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DrNewcenstein

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Everything posted by DrNewcenstein

  1. Read AND FOLLOW the directions for installing it. Run Fores for Users as it says to do and wait for it to finish.
  2. Is there any particular reason the CK doesn't recognize the "middle" floor piece for Dawnguard as a walkable surface? It's not even navmeshing it. The specific piece is DIntRCenter01, and is the only "open piece of floor" tile. Going into the mod, there's an invisible wall preventing me from walking across the piece, and it "absorbs" Magelight as well. Additionally, in 3rd person, the camera hits this invisible wall. Haven't fired any other projectiles at it (arrows, fire, etc) but I'd assume other spells would simply "blink out" as well, and arrows wouldn't pass. I'm not seeing anything in the Properties page in the CK that would indicate it can't be accessed, and there aren't any obstructions like furniture. There aren't even markers, just walls and navmesh. The problem was there before I navmeshed it. It affects every instance of this piece in the mod. It is not referenced in EditorWarnings.txt (searched for the word "center" and it returns no results). If it matters, the file size is currently 44MB. The ESMs I have loaded are: Skyrim Update Dawnguard Dragonborn INI is set to allow multiple masters. Any help is appreciated.
  3. Try the Performance And Realistic ENB. Also look into ENBoost to see if it helps your FPS.
  4. Laptop or desktop? If it's a desktop, you're better off looking for a better video card (i.e. one with more RAM - 2GB minimum). Since Skyrim is a 32-bit app, it's got a limit of 3GB of system ram usage. It gets wonky at 3.1GB of usage. However, it will use all available video card ram. If it's a laptop, you're stuck with whatever the vendor put in it as far as video ram. ENBoost might help. It really kicked up my FPS using the 1-6GB VRAM file (Nvidia card with 4GB RAM). I 2nd the recommendation for Tamriel Reloaded. Lots of nice textures in that package, but I do recommend getting GIMP as well (freeware image editor) and dropping the saturation on the Solitude and Whiterun grass textures, as well as the red brick road texture for Whiterun (unless you like Brady Bunch Green grass and shiny-new brick roads). There's also a sickly whitewashed stone block texture in Solitude I'd recommend deleting from the Textures folder. You'll know it when you see it. *ugh* Definitely start with textures before jumping into an ENB, though, even with a higher-end video card. The ENB stuff adds new and eye-popping visual effects like cinematic blur and whatnot, but a vanilla game with just better textures (Official Hi-Res or otherwise) can really make a huge visual difference without a performance hit.
  5. Definitely upload them. Not all of us have student-freebie or pirated Max, much less $3800 retail-Max.
  6. Look at the Atronach Thrall spells (Flame Thrall, etc). Granted they do time out after a greatly extended time, but you should be able to do it without the timer. Summon spells do follow the Placeatme format, as well as setting the Faction and whatnot, so it should be the same thing, only different.
  7. Is it installed on C:\ ? Faildows' "security" might be gimping it. Also, are you loading only the Skyrim.esm, and no other file? There's a file you have to edit to load more than Skyrim.esm.
  8. Get the ENBoost 4 files, and use the enblocal.ini for your video card brand and VRAM range. Also, edit the line in the ini that says ReservedSystemMemory to 1024, and the line for video ram to half of your video ram (1536 in your case). FPS will be around 30-40, hopefully.
  9. In the short amount of time I've used NMM, I still prefer manual downloading. I know what I'm getting, it goes into a folder I specify, and the mod doesn't get deleted when I uninstall NMM, which I had to do recently when rolling back from Windows 8.1 to 8. All my mods downloaded through NMM were deleted, since NMM's installer created the folder they were stored in. All content created after an installation (i.e. the cache folder's contents) should remain, as is done with most other programs. I do understand that NMM does offer options for mods - use X feature instead of Y, use Y instead of Z, etc - which a straight esp/esm alone can't handle (yet), and I understand the only other alternative is thousands of loose files to choose from, each in their respective directory structure to facilitate drag-n-drop operation. However, perhaps the specific function of NMM that governs these options could be its own entity, having no online functionality or other such server-straining aspect? Or if this could be handled from an SKSE-based script at game launch? Something to think about.
  10. I was wondering this as well because I want to be able to edit things on my laptop when I'm away from my desktop (build levels, at least), but it shuts down as soon as it starts. My laptop is: Vista Home 32-bit Core Duo 2Ghz 4GB Ram
  11. I got a FPS boost by using the ENBoost ini that matched my video card's memory - 1gb-6gb (4gb card). I'm using the Performance And Realistic ENB with ENBoost 4. Before I switched to the non-Boost file, my FPS dropped into the 20s. Now I'm getting 40s and up in most places. It shot up to 120 at first, but then as I moved settings up to Meduim and High, it dropped to about 60. I'm also using SMIM and Tamriel Reloaded For ENB, so that's bringing it down some.
  12. UPDATE: Downloaded the latest video drivers manually (apparently Win 8 prevents GeForce Experience from retrieving factual information on driver updates) but still no luck. I've backed my Data Files down to only the core Vanilla game, and it still doesn't load. Looks like I'm on a rollback, or a reformat/reinstall of basic Win 8.
  13. Win 8 x64 here, and while the 8.1 patch did invade my computer a day prior, Skyrim was running fine until yesterday. I stopped playing the game so I could poke around a bit more in the Creation Kit, and that's when it started. CK wouldn't open. Took forever to get to the "ready to load a data file" state, at which point it shut down. No error, no nothing. Went back to the game and it didn't even get to the Beth logo, just died on launch. Re-installed the CK and the game, as well as the latest video drivers, uninstalled Win patches dated for the 23rd, but still nothing. Arkham Origins still works Witcher2 still works This smells like a plot to me.
  14. I'm running Win(fail) 8 x64, and was force-fed an "update" (their word, not mine) a couple of days ago, which I'm assuming was the 8.1 patch. Prior to this assault, the CK worked fine. I even had a fair amount of the tutorial Lokir's Tomb thing going. Since then, the CK CTDs just as it's about to finalize the startup (where you're able to load an esm/esp). I uninstalled, rebooted, reinstalled, but still CTDing. Can anyone confirm if this is related to 8.1?
  15. And after finding SweetFX, which is DX11-focused (as well as DX9/10), I went right back to Boris' setup. Might try the interface add-ons for it to tweak in-game, but ENB works for me.
  16. I definitely did see a difference, but wasn't aware if these could be set by some other means (i.e. editing other DX11-specific INIs, et al). I wasn't aware the actual ENBseries dll/exe did anything more than provide an in-game interface for tweaks-on-the-go and access to the DX settings. Thanks for clearing it up :D
  17. CBBE user here. My brother has been using UNP, but after seeing my CBBE custom-slider body, he's liking it more. Years of using Poser have left me with a good eye for balancing between fantasy and realistic. While the bewbs can get stupid, they can go as pancake as you want but still retain the roundness of a woman who doesn't know what a training bra is for.
  18. The *_n.dds is the bump map. This determines how "3D" a flat texture or a mesh looks in the light. The *_s.dds is your specular map. It appears almost solid black, but if you bump up the gamma, you should see the faint lines in it. Or, if you run your cursor over it with a color-picker tool and watch the color info indicator (in PSP it's in the lower right of the status bar - dunno about P-shop or others), you should see the numbers change. Some vanilla figure specular maps go up to about 5, I think. Some mod textures I've seen go up to 8. Drop them to 1 and you should get the absolute minimum shine, but may not look too "realistic", depending on your personal definition of that term. Adjusting the textures individually is more of a pain than editing the INI listing mentioned above, but the INI listing will adjust everything that has a specular map. If each item has the same "5" specularity, and the INI allows fractional adjustments (i.e. 1-10 with x.x allowed) then you have finer control than the whole-values you are "stuck with" in an image editor, however some items may either not have enough shine while others may still have too much. If this is for a mod you're making, then you should adjust the map in an image editor, as end-users may already have their own specularity settings.
  19. Intro: -I apologize if this is a repeated topic. Search functions have never been kind to me, and "ENB" as a Search topic would seem to be too generic a term. -I have read through Boris' site/info of what it is and what it does. I've also seen quite a few NexusMod screenshots of it in action, so all that's covered. -I do have it working, just need to get down with the tweakness. On to the nitty-gritty: Is this ONLY for those who do not have a DX11 card? I have an NV GTX760 with DX11 that works just fine. I poke through INIs by default with everything, and IIRC the game INIs do reference the same commands to the video effects/driver/etc as I'm seeing in the dx9-specific ENB in-game edit thingy. Aside from the noticeable lack of an in-game/runtime interface for the game's or the DX11 "command list" (i.e. Anisotropic filtering, HSL settings, etc), is ENB redundant for me? Or is this simply "Yeah, DX11 is nice, but Hey! We can tweak in-game! W00T!"
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