Search found 33 matches
- Author
- Message
- 27 Feb 2014, 07:38
- Forum: Download
- Topic: TES Skyrim 0.251
- Replies: 332
- Views: 108396
Re: TES Skyrim 0.251
Alright, with lastest 0.251 that removed ExpandSystemMemoryX64, I've got some CTDs, freezes and ILS s Back as I expected. All memery related I believe, haven't install any mod that add/alter scripts since my last reinstall of skyrim not very long ago, just some meshes/textures sort of things. I don'...
- 16 Feb 2014, 13:01
- Forum: Download
- Topic: TES Skyrim 0.250
- Replies: 236
- Views: 66368
Re: TES Skyrim 0.250
@SkyrimTuner That remind me that I had this strange lines in loading screen either. And I had it ever since Boris got his new GTX650Ti and released newer ENB versions. Didn't report it because it's not very annoying to me and no matter how I tweak ENB or uninstall mods, the bug wouldn't disappear. O...
- 16 Feb 2014, 12:35
- Forum: Download
- Topic: TES Skyrim 0.251
- Replies: 332
- Views: 108396
Re: TES Skyrim 0.251
No issues except mist in loading screens with 0.251 Run on SKSE 1.6.16, SSME 1.8.0.0 and SafetyLoad, driver 331.82, GTX460 @CruNcher I think what you are suffering are not a LoD problem. All you need is a decent noise.dds placed at Data/Textures/Terrain I'm using one from "Detailed Terrain and ...
- 15 Feb 2014, 19:50
- Forum: Download
- Topic: TES Skyrim 0.250
- Replies: 236
- Views: 66368
Re: TES Skyrim 0.250
Boris I did already that new loading screen detection method and it works perfectly now, the only downside left is that it delayed by one frame, so flickering may occur when mod toggling on/off. That's really good news to hear. Pity that there is a downside though, that flickering may cause some in...
- 15 Feb 2014, 12:27
- Forum: Download
- Topic: TES Skyrim 0.250
- Replies: 236
- Views: 66368
Re: TES Skyrim 0.250
@SkyrimTuner Just doing what I can so other good guys can save a lot of time in solving this. :D @wolfgrimdark I can confirm that the issue was still there even with original enbbloom.fx and even EnableBloom=false, at least for me. Both 0.250 and 0.251 were tested. That's why at the end of my testin...
- 15 Feb 2014, 09:47
- Forum: Download
- Topic: TES Skyrim 0.250
- Replies: 236
- Views: 66368
Re: TES Skyrim 0.250
OK, spent the last few days on testing the mist issue happened to me and some of SkyrimTuner's ENB users. I tested it with my own ENB with the last 0.250 update and 0.251, no good. The only solution are setting IgnoreLoadingScreen to true and disable mist effect. Then I tested with official ENB 0.25...
- 05 Feb 2014, 15:39
- Forum: Download
- Topic: TES Skyrim 0.250
- Replies: 236
- Views: 66368
Re: TES Skyrim 0.250
Wonderful, just disable it for loading screens and all will be good I think
And the last sentence in your post, I assume you mean "I'll try again to find the way to detect loading screens with bigger chance of success", correct?
And the last sentence in your post, I assume you mean "I'll try again to find the way to detect loading screens with bigger chance of success", correct?
- 05 Feb 2014, 09:18
- Forum: Download
- Topic: TES Skyrim 0.250
- Replies: 236
- Views: 66368
Re: TES Skyrim 0.250
Oh and other than this, the mist effect works like a magic for me. no artifacts seen till now:D
I don't even have to tweak anything and it looks like it was always been there. Amazing!
I don't even have to tweak anything and it looks like it was always been there. Amazing!
- 05 Feb 2014, 09:11
- Forum: Download
- Topic: TES Skyrim 0.250
- Replies: 236
- Views: 66368
Re: TES Skyrim 0.250
Well, is there anyone experiencing the bug with loading screen when mist enabled? I'm using the updated 0.250 now and this bug appeared since it was been added. It will not happen when I load a save for the first time, but if I fast-travel or get in/out somewhere, the loading screen became looking l...
- 18 Jul 2013, 00:34
- Forum: Download
- Topic: TES Skyrim 0.192
- Replies: 310
- Views: 50294
Re: TES Skyrim 0.192
The texture bug is about dds format as far as I know. Only DXT5 and RGB format are good, DXT1 and DXT3 will not work for 0.192. A knida of prove is that if a object uses multiply textures, the DXT1 or DXT3 textures would disappear while the DXT5 and RGB textures displayed properly. Personlly, I'm no...