. High quality ambient occlusion is a waste in this game, quality is already sufficient and the two settings made a difference of 20 fps with 4 NPCs present indoors and the visual gain was pretty mediocre. In addition to that - with my lighting mod (RCRNv36) - already shadowy parts of a texture surface appear even darker (and much too dark in my eyes) if selected high quality. So I decided AC quality is enough, the loss of 20 fps in an indoor area (outdoors my game might be even unplayable) isn't worth it. The performance loss between those two settings is such drastical for me, because I play on a 27'' screen with 2560 x 1440 resolution. Each grafical tweak has much more performance impact in comparison to a 24'' display with only "simple" HD (1920 x 1080) resolution. ...and yes, prod80 is about right, if he mentions that your lighting mod plays a big role for displaying a proper ambient occlusion effect and he is about right that he posted a NPC, because the effect is mostly visible on NPCs - especially faces or if you use normal athletic body maps for example - and it does make a big difference grafical and immersion wise there. Playing Dawnguard and Soul Cairn for example without ambient occlusion = immersion loss for me.
×
×
  • Create New...