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Biervampir's Achievements
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So he requested a ban :[ Hmpf Do we know the backstroy behind it? Thanks for the answer :)
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- sos
- schlongs of skyrim
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Simple question: Why was Schlongs of Skyrim removed to the Nexus Page? Can't find much about it
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- sos
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Oblivion.ini - LOD settings
Biervampir replied to Biervampir's topic in Oblivion's Mod troubleshooting
Hi again bevilex I'm awear that tweaking the LOD setting reduces FPS and I'm allready using some LOD mods. My Loadtimes are quite short and my FPS is mostly between 30-60, even with quite some mods (including LOD Mods) and enb. I just want that litle extra, so that I'm quite satisfied with my oblivion.- 2 replies
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- oblivion.ini
- ini
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Hi I optimitzed my Oblivion.ini and I think I almost half understand what the Oblivion.ini tells, but I would need support, because I don't get the result I would like to have. I would like to change the landscape transition, so that it does look smoother, and perhaps also that it apears in a bit more distance. But I'm 100% satisfied with my Tree LOD, they can be even downtweaked for performance, but dunno how. http://i.imgur.com/xzrjjs2.jpg I also would like to have that Stones (Objects?), Items and NCPs (Actors?) apear further away. http://i.imgur.com/2kG53o7.jpg The last thing is, I somethimes see floating trees and Buildings in the distance. There I'm totally clueless, how I coudl fix that. http://i.imgur.com/dkDgRgA.jpg Now about the Oblivion.ini talk, fShadowLOD2=800.0000 <-Shadows which are showen in distance? fShadowLOD1=600.0000 <-Shadows which are showen in distance? fLightLOD2=1500.0000 <- Light which are showen in distance? fLightLOD1=1400.0000 <- Light which are showen in distance? fSpecularLOD2=1300.0000 <- Lightsource which are showen in distance? fSpecularLOD1=1000.0000 <- Lightsource which are showen in distance? fEnvMapLOD2=800.0000 <- Something with Landscapemaping? fEnvMapLOD1=500.0000 <- Something with Landscapemaping? fEyeEnvMapLOD2=190.0000 <- no clue fEyeEnvMapLOD1=130.0000 <- no clue uGridDistantTreeRange=15 <- place distant objects and trees uGridDistantCount=25 <- more objects can be rendered in distance uGridsToLoad=5 <-The near lod grid for full details uGridDistantTreeRangeCity=4 <- place distant objects and trees in cities uGridDistantCountCity=4 <- more objects can be rendered in distance in cities uNumDepthGrids=3 <- no clue [LOD] fLodDistance=500.0000 <- no clue bUseFaceGenLOD=0 <- no clue iLODTextureTiling=2 <- no clue iLODTextureSizePow2=8 <- no clue fLODNormalTextureBlend=0.5000 <- no clue bDisplayLODLand=1 (won't talk about the 1/0, because they just enable or disable something) bDisplayLODBuildings=1 bDisplayLODTrees=1 bLODPopTrees=0 bLODPopActors=0 bLODPopItems=0 bLODPopObjects=0 fLODFadeOutMultActors=11.7300 <- NPCs will fade in from that distance, will set about 1000 less as they get rendered? fLODFadeOutMultItems=11.5000 <- Items will fade in from that distance, will set about 1000 less as they get rendered? fLODFadeOutMultObjects=11.5000 <- Objects will fade in from that distance, will set about 1000 less as they get rendered? fLODMultLandscape=1.0000 <- something with Landscape, but don't se any changes ingame fLODMultTrees=2.5000 <- something with Tree LOD Render distance? fLODMultActors=10.0000 <- something with NPC LOD Render distance? fLODMultItems=10.0000 <- something with Item Render distance? fLODMultObjects=10.0000 <- something with Object Render distance? iFadeNodeMinNearDistance=400 <- no clue fLODFadeOutPercent=0.9000 <- no clue fLODBoundRadiusMult=3.0000 <- no clue fTalkingDistance=2000.0000 <- NPCs talking to me? fTreeLODMax=2.0000 <- max Render Distance for LOD Trees fTreeLODMin=0.0200 <- min Render Distance for LOD Trees fTreeLODDefault=1.2000 <- no clue fObjectLODMax=15.0000 <- max Render Distance for LOD Objects fObjectLODMin=1.0000 <- min Render Distance for LOD Objects fObjectLODDefault=5.0000 <- no clue fItemLODMax=15.0000 <- max Render Distance for LOD Items fItemLODMin=1.0000 <- min Render Distance for LOD Items fItemLODDefault=2.0000 <- no clue fActorLODMax=15.0000 <- max Render Distance for LOD NPCs fActorLODMin=2.0000 <- min Render Distance for LOD NPCs fActorLODDefault=5.0000 <- no clue bLODUseCombinedLandNormalMaps=1 bForceHideLODLand=0 fLODQuadMinLoadDistance=65536.0000 <- no clue fLODFadeOutActorMultInterior=1.0000 <- NPCs will fade in from that distance in interiors fLODFadeOutItemMultInterior=1.0000 <- Items will fade in from that distance in interiors fLODFadeOutObjectMultInterior=1.0000 <- Objects will fade in from that distance in interiors fLODFadeOutActorMultCity=1.0000 <- NPCs will fade in from that distance in cityies fLODFadeOutItemMultCity=1.0000 <- Items will fade in from that distance in cityies fLODFadeOutObjectMultCity=1.0000 <- Objects will fade in from that distance in cityies fLODFadeOutActorMultComplex=1.0000 <- NPCs will fade in from that distance in complex (dungeons?) fLODFadeOutItemMultComplex=1.0000 <- Items will fade in from that distance in complex (dungeons?) fLODFadeOutObjectMultComplex=1.0000 <- Objects will fade in from that distance in complex (dungeons?) fLODLandVerticalBias=0.0000 <- no clue [Grass] iMinGrassSize=80 <- Changes the size of the Grass fGrassEndDistance=8000.0000 <- render distance (?) fGrassStartFadeDistance=70000.0000 <- where it starts fadeing in bGrassPointLighting=1 bDrawShaderGrass=1 iGrassDensityEvalSize=2 <- density of grass? iMaxGrassTypesPerTexure=2 <- no clue fWaveOffsetRange=1.7500 <- no clue fGrassWindMagnitudeMax=125.0000 <- no clue fGrassWindMagnitudeMin=5.0000 <- no clue fTexturePctThreshold=0.3000 <- no clue [speedTree] iTreeClonesAllowed=1 fCanopyShadowGrassMult=1.0000 <- Shows from trees showen on grass distance to player iCanopyShadowScale=512 <- Tree shadow quality fTreeForceMaxBudAngle=-1.0000 <- no clue fTreeForceMinBudAngle=-1.0000 <- no clue fTreeForceLeafDimming=-1.0000 <- no clue fTreeForceBranchDimming=-1.0000 <- no clue fTreeForceCS=-1.0000 <- no clue fTreeForceLLA=-1.0000 <- no clue fTreeLODExponent=1.0000 <- no clue bEnableTrees=1 bForceFullLOD=0 fLODTreeMipMapLODBias=-0.7500 <- no clue fLocalTreeMipMapLODBias=-0.2500 <- no clue [DistantLOD] bUseLODLandData=0 <- no clue, but I have a feeling that canimproves graphics fFadeDistance=12288.0000 <- no clue, but I have a feeling that can improves graphics iDistantLODGroupWidth=8 <- no clue, but I have a feeling that canimproves graphics My question is: Are all my guessings right? Is there something to add? What is the rest? What can do to improve my LOD graphic? I learned those settings with http://www.tweakguides.com/Oblivion_8.html , http://www.nexusmods.com/oblivion/articles/44178/? and try and error. _______________________________________________________________________________________________ I could change uGridsToLoad=5 to 7 but then some Structures and objects are disapearing :[ Same if I change the Video Settings ingame.
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- oblivion.ini
- ini
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Looks really beautiful! Only 1 suggestion about the "Random" option, I would like to say which game(s) I want to get random mods shown. Something like: - All - Favorits - Add Game Btw, I you will get an notification, when someone replays to your comment or in your Forum Thread :)
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Hi I have a problem with using Improved Water and my ENB of choice. Previously Improved Water and my ENB worked totally fine, after the version 1.2 of Improved Water. Now I wanted to install Fake Fullscreen Mod, read the instruction. Doesn't work, so ok removed it, windowed mode was still active. Mkey, as stupid as I am, I changed the Windows Mode in the Oblivion Launcher, which resetet all my .ini-settings. Improved Water as it is, works totally fine. My ENB works totally fine as well. So I looked at the Improved Water Comments (because no trouble shoot area), what could fix it. I found that this will fix it: iMultiSample=4 But that will disable many features of my ENB, so that's no option. So all I know is, that this problem can be fixed with working on my Oblivion.ini. Does someone know where I should look first? I'm completly in the dark there. Improved Water http://i.imgur.com/Kv38rUe.jpg Improved Water + ENB http://i.imgur.com/2Ek9JkR.jpg Edit #1: I'm not sure if I played Oblivion, with this mod be intact? Beacause it could have gotten overrwritten by something and the water was looking like crap, and I haven't noticed it, because when I'm underwater it was working fine, as it does now. Edit #2: A friendly guy at the Mod Page told me how to fix it. set bUseWaterDisplacements=1 to bUseWaterDisplacements=0
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I use "Landscape retexture" by Lougian ( http://www.nexusmods.com/oblivion/mods/44713/? ) This Texturepack overrides Qarl_TP3_Full_v1.3. Only the Road, I tried to change AmbientLightingIntensityDay = no result, but not AmbientLightingIntensityNight, will try that. Edit #1: AmbientLightingIntensityNight doesn't help :/ but changed something Thanks for your help, I apprreachiate it [Kudos for you <3] Edit #2: Mkey, I've copied the enbseries.ini and the enbeffect.fx from the enb, without my tweaks. And it does look like, it works there. Now I know where to look. If you have any Ideas please let me know. ENB: Photorealistic ENB Edit #3: I could nail it down to the Eviroment changes (was quite obvious, but I had to make sure that nothing else causes this problem) Edit #4: [THE PROBLEM WAS] LightingIntensityNight=2.75, that's way too high. now I know Thank you bevilex, I wouldn't have thought of changing the Nightsettings :)
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Hi I have a problem with my ENB, I really liek this ENB and customized it to my likings. Now where I changed my Texture Pack for the ground, it's looks pretty odd, during the day. http://i.imgur.com/JqcMx0I.jpg I can not fix it in via enbseries.ini, and that's where I need help. (ok, I can fix it, when I set "UseOriginalObjectsProcessing" to "true") Where could I find something that fixes my problem?
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Need Help - Exchange Textures
Biervampir replied to Biervampir's topic in Oblivion's Mod troubleshooting
Could fix the red rocks with this mod http://www.nexusmods.com/oblivion/mods/44713/? And the blue rocks with this mod http://www.nexusmods.com/oblivion/mods/45881/? Thread can be deleted -
Hi I would like to change some textures for the area around Anvil and Bruma. I'm using Qarls Texture Pack III Full v1_3_OMOD (http://www.nexusmods.com/oblivion/mods/18498/?) and I want to replace it with HD jerall ice texture with transparency (http://www.nexusmods.com/oblivion/mods/44741/?). My Problem is, I really don't like the blue look of the top of the rock. http://i.imgur.com/a81Q3FP.jpg I was searching for the "palepassice04.dds" file, but didn't found one. I was putting the "palepassice04.dds" and the other file in the folder in /data/textures/dungeones/misc, no result. Btw, I would also like to change the rock around anvil http://i.imgur.com/ZjcjiT8.jpg Could anyone give me a hint, where I can change the texture? Thank you
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Radio Music Stutter [Simple fix]
Biervampir replied to Biervampir's topic in Fallout 3's Mod Troubleshooting
Did you also tryed what this article said? There are other User's how they (tried) to fix that.- 6 replies
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- gnr
- galaxy news radio
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I tested Win10 and in my mind it workes pretty well. Doesn't have any problems with it (perhaps with FO3 but didn't tested it yet). In my mind: Windows XP is way too outdated, but nothing wrong with it. Further to it won't get supported anymore. And it has many securtity leaks (like every windows^^). Personally, I like Win7 at most, because I like a simple Desktop. Win 8.1. works. but there are so much background activities, I really don't like, and you have to deactivate so damn much, that microsoft don't spy on your computer (easy target for spyware). Win10 It should be nice and easy to conect it with other devices (didn't tested that). The Interface is handy. Sometimes the Windows-Menus is laging. Further to is come with the same spy option for microsoft like win8.1. All in all I would upgrade form XP to Win10, but If you have Win7 I would stay with that. But If you want to upgrade I wouldn't wait, otherwise you have to pay.
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Radio Music Stutter [Simple fix]
Biervampir replied to Biervampir's topic in Fallout 3's Mod Troubleshooting
It seems that allmost all Windows 7 Users have Problems with this game. As far as I understud, causes the WMV Files the sound Problem (i think the WMV files are in the BSA, but I could be totaly wrong here). Because Win7 sound codecs are bad (what I heared. I don't know codecs very well), so you have to add or replace the codecs with some good codecs. That will fix it. But be carefull, with deleting codecs, that can cause sound-problems. And if you have problems, just install the Win7 Audio codecs, again, so that you have both. But at first I hightly recommend, to try changeing some values in your FALLOUT.ini file (C:\Users\"UserName"\Documents\my games\Fallout3) iAudioCacheSize=2048 to 4096 iRadioUpdateInterval=250 to 1024 That CAN help.- 6 replies
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- gnr
- galaxy news radio
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Hi I play a Vanilla FO3, I have only installen FOSE, 3GB Patch and changed the FALLOUT.INI by 2 lines (bUseThreadedAI=1, iNumHWThreads=2) My Problem: I hear noisy Music in my Pip-boy Radio, but the radios are totaly fine. I have done the Quest for GNR, so that the Signal is should be fine. I double check it, all radios channels are infected, ut only the Music. What I tried: I visit the Besethda Fallout 3 Support to download the latest Patch (Austrian Patch 1.7). Installed the FO3 Unofficial Patch with and without German Patch. Installed GNR Enhanced, with and without Beta Update. Installed GNR fix. Changed the FALLOUT.INI to vanilla setting. Changed from iAudioCacheSize=2048 to iAudioCacheSize=4096 Changed from iRadioUpdateInterval=250 iRadioUpdateInterval=to 1024 My Question: Do you have any Ideas how to fix that? Or is teh Radio forever broken for this Savegame? Edit 1#: Holy f*** I found a solution, after messing around with my Windows System and what so ever Radio Stutter Fix It was that simple :'D Edit 2#: I was searching for another solution, because I wanted a completly mod free savegame. So I tryed to understand as much I could from this artical and what it suggested. I Just install the K-Lite Codec (Downloaded from Mirrow 2: Basic -> Normal installation). After installing I pressed the fix Button, confirmed [disable/delete bad codec]. Reboot/Restart PC. Worked fine
- 6 replies
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- gnr
- galaxy news radio
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Which ModManager? (New at Modding FO3)
Biervampir replied to Biervampir's topic in Fallout 3's Discussion
Thank you for your answer! Did NMM crash or the game, because i can remeber a time, where NMM crash more often? Btw, do you know any different how those MM works? (NMM & FOMM) Are there any advantages?