Skyrim

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FourWheelDrift

88,377 posts

283 months

Wednesday 12th October 2016
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This is a good example of what I do above. It's a mod for Valtheim, the bandit controlled crossing north east of Whiterun. I've not gone that way yet as I am getting the Companions out of the way first but when I do I will check Valtheim first to see if anything has added to it already if not I'll go back a way to the nearest internal game cell and install this and see if I like it. If I do I'll keep it, it looks good.

http://www.nexusmods.com/skyrim/mods/79220/?

I like things that add to the scenery, makes the game feel different and new.

Hodilton's video - https://www.youtube.com/watch?v=s-pu6iLeH0I

Edited by FourWheelDrift on Saturday 15th October 14:44

FourWheelDrift

88,377 posts

283 months

Wednesday 12th October 2016
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Skywind update too - https://www.youtube.com/watch?v=6svcEuUIXJw

"We hope our next trailer will be shot in the upgraded engine!" That means it's Skyrim remastered compatible, at last a reason to install the remaster smile

Squirrelofwoe

3,181 posts

175 months

Thursday 13th October 2016
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FourWheelDrift said:
Getting skyrim to use four cores (like the setting on the Enderal launcher) might something to look at I don't know what the 8 core settings are.

[General]
sLanguage=ENGLISH
iNumHWThreads=4
iHWThread6=3
iHWThread5=3
iHWThread4=3
iHWThread3=2
iHWThread2=2
iHWThread1=2
iAIThread2HWThread=3
iAIThread1HWThread=2
iRenderingThread2HWThread=1
iRenderingThread1HWThread=0
What INI file requires those changes to force Skyrim into using 4-cores (I figured this would be a good starting point before messing around trying to get 8)?

Also, if it's successful presumably my in-game monitoring (MSI Afterburner) will show 4 lines of CPU temperature (CPU-1,2,3,4 etc) as opposed to just the one (CPU-1) it shows as default?

FourWheelDrift

88,377 posts

283 months

Thursday 13th October 2016
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my documents/my games/skyrim/skyrim.ini it's from an old skyrim.ini I had been using and saved, maybe things have moved on because I just looked at my enderal skyrim.ini and it puts this in for 4 cores. Enderal has a core setting you can change in the loader.

My Enderal Skyrim.ini says:

[HAVOK]
iNumThreads=4
iNumHWThreads=4

So try 8 to test instead of the long bit up the page.

[HAVOK]
iNumThreads=8
iNumHWThreads=8

but there are as many people saying they don't help to those who say they do. I think general consensus is they can be unstable if you are already way over 60fps but if you are you wouldn't need multi-threading.

Squirrelofwoe

3,181 posts

175 months

Thursday 13th October 2016
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I've tried both 4 & 8 and also the script from your old Skyrim INI and it's not made any difference sadly. Although in every case my MSI on-screen display was still only showing a temp readout for a single core?

FourWheelDrift

88,377 posts

283 months

Friday 14th October 2016
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Have a look at your Skyrim Launcher options, maybe turn down a notch or two on the settings, or turn off some or all water reflections. Move view distances down a click. If you are still using an ENB remember to turn off AA and AF as it will turn back on.


Squirrelofwoe

3,181 posts

175 months

Friday 14th October 2016
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Success! woohoo

After around 5 hours of .INI file editing I've now got a stable 45-55 fps outside, with 60 inside. Cities are getting around 40-50.

And to top it off, I've actually been able to turn back up, all of the draw distance / shadow settings that I'd previously turned down in order to even get 20 fps!! I've even been able to turn the ambient occlusion and stuff like that back on.

It shows what effect tweaking the files to suit the hardware can actually have.

I've also added that "People of Skyrim" mod, bloody hell that's added a lot of stuff! The area around Whiterun actually feels 'lived in' now- absolutely brilliant mod.

Also completely stable thumbup

FourWheelDrift

88,377 posts

283 months

Saturday 15th October 2016
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thumbup

FourWheelDrift

88,377 posts

283 months

Saturday 15th October 2016
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What I like about People of Skyrim is how everything is placed away from normal modded locations, very little conflict and if there is there's a patch.

The eastern extension to Rorikstead (that's been modified by JK's Skyrim) sits brilliantly with the Motte & Bailey Castle mod - http://www.nexusmods.com/skyrim/mods/55802/?






FourWheelDrift

88,377 posts

283 months

Saturday 15th October 2016
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It's Halloween in Skyrim.




Holidays

FourWheelDrift

88,377 posts

283 months

Monday 17th October 2016
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FourWheelDrift said:
Skywind (Morrowind in Skyrim) update too - https://www.youtube.com/watch?v=6svcEuUIXJw

"We hope our next trailer will be shot in the upgraded engine!?" That means it's Skyrim remastered compatible, at last a reason to install the remaster smile
And not to forget the Oblivion remake in Skyrim - https://www.youtube.com/watch?v=-dW4L7i-J7k

Squirrelofwoe

3,181 posts

175 months

Tuesday 18th October 2016
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I love the idea of the Oblivion remake (it was my first Elder Scrolls game and I probably only played about 20% of it as Skyrim had already come out by that point!), it would be fantastic to be able to play it through in the 'newer' engine.

Any idea if that one is going to be Skyrim Remastered compatible?

My only concern with these things is whether or not they eventually ever get finished. Fingers crossed!

FourWheelDrift

88,377 posts

283 months

Tuesday 18th October 2016
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Both are remastered compatible.

FourWheelDrift

88,377 posts

283 months

Tuesday 18th October 2016
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Just found the author of People of Skyrim's addons - http://www.nexusmods.com/skyrim/mods/72802/?

Extra options.

Squirrelofwoe

3,181 posts

175 months

Tuesday 18th October 2016
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FourWheelDrift said:
Just found the author of People of Skyrim's addons - http://www.nexusmods.com/skyrim/mods/72802/?

Extra options.
That's worth a look.

Do you know (off the top of your head) whether there are any good city improvement mods that are compatible with JK's Skyrim and the People of Skyrim mods?

I can't see any reason why they would conflict with the latter, but I'd imagine JK's Skyrim alters quite a lot in the cities.

FourWheelDrift

88,377 posts

283 months

Tuesday 18th October 2016
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Other than Holidays posted on the previous page that adds festivals and celebrations, the Notice Board, outside Inns, and people mods only Dawn of Skyrim when patched can add anything compatible that I know of.

I just added more Cities - http://www.nexusmods.com/skyrim/mods/47989/?

smile


Squirrelofwoe

3,181 posts

175 months

Tuesday 18th October 2016
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FourWheelDrift said:
Good call! thumbup

FourWheelDrift

88,377 posts

283 months

Thursday 20th October 2016
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I have two businesses in Skyrim now.

Heljarchen Farm (location next to the Hearthfire Heljarchen Hall site) - http://www.nexusmods.com/skyrim/mods/50992/?
Windstad Mine (location next to Hearthfire Windstead Manor site) - http://www.nexusmods.com/skyrim/mods/57879/?

The mine is brilliant, take it back from raider, rebuild it hearthfire style, interior and exterior, hire miners, guards, fishermen for the fishery outside and more. I have build Windstad manor and added Draco's walls to protect it - http://www.nexusmods.com/skyrim/mods/61979/? it all fits with the mine next door.


Good new things to do.

Squirrelofwoe

3,181 posts

175 months

Friday 21st October 2016
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I am loving the Perkus Maximus mod that I've been running this time. http://www.nexusmods.com/skyrim/mods/59849/?

Completely overhauls the perk system into something so much more in depth. It completely changes all of the existing perk trees (some replaced/moved/renamed) and adds a whole load of new perks as well.

It also now makes a distinction between 'Longbows' (powerful, ideal for long-range kills, but use more stamina, slower firing) and 'Shortbows' (much faster draw-time, uses less stamina, and can fire faster, but with less power- ideal for close range).

I'm pretty sure it has also added in a ton of new magic (spells & enchantments) as I am finding loads that I have never encountered before, as well as overhauling all of their skill/perk trees too.

Just make sure to use the 'de-fluffing' add-on so that it actually tells you exactly what every perk does... http://www.nexusmods.com/skyrim/mods/59854/?

This change, coupled with the immersive weapons/armour mods, interesting NPCs, and people of Skyrim, (not to mention all of the graphics tweaks) is really making it feel like a new game.

I'm also currently making an effort to do a load of the original quest lines that I've never completed before.

The biggest thing though is that I can't believe how stable it is running in this form. I've got just over 80 mods/plug-ins active, including the Rudy ENB with all draw distances maxed out, full 2k textures & Noble Skyrim, and it's running smooth as anything at 40-60 FPS- whilst looking amazing! In several hours of gameplay I've had just a single crash-to-desktop (after a loading screen last night), but realised my gfx card was hitting 65 degrees which is probably what caused it, so I've manually over-ridden the fan control speed as it was only set to 40%.

I've even left the black top & bottom borders on in the ENB as I've found that coupled with the full toggle-able HUD (IHUD), it makes it incredibly cinematic. Oh and the killmove cam set to activate for every kill thumbup

Squirrelofwoe

3,181 posts

175 months

Monday 24th October 2016
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I have noticed a particular glitch- the mod "When Vampires Attack" (which is supposed to make non-combat npcs run for cover during vampire attacks) kind of breaks the Dark Brotherhood questline.

For some reason, the mod makes Giaus Maro (in the quest Breaching Security) an 'essential' tagged npc- meaning he cannot be killed. Which is a pain considering the quest involves having to kill him hehe

No amount of console commands will change his essential status.

I ended up having to remove the mod, and then reload an earlier save from before the start of that quest (that's when he spawns in). However whilst he was now killable, upon reaching Dragonbridge at the start of the quest, both him & his father are immediately hostile to me.

I've tried things like 'stopcombat' etc and it works for a split second but then they attack again. The only success I had was actually killing Giaus, and then using 'stopcombat' on his father- he then became completely non-hostile. The only problem with that is, it means Giaus is killed at Dragonbridge, and therefore you don't get the bonus for killing him in one of the major capitals.

Additionally, he won't leave Dragonbridge and start his 'tour' until you have actually entered Dragonbridge yourself- at which point they both become hostile and therefore won't ever leave to start the tour! rotate

It's a bit annoying as the Dark Brotherhood quest was one of the few questlines that I'd never completed before! Add to that is the fact that the "When Vampires Attack" mod that caused the problem in the first place didn't actually do what it was supposed to anyway- the first vampire attack in Whiterun saw Nazeem get cut-down (actually rather satisfying), and two other civies got involved trying to punch a Gargoyle hehe

My only real option is to kill Giaus where he is and forfeit the bonus objective. Unless I can find any other means to stop them both becoming hostile upon entering Dragonbridge.