Jump to content

TheBawb

Premium Member
  • Posts

    338
  • Joined

  • Last visited

Everything posted by TheBawb

  1. Hrrm, might not be a memory issue then. I tried everything you've suggested but it didn't seem to fix my issue, at least not enough to notice. Any other suggestions?
  2. I'll admit I was a little reluctant in posting here, thought for sure I could figure it out on my own........Hehe The Problem A few weeks ago I finished up the Battlefront three demo on my new Laptop, so I decided to play Skyrim again. But when I loaded up the game I started experiencing horrid fps spiking, from 30-1 in most cases. Doesn't seem to matter where I am, except in interiors I get about 15-45. I have noticed that the spiking takes place mostly when exploring any worldspace, my guess is it's having difficulty loading new cells. My laptop ran Skyrim fine before I got involved with the Battlefront beta, and I hadn't downloaded any mods or messed with Skyrim since, with the exception of my own esp. (which I tested on another pc, and determined that it wasn't the issue.) On a side note, I'm also getting terrible load screen and exit times, along with occasional CTD. What I've tried (so far) Set the detail to "low" and lowered the resolution.Reinstalled Skyrim.Uninstalled all mods, then reinstalled them once that didn't work.Checked Driver for update.Ran a virus scan and cleanup with 360 security.Defragged Laptop.Tried a few fps boosters, such as Hialgo, Razor, and this http://www.nexusmods.com/skyrim/mods/5695/?Followed every ini tweak suggested by this guide https://steamcommunity.com/sharedfiles/filedetails/?id=222933354 when they didn't work, I restored my ini to its previous version. Everything I listed above had either a very minimal effect or none at all. My Specs Processor: AMD A8-7410 APU with Radeon R5 Graphics - 2.20 GHzVRam: 3072System Ram: 8 GB (6GB available)Load Order ^ Apologies if I misspelled anything, typed it all in by hand. Aside from that, I do have SKSE and Skyrim's latest update, but I don't have Nexus Mod Manager, Loot, Boss, Wyre Bash, or TESEdit. As I said before, Skyrim ran smoothly before and I didn't really mess with it prior to this fps issue. I've got a few other (significantly older) games that I haven't noticed an issue with. I find it annoying that this laptop is only a bit over a month old, and I'm already experiencing such problems. :wallbash: Anyway, help is dearly appreciated, if you need more info I'll be glad to present it to you.
  3. Indeed there is! I was going to wait a few more days before announcing it, but the shire is now a hosted project on TESAlliance :dance: Those who wish to follow our progress more closely should meet us there, as we'll be updating our board a lot more than this thread. please pardon our mess, we're still setting things up, but should you like, you can check us out now http://tesalliance.org/forums/index.php?/forum/231-the-shire/ Cheers!
  4. http://www.darkcreations.org/forums/topic/6814-all-about-beyond-skyrim/
  5. Gotcha covered Beth, I already linked that one ;) But for some reason he is opposed to it.
  6. I am unsure, I only did a quick search to try and find what you had requested. I would assume they aren't buggy, but you could check for yourself and find out.
  7. This one? http://www.nexusmods.com/skyrim/mods/67855/? Or perhaps this? http://www.nexusmods.com/skyrim/mods/26468/?
  8. I don't think you need any 3D modeling skills to accomplish this. You should just navigate to the grass tab and select the one you want. (SnowGrass01 in your case.) From there just lower the Position Range and bump up the Density until it's dense enough for you. Worked for me.
  9. There is a difference between advice and disbelief. Nobody here is trying to pressure you into anything. My advice, should you take it, would be to contact active modders (those with skills you need) directly over pm. From there you can share as much information as they require to get them interested in your project. Then the worst that could happen is that they decline, and one person out of the entire community won't be surprised whenever you release your work.
  10. New update! :dance: For those of you wondering why its taking so long to design the shire's worldspace, allow me to briefly explain. This mod uses a 64 worldspace, all of which is being cluttered entirely by hand (Landmarks, Trees, rocks, mountains, flora, plants, water etc) And its all being done by one person, me. I had a very detailed design for the worldspace imagined, and so I kept myself clear of using the region generator. So, yeah that kinda sums it up. Cleverly segway-ing to my next topic, This thread is only to be updated again when we run across something important. instead I am now focusing my time on my team and getting them a little more involved than I had before. I am (as you may have guessed) rather clutter-fatigued, and I need to start delegating a bit more. So if months go by without an update here, we're not dead, just busy. If for whatever reason we do die out, you have my word I'll let you know through his thread.
  11. As a mod writer and a mod author, perhaps I can bring a share a few tips I have learned through experience. I have been working closely with a single mod writer for nearly a year, and it has benefited my current project in several ways. Before that I worked as a quest and book writer for a few large-scale projects. That said, I believe writers and authors can work together, and in doing so, have the ability to create a masterpiece. Below are a few brief tips I've learned directed at both parties. For Mod authors: -Communication is key. Be upfront about the story as you had imagined with your writer, or you may find their ideas differ in many ways than yours. Give them sections to work out themselves as well. "Gaps" in your story if you will. After all if you had the entire story thought up yourself, what's the purpose of a writer? Allow the writer to make suggestions, even if you have very specific ideas on how you want your storyline to function, it never hurts listening to their thoughts. You may find shining a new light on your concepts make them glow brighter ;) But enough philosophy. Discussing the story thoroughly throughout the writing process, between writer and author, is undoubtedly essential. -Find dedicated writer. Almost anyone can write a story, but those who are passionate about your mod setting and story are rare. -Writers often fear that all their work will be lost should the project leader decide to abandon the project, since they do not possess the skills necessary to continue the project themselves. This is typically a demoralizing thought, and can slow writing process. Again, frequent communication with the writer is key. For Mod writers: -Communication as discussed earlier. Nothing is more frustrating for a writer than discovering the mod author left out several key points when telling their story to you. It means your work is null, and you need to restart. Clearly discussing the storyline and making sure you understand it is essential. -Find a project that's going somewhere. Make sure the project leader has either a history of successful mods, or has shown considerable dedication to his current one. In the end no mod is guaranteed, but using this technique could save you from wasting a decent amount of time. -Make sure you have time to commit. Not only is it important to find a dedicated project, but it is also no less important to dedicate yourself. A writer who leaves mid-way through a project often leaves the project's leader in a mess. If things just don't work out, make sure you have sufficient documents to be handed off either to the replacement writer or the mod author. These are rather basic tips, I left out a few more as I fear my post has already surpassed a reasonable size. Hopefully they help, either to be applied personally or to show how a collaboration between writers and authors is still possible.
  12. Hey guys, we would like to offer a chance for anyone to design a small Halfling Home for the mod. We still need quite a few of these made before we can release our open beta/alpha, and we cannot do it without the community's help. It shouldn't take anyone too long, and I'm willing to bet most will regard it as an enjoyable experience. More information can be found here: http://tesalliance.org/forums/index.php?/topic/7667-introducing-adopt-a-hole-a-shire-mod-program/ (TESA link) Thanks in advance! New update! :dance: Accuracy here is key, and I've gotten it about as close as I can. (Though I might make the river a little wider at the bottom, we'll see.) Anyway from here you can clearly see the celebration tree, a few party tents, the river, and the rolling hills beyond leading to Tuckburgh, Nearlake, Pathmeet etc. The only location not quite visible that should be is the mill, I'll be creating an lod object for that in the future. http://static-1.nexusmods.com/15/images/110/7186659-1441549079.jpg This image is shot from the middle of the woods so it's missing about half the wood's size, but I believe the density of the woods is clearly shown. Perhaps soon I'll post an image of the the forest floor. I wanted to design a location where the player can easily lose himself among the pines should he choose to wander off the very narrow path set before him. And after a few tests I determined it works (Perhaps too well.) The only issue here is the obvious FPS one, so now I need to find that perfect balance between practicality and playability. http://static-6.nexusmods.com/15/images/110/7186659-1441549606.jpg Not entirely sure what to say about this one, beside the fact I liked the angle. I may post a better photo of Tuckburgh in the future. http://static-8.nexusmods.com/15/images/110/7186659-1441549857.jpg September Month-End Report -Finished designing landmarks such as Tuckburgh, a few Bear Caves, Onno's leaf farm, and Nearlake. -Began reconstructing player home -More exterior cluttering (As always) -Began replacing the interior Halfling Hole meshes to those with 1k textures -Continued work on Quest Planning, after a few minor hiccups See you in October!
  13. Well this certainly ruined my day :( Though I do understand why the decision was made, as you've explained that quite clearly. That said, I'm glad to see you're not dropping off the map entirely, I'll certainly be keeping an eye out for your work in Beyond Skyrim. (Well, more like two eyes, as often as I can spare them.)
  14. Follow this tutorial https://m.youtube.com/watch?v=fVL5yTRT2D8
  15. Very nice looking armor, and love the little wolf design! Although I will admit, it looks a little as if the two on the breastplate are square dancing.
  16. I'm not quite sure I catch your meaning. Would you care to explain?
  17. There was a project like this, it involved building and upgrading a cave in a style much like Hearthfire's. Though I am unsure if it was ever finished. Anyway this is probably not exactly what you're looking for, but my current project involves digging out a cave and constructing a Halfling Home in its place. Not quite as you've requested, but similar I believe :)
  18. New update! :dance: Barg End has been completed, so instead of my usual updates I've just decided to film a short video based on its design. The video may be a little amateurish, but I remain rather new to this whole video game cinematography thing. Hope you enjoy anyway. :) July Month-End Report -Finished designing "The Range" landmark. -Completed Barg End -Much more exterior cluttering Fixed Lod issue, and successfully generated lod for the shire (Special Thanks to DDProductions83) -Continued work on Quest Planning See you in September!
  19. Thanks for expressing your concern iGodz, It is my understanding that the MERP project was shut down for three main reasons. 1. The MERP project used names it did not necessarily "Own." Middle Earth, Rivendell, The Shire (Tolkien fictional setting) etc. Warner Bros, having ownership of those names, was legally able to claim copyright infringement. (much as Tlaffoon pointed out) The reason for "Copyrighted names" to my understanding, is to prevent something called "Consumer confusion" In a more detailed example, if I had a certain gentleman in this mod named, say, Bilbo Baggins (Which I do not btw) and I had this fellow trip on his front doorstep one morning and paralyze himself. Those playing the mod might assume this actually happened to the real "Bilbo Baggins" and become confused when reading Tolkien's books, or Peter Jackson's movies as to why Bilbo isn't restricted to the local hospital. (A rather strange example, yes, but I believe it's understandable) Another reason for copyrighted names is so that money is not being made off of someone else's work. Of course the Merp project did not run into this issue as it was a non-profit.) This mod does not use any such copyrighted names, most were made up by mixing fancy words from the dictionary, and bending them to sound slightly better. (Rather obvious if you've seen some of the odd names I came up with.) 2. Okay, so maybe this should be one-and-a-half. Bah. Not only did the MERP project use copyrighted names, but they claimed that they were, in fact, Tolkien's. In other words they claimed that the Middle Earth which they had developed was the same as the Middle earth that we all know and love from the books and films. This mod does not claim to be affiliated in any way aside from inspiration with Tolkien's fictional world. We are our own little world, and we are entirely fine with that. This mod team is also well aware that while we try our very best, we could never equal anything as good as Tolkien's Middle Earth. :wink: (Even if that were our true objective.) 3. The Merp project was huge, and while they didn't plan n charging any money for the mod, they posed a serious competition threat. I believe Warner Brother was concerned that the Merp project might disturb sales of their current or future games. That people might purchase Skyrim and play merp instead of Shadows of Mordor, or Lotro. (I could be completely wrong in this theory, of course.) This mod is far from the scale of the merp project, and will never be expanded or conjoined with other projects to span over all Middle Earth (Or Middle Nirn in my unique case.) If someone was truly stuck between purchasing Skyrim for my mod, or SoM for all of Middle Earth, I would be entirely surprised and very confused. This mod, no matter how fantastic I know it is, will never be an equal to any lotr official products. Buy the official product if you find yourself in said situation, that would be my best advice. Now that I look over what I've typed I notice it may have come across as "Offensive" in the direction of the Merp project. This was not my intention at all. In some ways (a lot of ways) I wish the project still existed. But then again, so do all who live to see such times. What we must decide, is what to do with the time that we are given. Hopefully that all makes sense. :smile: -TheBawb
  20. Quite interesting. I'll be (Very hopefully) looking forward to September then. :P
  21. You'd definitely run into copyright issues if someone else did that for you. However if you are able to add it yourself it would be considered "Personal use" so long as you don't distribute it.
  22. Sounds like things are going quite well. Good luck with the future quest work.
  23. Some very interesting ideas. With any luck someone with the time and capabilities will take the time to carry out of few of these requests. As I for one would like to see at least a few of them in Skyrim. Though unfortunately I cannot help, as I lack both 3D modeling skills and time. My apologies. As a side note; I can also recommend the Republic Commando series if you haven't read it already. Very interesting books.
  24. Interesting. It appears the lod for static objects and trees conflicts with the landscape textures. I can have the lod for static objects and trees or the lod for landscape textures, but attempting to have both results in the missing textures shown in the photo above. I am unsure why this occurs, or how to fix it, but after several tests I have confirmed that this is indeed the source of the problem.
×
×
  • Create New...