The Elder Scrolls V: Skyrim
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sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Mon, 7th May 2012 22:46    Post subject:
That's strange, .xwm should be playable in VLC. Even the UESPWiki recommends using VLC. I guess you could try this;

http://www.2shared.com/file/EjB1SM1Q/xWMAEncode.html
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JBeckman
VIP Member



Posts: 34978
Location: Sweden
PostPosted: Tue, 8th May 2012 22:57    Post subject:
http://www.facebook.com/enbfx

Some info on a new ENB effect which he refers to as per-pixel shadows, doesn't tell me that much but it can hardly be any worse than the self-shadowing in Oblivion. Razz

EDIT: Video

(Strange music, must be from some anime intro or something.)


Last edited by JBeckman on Wed, 9th May 2012 09:15; edited 1 time in total
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Raccoon




Posts: 3160
Location: Poland
PostPosted: Tue, 8th May 2012 23:30    Post subject:
JBeckman wrote:
it can hardly be any worse than the self-shadowing in Oblivion. Razz

What was seen, cannot be unseen.


"Anatidaephobia is the fear that somewhere in the world there is a duck watching you."

Fuck Polish government for oppressing women!

"People are such awful conversationalists that they’ll interrupt you when you’re answering a question they asked."
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Cabola




Posts: 132
Location: Denmark
PostPosted: Wed, 9th May 2012 08:07    Post subject:
Cabola wrote:
Are there any ini tweaks to make you able to move beyond the fixed map size in the world map when zoomed in? Ex. I would like to be able to zoom in on the shoreline to the north of skyrim but you're only able to view it if you're zoomed way out.

Anyone know if there exists a mod or some ini tweaks to make that possible?

This was what I was looking for!!
http://skyrim.nexusmods.com/downloads/file.php?id=16619


Friendship is like peeing on yourself; everyone can see it, but only you get the warm feeling that it brings.
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Interinactive
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Posts: 29448

PostPosted: Sat, 12th May 2012 03:31    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 04:16; edited 1 time in total
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Interinactive
VIP Member



Posts: 29448

PostPosted: Sat, 12th May 2012 06:27    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 04:16; edited 1 time in total
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JBeckman
VIP Member



Posts: 34978
Location: Sweden
PostPosted: Sat, 12th May 2012 09:52    Post subject:
Interinactive wrote:
Is it just me, or are new mods drying up? The nexus and workshop both seem to be promoting the same old mods and have been for a while now, I want a new excuse to drop back in but I've used most of the good ones already, months ago


There are many bugs in the creation kit and game which would need fixing for things to improve.
(Bethesda is aware of several but still haven't fully fixed them.)

For example navmeshing (AI pathing and such.) is broken outside of ESM files (And it might be buggy there too, can even crash the game I believe.) and the terrain tool is not fully functional either.

Voice and dialogue creator also has some limitations and currently there's no good way to use blank voice files other than creating one of those for every line of dialogue in the game.
(SKSE might get around this via a plugin in later versions as it was for Oblivion and Fallout 3)

Other things are hardcoded (Papyrus scripting is rather limited supposedly but SKSE is making some nice progress there.) so currently we won't see much improvement and above all larger mods can take many months or even years to reach a good release status.


EDIT: Also there's a little problem with savegame cleaning and mod usage eventually bloating up and making thins unstable although patches have helped with this so it's not quite as serious as it used to be.
(But still it saves a lot of data to the savegame so there will always be some junk data in there although I believe it takes a lot of swapping out and upgrading for it to be a serious problem anymore - save sizes at 10MB - 20MB and so for example although those will likely still work but might have some smaller issues, it used to be far worse.)
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JBeckman
VIP Member



Posts: 34978
Location: Sweden
PostPosted: Sat, 12th May 2012 10:11    Post subject:
http://enbdev.com/index_en.html

" Published ENBSeries 0.110 KAGE for TES Skyrim. Additional performance optimizations applied for both ATI and NVidia users. Contain bugfixes for underwater and grass when using fake "ENB" videocard (temporary required for ATI users). New shadow at this moment only working on NVidia cards, sorry, find out this only today. Added bugfix for parallax modifications. "



EDIT: parallax.txt

" ENBSeries 0.110 KAGE have bugfix of parallax effect (like in TES Oblivion), which
can be added by user's modifications, but working wrong in game. If you are interested,
here is information about such modification:

AUTHOR: Osmodius
Mod will be uploaded on the Skyrimnexus web site. The name of the first part of this mod
will be "Project Parallax - Whiterun", there will be more parts but each one will be for
a different city. This is a parallax texture mod for Whiterun, it adds a level of realism
that no other texture mod has and is compatible with the Skyrim HD 2K texture mod. A new
city will be parallaxed each week after this one. "

EDIT: From readme.txt

" ENBSeries 0.110 KAGE for TES Skyrim (graphic mod).

This version is similar to 0.103, but with new shadow effect, bugfix for parallax,
optimization. Best performance with NVidia cards temporary, but ATI users also may use
this version, it have fixes for bugs of 1.5.26.0 patch (set ForceFakeVideocard=true).
For NVidia users this version do not create fake videocard "ENB", so you must redetect
graphic options by game launcher if previously used modification 0.103 or earlier version.

New parameters:
FixGameBugs is bugfix of underwater and grass bugs of game patch 1.5.26.0 for ATI users.
FixParallaxBugs fix game bugs when parallax mod installed, temporary for NVidia only.
AntiBSOD and SpeedHack increasing performance in some locations.
UseComplexIndirectLighting affect performance of ssao if UseIndirectLighting=true, but
quality of indirect lighting is lower.
EnableDetailedShadows temporary for NVidia only, new effect which increase shadow details
(video as example
ShadowCastersFix some huge objects or mountains cast shadows more correctly.
ShadowQualityFix temporary for NVidia only, decreasing noise of game shadows by little
cost of performance.
DetailedShadowQuality temporary for NVidia only, greatly affect performance of shadows.
UseBilateralShadowFilter temporary for NVidia only, reduce blurred edges of shadows
artifact which exist in original game. "
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Sauronich




Posts: 2062

PostPosted: Sat, 12th May 2012 11:37    Post subject:
Can someone please post a ENB config with only SSAO, detailed shadows and the bugfixes enabled? I've tried disabling every parameter I found related to color palette and bloom, but brightness and colors are still affected by ENB.
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JBeckman
VIP Member



Posts: 34978
Location: Sweden
PostPosted: Sat, 12th May 2012 11:51    Post subject:
You would have to modify enbeffect.fx and enbbloom.fx as well in addition to just changing enbseries.ini but it might work to just move those files to a separate directory since enbseries.dll has all the core parameters but it sadly can't be adjusted much outside of these .fx file and the .ini file.
(enbeffectprepass.fx is only used if the depth of field option is enabled.)

In enbseries.ini you would then use something like.

[FIX]
ForceFakeVideocard=false (apparently has to be true on ati hardware but it works here.)
FixGameBugs=true (might as well let this be enabled.)
FixParallaxBugs=true (currently there's no mods using parallax but it might be left enabled.)
ForceSingleCoreCPU=false (should be no need to enable this.)
IgnoreThreadManagement=false (optimization although I keep it to false.)
IgnoreThreadPriority=false (also some optimization option but again I have it disabled.)
AntiBSOD=false (part optimization and bugfix on old hardware but also a sort of hack for performance, if not needed it's likely best to disable though you can leave it on if it doesn't cause any visual bugs or artifacts ingame.)

[GAME]
SpeedHack=false (same as the above antibsod option but even more of a hack optimization and again you can have it enabled but I disabled it to avoid visual glitches.)

[EFFECT]
UseOriginalPostProcessing=true (overrides so it does not use bloom though this also removes the hdr effect but you might want to keep it as close to original as possible.)
EnableBloom=false (turn off additional bloom effect.)
EnableAdaptation=false (More accurate HDR eye adaption, I'd keep it enabled but if you only want those specified effects then disable this.)
EnableAmbientOcclusion=true (needed for SSAO to work)
EnableDepthOfField=false (if set to true enables enbeffectprepass defined depth of field shader.)
EnableDetailedShadow=true (Needed for the new shadow system to work.)

[SSAO_SSIL]
UseIndirectLighting=true (if on older hardware disable this as SSAOSSIL - this being SSIL or screen space indirect lightning - really affects performance.)
UseComplexIndirectLighting=true (By default false, if enabled uses a even better SSIL mode but again it will hit performance on older hardware.)
SamplingQuality=0 (0 is the best/highest quality 1 is mid quality and 2 is low quality, set as desired depending on hardware, 1 is a good compromise usually.)
SamplingRange=0.5 (sampling range on models, 0.5 is usually a good balance.)
SizeScale=0.4 (SSAO resolution scale, very dependent on screen resolution but on high-res monitors you probably want to turn this down, I'm currently using 0.4 or 40% of current screen resolution which is at 1920x1200 )
SourceTexturesScale=0.4 (SSAO texture scale, similar to the above and also probably good to keep around 0.6 or lower.)
FilterQuality=0 (SSAO filter quality, as above with sampling quality 1 is a good compromise)

(texture and size scale options go from 0.0 / disabled to 1.0 highest and I normally keep them at 0.5 or lower as higher values drag out loading times and really hit performance when those other options are enabled, can stall the game to load forever is set too high so again I usually keep it at 0.6 or lower.)

[SHADOW]
ShadowCastersFix=true (as per the readme file better shadow precision on certain objects such as distant mountains.)
ShadowQualityFix=true (improved shadow quality, slight performance hit.)
DetailedShadowQuality=0 (again 0 is highest quality, 1 is medium and 2 is low so set as desired and yet again 1 is a good compromise depending on hardware.)
UseBilateralShadowFilter=true (better shadow filtering resulting in less blur, enabling it is probably preferred but it might have some performance impact.)

This isn't needed but you can also
[COLORCORRECTION]
UsePaletteTexture=false

to avoid loading enbpalette.bmp and it's color corrections if there is such a file present.


Last edited by JBeckman on Sat, 12th May 2012 11:55; edited 1 time in total
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Ankh




Posts: 23342
Location: Trelleborg
PostPosted: Sat, 12th May 2012 11:55    Post subject:
TheRaccoon wrote:
PumpAction wrote:
13.6 mil downloads? How many of them have been lil kids that thought that they are downloading the game? Cool Face



j/k I don't even know if you can download the workshop without having the game. If this is the case though, did they sell more than 13 million copies of skyrim over steam?!

Skyrim Workshop is the official Bethesda platform on Steam that hosts all the mods for Skyrim. You don't download it. grinhurt

And that 13.6 mil is the total amount of mods that have been downloaded so far.


Yeah, it could be that peoples average download are like 10 or so... point is that its not 13.6 mil different people. I know ive downloaded like 20 or so myself.


shitloads of new stuff in my pc. Cant keep track of it all.
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Interinactive
VIP Member



Posts: 29448

PostPosted: Sat, 12th May 2012 11:57    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 04:16; edited 1 time in total
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russ80




Posts: 4679
Location: Romania
PostPosted: Sat, 12th May 2012 12:02    Post subject:
I'm not seeing any detailed shadows ingame. Also SSIL is broken in 1.10 making everything look weird, needs to be disabled.


Main PC : I7 12700, MSI Ventus RTX 4090 24gb, Alienware AW3423DW QD-OLED
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Ankh




Posts: 23342
Location: Trelleborg
PostPosted: Sat, 12th May 2012 12:02    Post subject:
Interinactive wrote:
Which is kind of annoying, since the Nexus has over 90,000,000 downloads (for Skyrim) with almost 4,000,000 members (overall). The workshop hasn't quite caught up yet.


Which is weird - Workshop really works great. Best thing they've added to steam so far.


shitloads of new stuff in my pc. Cant keep track of it all.
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Interinactive
VIP Member



Posts: 29448

PostPosted: Sat, 12th May 2012 12:05    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 04:16; edited 1 time in total
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Ankh




Posts: 23342
Location: Trelleborg
PostPosted: Sat, 12th May 2012 12:07    Post subject:
Interinactive wrote:
Ankh wrote:
Interinactive wrote:
Which is kind of annoying, since the Nexus has over 90,000,000 downloads (for Skyrim) with almost 4,000,000 members (overall). The workshop hasn't quite caught up yet.


Which is weird - Workshop really works great. Best thing they've added to steam so far.


But there are drawbacks, and a lot of mods that require SKSE rarely show up. It was only recently that SkyUI was put up, but if people just click subscribe without reading installation instructions (that they wouldn't be used to, for things that require SKSE and the like) then things won't work

I use a combination of both, I prefer to stick to the workshop, but if you want a lot of the better mods you have no choice but to use the Nexus

Also, it sucks that Wars in Skyrim was cancelled (and removed) :/


Yeah well - it's an early stage of workshop. I'm sure it will evolve Smile


shitloads of new stuff in my pc. Cant keep track of it all.
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Sauronich




Posts: 2062

PostPosted: Sat, 12th May 2012 13:39    Post subject:
JBeckman wrote:
 Spoiler:
 

Thanks a lot, I'll try this as soon as I get home.
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madmax17




Posts: 19348
Location: Croatia
PostPosted: Sat, 12th May 2012 19:14    Post subject:
Anyone complete the harvest blood quest? I'm supposed to harvest the blood of all the races by standing next to a corpse then you get the option to harvest or search, I don't get that option, he simply searches the body, damn bugs.

Can't find the blood in item codes either (was thinking of using the player.additem trick), guess it's not an item in your inventory, how the hell am I supposed to finish the quest now?
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JBeckman
VIP Member



Posts: 34978
Location: Sweden
PostPosted: Sat, 12th May 2012 19:20    Post subject:
Do you have the "extractor" tool or what it's called, it's a Dwemer metal like object looking like a box with four syringes on it.

If I remember correctly (EDIT: Nope it was wrong.) then due to a bug (Fixed via the unofficial patch I believe and probably elsewhere.) you can drop this item or otherwise discard it by default the quest will be impossible to resolve outside of using console commands, there's some other ways it can bug (Or cause bugs later on.) as well from what I'll remember.

EDIT: I'll just post the UESP link.

http://www.uesp.net/wiki/Skyrim:Discerning_the_Transmundane

EDIT:

Quote:

40 I met Septimus Signus and brought him a Dwarven lexicon containing the distilled knowledge of an Elder Scroll. With it, he believes he can open the lockbox he's been studying by creating a mixture of blood that will resemble Dwarven. I need to collect blood from several different races if I want to help him.
41 (Objective is assigned): Harvest High Elf blood
42 (Objective is assigned): Harvest Wood Elf blood
43 (Objective is assigned): Harvest Dark Elf blood
44 (Objective is assigned): Harvest Falmer blood
45 (Objective is assigned): Harvest Orc blood
50 (Objective is assigned): Bring blood to Septimus

(So "setstage "41" down to "45" or even full "50" might work, actually "setstage da04 50" should do it.)
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JBeckman
VIP Member



Posts: 34978
Location: Sweden
PostPosted: Sat, 12th May 2012 19:25    Post subject:
http://skyrim.nexusmods.com/downloads/file.php?id=16919

And as the earlier ENB release mentioned here's the current parallax results.
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ixigia
[Moderator] Consigliere



Posts: 65078
Location: Italy
PostPosted: Sat, 12th May 2012 19:47    Post subject:
Haven't tried the parallax yet but the new shadows system works just fine, they're much less blocky than before. Now we have to wait until someone includes some good settings and we're set Razz
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madmax17




Posts: 19348
Location: Croatia
PostPosted: Sat, 12th May 2012 19:48    Post subject:
JBeckman wrote:
Do you have the "extractor" tool or what it's called, it's a Dwemer metal like object looking like a box with four syringes on it.

If I remember correctly (EDIT: Nope it was wrong.) then due to a bug (Fixed via the unofficial patch I believe and probably elsewhere.) you can drop this item or otherwise discard it by default the quest will be impossible to resolve outside of using console commands, there's some other ways it can bug (Or cause bugs later on.) as well from what I'll remember.

EDIT: I'll just post the UESP link.

http://www.uesp.net/wiki/Skyrim:Discerning_the_Transmundane

EDIT:

Quote:

40 I met Septimus Signus and brought him a Dwarven lexicon containing the distilled knowledge of an Elder Scroll. With it, he believes he can open the lockbox he's been studying by creating a mixture of blood that will resemble Dwarven. I need to collect blood from several different races if I want to help him.
41 (Objective is assigned): Harvest High Elf blood
42 (Objective is assigned): Harvest Wood Elf blood
43 (Objective is assigned): Harvest Dark Elf blood
44 (Objective is assigned): Harvest Falmer blood
45 (Objective is assigned): Harvest Orc blood
50 (Objective is assigned): Bring blood to Septimus

(So "setstage "41" down to "45" or even full "50" might work, actually "setstage da04 50" should do it.)
Aye I have the extractor. Will try setstage, thanks.
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Sertorius




Posts: 1652

PostPosted: Sun, 13th May 2012 08:36    Post subject:
still no due date for the first DLC (PC version) ?
hope it will be more than ONE hour long, lol.
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evilmonkey




Posts: 2402

PostPosted: Sun, 13th May 2012 15:33    Post subject:
Sabin u have a pm
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tonizito
VIP Member



Posts: 51401
Location: Portugal, the shithole of Europe.
PostPosted: Mon, 14th May 2012 02:09    Post subject:
What the hell?
Just fired it up to spend a few minutes and all of a sudden water surfaces flash/strobe but only if I "mouselook" at them... I'm guessing ATI drivers since that was the only thing that changed since the last time I've played this? Neutral


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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fable2




Posts: 6054

PostPosted: Mon, 14th May 2012 03:26    Post subject:
do have any kind of enb installed?
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russ80




Posts: 4679
Location: Romania
PostPosted: Mon, 14th May 2012 05:44    Post subject:
tonizito wrote:
What the hell?
Just fired it up to spend a few minutes and all of a sudden water surfaces flash/strobe but only if I "mouselook" at them... I'm guessing ATI drivers since that was the only thing that changed since the last time I've played this? Neutral


I noticed this too on the 1.10 enb. It has a few bugs..and this seems to be one of em.
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JBeckman
VIP Member



Posts: 34978
Location: Sweden
PostPosted: Mon, 14th May 2012 06:23    Post subject:
I don't get that issue (Just updated to ENB 0.111 but haven't tried it yet as I just finished re-configuring it.) but people have indeed reported problems with water surfaces and the enb modification if that's what you were using.

If you did set the fake video card option to true try to disable it.
(It isn't required here for effects to work, no idea what it's purpose is since it doesn't seem necessary, probably just included since Boris can't test AMD/ATI hardware.)
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tonizito
VIP Member



Posts: 51401
Location: Portugal, the shithole of Europe.
PostPosted: Mon, 14th May 2012 10:18    Post subject:
Nope, no ENB at all here.
Neither any form of the FXAA injector.

Bah, I'll figure it out by the time I start to play this again.


boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
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DarkRohirrim




Posts: 9901
Location: The Void
PostPosted: Mon, 14th May 2012 11:51    Post subject:
Ok, I've put these ideas together:
Quote:
- make armors of all common enemies unlootable
- make enemies drop the unsheated weapons, while keeping the sheated weapons in their inventories (if possible)
- disable the weight system (make it an option if possible)
- implement a reputation system for factions
- make armors optainable from vendors or for the better ones from each faction's leader after gaining his/her trust (both require gold too)
- put the armors into ranked groups, each group being exclusive to a faction
- replace the weapon groups with unique weapons
- make the crafting more demanding by introducing a recipe/diagram system for certain weapons only (and only weapons)
- remove the stamina system and make combat more tactical
- introduce a chapter system
- limit areas by natural means (example: powerful enemies) and "open" them up as you become more powerful
- get rid of the level scaling entirely and make certain enemies show up only in later chapters, while respawning at least 1 or 2 enemies from each group that you killed in the previous chapters, in each chapter
- rebalance the whole game (but I guess this was inferred)
- replace the whole UI with a more classic one (maybe with a grid-based inventory), while having a minimal and toggleable HUD
- make the crosshair appear only when you use ranged weapons
- the health bar is the only element that stays on screen at all times, on the bottom right, with the mana bar showing up when you cast spells only, on the bottom left
- also introduce a toggleable quickbar in the bottom middle part of the screen, from 1 to 0
- when two weapons/shields/spells are equipped, put them into a group that can be put into the quickbar (this makes it easier to manage the quickbar)


This is what I meant all this time when I said that this game needs to be Gothic-fied. I would really love to see all these (and probably more since these are just the main ideas I have) in a mod called The Gothic Way or something like that. I'm thinking about making it all by myself, but I have pretty much no experience about this and it's probably a lot of work for one person, making me give after a time.


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