The Elder Scrolls V: Skyrim Mod Discussion and News [Creation Kit released]

What do you guys use to avoid pop in? I'm walking down the road from Riverwood to the fields outside Whiterun, and it looks great with my setup. Only problem is, trees keep popping in instead of being there. Ideas?

You can't really avoid it entirely. That said, you can try to mitigate it with modifying your uGridsToLoad setting, but that can have far reaching effects including crashes and events occurring before you are near enough.
 
Is there a texture pack that looks like the vanilla textures, is higher res than the official HD pack, but not 2K? I think I used one of the 2K ones and it tanked my framerate. The official HD one doens't really look all that much better than the highest default preset, so I figured I could probably find a middle ground between that one and the one I tried last time. I have a 2GB 760.

Also, are there any good vegitation mods that just make wooded areas a bit more thick without destroying preformance? I used one once and really liked it, but I can't remember if it was really taxing or not. I just love having more thick and realistic feeling forests to explore. Kind of helps you get lost in the world more.

And is Climates of Tamriel/Skyrim (can't remember the official name) the best weather/lighting mod?

Sorry I'm so vague with my questions, it's been a while since I've looked at mods and stuff.

I'm not sure on the textures. But, Vurt's is good for vegetation. It doesn't smack my performance. And for lighting, I use Natural Lighting and Atmospherics but it's an ENB that can knock performance. Other than that, CoT is the way to go.

EDIT: NLA does weather as well, like Climates. I'd also recommend combining CoT with Realistic Lighting Overhaul or Enhanced Lighting and FX if you go that direction.

You can't really avoid it entirely. That said, you can try to mitigate it with modifying your uGridsToLoad setting, but that can have far reaching effects including crashes and events occurring before you are near enough.

I see. I figured the Better Distance Detail kinda stuff would've helped but alas. :(
 
I'm not sure on the textures. But, Vurt's is good for vegetation. It doesn't smack my performance. And for lighting, I use Natural Lighting and Atmospherics but it's an ENB that can knock performance. Other than that, CoT is the way to go.

EDIT: NLA does weather as well, like Climates. I'd also recommend combining CoT with Realistic Lighting Overhaul or Enhanced Lighting and FX if you go that direction.



I see. I figured the Better Distance Detail kinda stuff would've helped but alas. :(
Awesome, I'll look into those. Thanks!

As for your pop in issue, how close are the trees that are popping in? Are they right near you, or way off in the distance? If they're way off, I think it may be unavoidable without messing with uGridstoload (like the poster above said). If they're unusually close, then something may be effed up in your .ini or something (just a guess, not positive on that one).
 
Awesome, I'll look into those. Thanks!

As for your pop in issue, how close are the trees that are popping in? Are they right near you, or way off in the distance? If they're way off, I think it may be unavoidable without messing with uGridstoload (like the poster above said). If they're unusually close, then something may be effed up in your .ini or something (just a guess, not positive on that one).

They're kinda in between. They aren't popping up right next to me, but they're close enough to be noticable I guess.
 
They're kinda in between. They aren't popping up right next to me, but they're close enough to be noticable I guess.

Yeah, you can get stuff that looks better once it pops in, but to my knowledge the only way to affect how "early" stuff pops in is to adjust your uGridsToLoad. There is a "Stable uGridsToLoad" mod on the Nexus, so if that works (and depending on your script load, VRAM usage, etc.) you could probably avoid the crashes, but you will miss out on certain stuff.

As an example, the early quest where Aela and the Companions are taking down that giant on the farm. It's tailored to a uGridsToLoad=5, which is the default, and this allows you just enough time to see it and get there to help -- which adjusts how Aela reacts to you. At a uGridsToLoad=7 (you have to go up in odd increments), the giant is dead before you really see it, let alone have time to help. Then Aela says, "Lot of help you were," like you stood around doing nothing.

Skyrim has a bunch of events that will start once the grid loads, so that's not an isolated case.

That said, Skyrim with uGridsToLoad at high settings does let you look a lot farther before pop-in.

uGridsToLoad at 5 said:
SjliF.jpg
uGridsToLoad at 9 said:
 
Testing an early iteration of new Ayleid textures









Most of them are completely remade from scratch. Except those elaborate ornaments used for arches and whatnot. But I used an especially cool and efficient solution on the normal map for that one by upscaling it and then applying a median noise filter, which got rid of those ugly square compression artifacts that were really, really prominent in the original.
 
I really like the vanilla aylied textures, so it's good that you're keeping the vanilla look. Not sure how you can really go wrong here, since the colors and such tend to be pretty uniform throughout. Looks good.
 
Before and after shots... with Depth of Field disabled this time. Because as it turns out that is a completely counter-intuitive effect for this kind of showcase.

the aylied door design is amazing. Looks really great. I'm still impressed by how fast you've put these together.
 
Every time I google for something I get linked to GAF at some point lol.

So I picked up the game again, applied some fancy graphics mods etc and now want to do some armor modding myself. I've been trying to follow a variety of tutorials for the past few hours this evening but I always end up with the red triangle exclamation mark thingy when I put on the modded armor in-game. Is there a general rule of thumb as to what causes this? I assume it's a mesh error since otherwise the armor should just show up untextured.

What I roughly did was (3ds max 2012):
- import female base mesh 0 with skeleton
- freeze model etc
- create my custom torso part
- smooth it, skin wrap with the base mesh, create skin, delete skin wrap, add the BSD skin modifier
- unfreeze, unhide etc all
- export as nif
- put into corresponding folder in Skyrim/data

I think it's my model. If I solely export the base mesh it shows fine (minus textures). Still any active modders around who could lend me a hand?
 
Man, the number of mods available is insane.

Can anyone list something like the must-have mods? I'd like to start from scratch as I just got the legendary edition.
 
Man, the number of mods available is insane.

Can anyone list something like the must-have mods? I'd like to start from scratch as I just got the legendary edition.

You might want to start with STEP CORE or browse Skyrim Gems. Huge lists of "essential" mods.

Just Google 'em, I'd link but I'm on phone and falling asleep :P
 
I got a new SSD, how can I move my skyrim install and such? I have mod organizer so I think the mods aren't even in the main install folder. Can I move MO too?
 
Ayleid ruins are done

There's been some pretty interesting developments in Oblivion modding since Skyrim released and completely overshadowed it. In particular people seem to have gotten a lot of mileage out of the script extender functionality for visuals.

I am running with Oblivion Reloaded here which is kinda like ENB but much more heavily integrated with the game (not to mention much more performance friendly). Aside from effects like DoF, overhauled water surface etc it also overhauls the way the distant land is rendered. In addition to this I also use TES4LL which regenerates all of the LOD files to overwrite the pre-generated vanilla ones which don't look that great (and it also accounts for any mods you have while doing this). The end result is a LOD which i think looks better than the one in Skyrim even with distant land mods. Oh, and I ran across an orc in Chorrol and just found it striking how much better they look with OCO2 installed + the extra skin shader from Oblivion Reloaded.

 
Ayleid ruins are done

There's been some pretty interesting developments in Oblivion modding since Skyrim released and completely overshadowed it. In particular people seem to have gotten a lot of mileage out of the script extender functionality for visuals.

I am running with Oblivion Reloaded here which is kinda like ENB but much more heavily integrated with the game (not to mention much more performance friendly). Aside from effects like DoF, overhauled water surface etc it also overhauls the way the distant land is rendered. In addition to this I also use TES4LL which regenerates all of the LOD files to overwrite the pre-generated vanilla ones which don't look that great (and it also accounts for any mods you have while doing this). The end result is a LOD which i think looks better than the one in Skyrim even with distant land mods. Oh, and I ran across an orc in Chorrol and just found it striking how much better they look with OCO2 installed + the extra skin shader from Oblivion Reloaded.

Oblivion Reloaded is pretty great. The modder was a bit of a twat to me, but I can't argue with it being super impressive work.

Do you find TES4LL to be too performance intensive? Is there an option for lowerres yet? Last time I looked at it, it was using pretty high res LOD (which looks nice, but my computer didn't like a whole lot).
 
What is the best performing ENB in terms of not needing much power. I am limited to my Alienware Alpha and while not a bad experience, I have around 140 mods on it and maintaining around 50fps, ENBs kill it. Using Truevision right now, and using its performance preset I hover right at 35 which yeah isn't bad but not ideal either.
 
What is the best performing ENB in terms of not needing much power. I am limited to my Alienware Alpha and while not a bad experience, I have around 140 mods on it and maintaining around 50fps, ENBs kill it. Using Truevision right now, and using its performance preset I hover right at 35 which yeah isn't bad but not ideal either.

I think RealVision
 
So I was mostly successful in moving everything. Though mod organizer bugged it and I had to make a special launch thing with it and not to mention no more start menu shortcut.
 
Ugh, finally figured out that what was crashing my game was the 3.1gb VRAM limit :\ Turning off the Tamriel Reloaded HD assets fixed it. Which sucks, because I REALLY love how they look.

Modding Skyrim is a never-ending series of compromises. I really hope the next Elder Scrolls can utilize 64-bit effectively and isn't as hamstrung in scripting and ram usage.
 
Ugh, finally figured out that what was crashing my game was the 3.1gb VRAM limit :\ Turning off the Tamriel Reloaded HD assets fixed it. Which sucks, because I REALLY love how they look.

Modding Skyrim is a never-ending series of compromises. I really hope the next Elder Scrolls can utilize 64-bit effectively and isn't as hamstrung in scripting and ram usage.
Isn't there a workaround for this limit?
 
I am trying to use the Seasons of Skyrim ENB and its murdering my framerate, with it I am going from 50fps to seriously 1fps upon loading a new save. What is the deal here. I set the Perfs and Enblocal.ini as directed, so they shouldn't be a issue.
 
Agh got the itch to start a new characher again. I want to tackle draw distance and how to make it better, particularly water at a distance. Any suggestions?
 
It's not too hard. I suggest getting something like Vividian ENB from the Nexus. it comes with pretty detailed instructions of what to do.

Can it be used with mod organizer?

**Where the heck do you download ENB files? I tried enbdev.com/download_mod_tesskyrim.html but redirects to a linkless page.
 
So I finally downloaded it. Watched video installed everything. Using non of the extra mods he mentioned and I get a preparing to launch Elder Scrols V:Skyrim

This is what I get trying to add stuff to my game =(

***
Great even doing the mod organizer install didn't save me. I might have to start everything over. If so I just want to download someone's modpack and use it.

I have a I7 3770K and GTX670.

*****
Even reverting everything to back before I tried this hasn't fixed anything.
 
When I try the 1st link, it goes to the redirect page, as you said. When I try mine, it goes to the proper page.

Edit : It's the htmL on the end, that caused your re-direct.
 
Luckily in the end MO saved my butt. Just delete and installed Skyrim and everything is back to normal.

I really want to try END. I tried the Vividian and followed the tutorial step by step. And my PC can definitely handle it.

Should I try again? I don't know why it didn't work out before but I am going to copy the install folder again.
 
Luckily in the end MO saved my butt. Just delete and installed Skyrim and everything is back to normal.

I really want to try END. I tried the Vividian and followed the tutorial step by step. And my PC can definitely handle it.

Should I try again? I don't know why it didn't work out before but I am going to copy the install folder again.

Mod Organizer is great for that kind of thing. But really I'm not sure what's happening on your end. It's stalling on the load screen?

Anyway, the steps are:

1. Install ENB
- Grab the latest ENB file -- v0.266 at the time of this post-- (which it sounds like you have already)
- Take "enbhost.exe" and "d3d9.dll" from the Wrapper directory in the ENB download rar and drop them into your main Skyrim directory
- In ModOrganizer, edit your SkyrimPrefs.ini, and set the following values:

bFloatPointRenderTarget=1
bTreesReceiveShadows=1
bDrawLandShadows=1
bShadowsOnGrass=1


2. Install Vividian ENB Preset
- Download and install with Mod Organizer
- Find the folder that Mod Organizer created for you in its install directory, under mods: "Vividian ENB Install Files" or "mods/Vividian ENB - Weather and Lighting Enhancement/"
- Copy the content from the above folder to your main Skyrim installation folder

3. In ModOrganizer, edit your SkyrimPrefs.ini with the following values. NOTE that some of them (or all of them) are ALREADY in your ini file so if you just copy and paste this they may get overwritten by duplicated values. Easiest thing is to look line by line for the values below and change them if they're there, or copy+paste the line if it's not.

[Display]
bFloatPointRenderTarget=1
bTreesReceiveShadows=1
bDrawLandShadows=1
bShadowsOnGrass=1
bDeferredShadows=1
fGamma=1.0000
iMultiSample=0 // turns off the game's multi-sampling AA
bTransparencyMultisampling=0 // turns off transparency AA

[Imagespace]
bDoDepthOfField=1
iRadialBlurLevel=1


4. In the Skyrim game's normal launcher (not Mod Organizer, just the regular one), open up the options and turn of Antialiasing and Anisotropic Filtering


5. Play the game. You should see some text in the top left of the screen when the game is loading up mentioning ENB being loaded. You can use Shift+F12 to turn ENB effects on and off. You'll know it's working from the main menu because the Skyrim 3D logo's appearance will slightly change as you turn it on and off due to the ENB's preset.
 
I think it was something with ELFX (enchanced lighting and effects) or climtes of tam - I only have the sounds for CoT. But I am definetely going to try again.

Basically what was happening was the preparing to launch steam window pop up and would loop.

That's weird, I've never seen that. Good luck with your next attempt :)
 
That's weird, I've never seen that. Good luck with your next attempt :)

Now game starts and CTD. So progress. Saw END in top left and logo.

Well I giv eup. Just END game loads and CTDs so it not a mod issue wtf!

Not to mention both LOOT don't work cause Skyrim is installed in a different location (using steams built in method) so it says fail;ed to load can't find path.

Just going to save this for a second playthrough. Bah not worth losing my save.
 
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GOSH updated to 2.1

UI sounds overhauled.
Alchemy creation sound overhauled, and now plays more than 1 sound.
Ingredient gathering sounds overhauled, and now plays more than 1 sound.
Generic item looting sound overhauled, and now plays more than 1 sound.
More door sounds have been overhauled
Default medium and heavy wind loops have been replaced with new ones that should be less distracting.
Default thunder sounds have been overhauled as well as the quantity doubled for more variety (from 4 to 8).
 
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