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

Fuck my Skyrim is so instable now. Validating my folder through steam didn't work, I'm now deleting all old Nexus mods and hope it fixes everything. I hate all that random crashing, shouldn't that be fixed by now..?
 
Fuck my Skyrim is so instable now. Validating my folder through steam didn't work, I'm now deleting all old Nexus mods and hope it fixes everything. I hate all that random crashing, shouldn't that be fixed by now..?
It's pretty stable right now.

If you get a load of issues, it's probably from all the mods.
 
Been using the More Rain mod, it's a really nice mod but it doesn't suit some situations.
Like:


Since it's not the modders fault that the rain goes through roof.....or is it? Hopefully someone could fix that.

Just a picture
 
It's pretty stable right now.

If you get a load of issues, it's probably from all the mods.

Thanks, deleted ever single manual mod and installed everything from Nexus mod manager or Workshop and stuff works fine now.


One thing though, I can't seem to get good results with the ENB mod from the OP. I now use the realistic settings from another guy on Steam and it looks decent. I really want to have it look like ColonialRaptor's screens though, some of them look really nice.
 
The feeling when a mod your making works how you expect it to is so good ;)

Seems the biggest problem with the kit right now is that it is prone to crashing :\
 
Just relaying what my friend said, he said it has potential but the sounds aren't processed enough in terms of echo, having some proper distant sounds etc. to create a better atmosphere. Feels a bit thrown in right now.

True, but I do think it adds a lot. I think its worth subbing and if you don't like it, just deactivate it in the data files and re-activate later on after some updates. Frankly, I think its pretty good as is.
 
Is there a good exhaustive guide out there for getting NIFs into Workshop mods? I'm a Blender user. I basically have all the tools, but I don't know how the complete pipeline is supposed to work. And on Nexus, there's a guide, but it involves deleting NIF properties and similar things because the importer doesn't seem to support some Skyrim specifics.

Am I behind the loop on that? Anybody got a good walkthrough for how to do things cleanly when wanting to, I dunno, make a laser sword or whatever?
 
Been using the More Rain mod, it's a really nice mod but it doesn't suit some situations.
Like:


Since it's not the modders fault that the rain goes through roof.....or is it? Hopefully someone could fix that.

Just a picture

I've seen it not go through all a roof before when I've tried to get cover from an ice shards storm that a dragon cast and watch as a caravan of khajit got cut to pieces by the blades of ice falling from the sky from the safety of a nearby inn's front awening, so it might just be that place.

Have you tried other under-cover areas?

Sorry guys... I know I said I wasn't going to post more screens, but I couldn't help myself. I just put ENB onto 'slow' mod and enabled Indirect Lighting and I can't believe I was so foolish as to not have it before thinking 'oh it doesn't make that much difference'.

The first two shots (even though they aren't brilliantly composed) I think are two of the best looking shots I've captured. The magic = lighting mod is so awesome. SO awesome, especially because the light isn't just stationary but it moves and flickers like flame and bends arounds even yours fingers for shadows... oh man (that's why the weird shapes in pic 2).

iKKCqcid4NSp3.jpg
ipyTUzyKHasZs.jpg
ib1Ho8NZeMFNZk.jpg
ibaQ1DByHsV5Ey.jpg
iYM65ZelYVF61.jpg
itymxp7aRFfd6.jpg
ibuIV2afs3YDmV.jpg
iOuAvngrEEkT3.jpg
i31sKByJL1js1.jpg
 
The last patch broke my Skyrim. I have a German version set to English on Steam with a few mods in the Nexus mod manager.

After the patch it showed an error message, but now Steam says that the game is currently unavailable and clicking "run Skyrim" on the manager says "Failed to launch Skyrim.exe. 1% ist keine zulässige Win 32 Anwendung".

Yeah, I want to completely deinstall the game and I hope it works afterwards. Will a copied savegame that was used with mods work with a vanilla version without problems? How to get the game modded without crashing again on the new update? Oh, and where are the characters saved, I can't find saves.

I can't say much more, my brother plays the game, I just bought it.
 
Any good mods that will make the game just run better for me? I have a dual core and a 5670, and while the game performs fine now, any improvements would be great. I checked the OP but I'm not too big into modding. Any help GAF?
 
Amazing pics Colonial.

What resolution do you have your shadows at and what ENB settings do you use? Any mods for the shadows/lighting?
 
Fuck my Skyrim is so instable now. Validating my folder through steam didn't work, I'm now deleting all old Nexus mods and hope it fixes everything. I hate all that random crashing, shouldn't that be fixed by now..?

Believe me when I say... I think I know just about all the causes in the book for random crashes now, including pretty much all of the 'off the books' conflicts, so if you need help feel free to ad me to Steam 'ColonialRaptor' and ask me about it.

I was stubborn and wanted to keep my mods even though I knew they were crashing my game (and I have over 300) so it has taken me approximately 3 weeks to go through and fine tune everything so that I have it all set up just right.

As I've said, it's an all day every day job, but I'm getting pretty in tune with everything these days.

If a modder stopped that and made rain drip from the edges of the roof realistically that would be so awesome.

There are so many things that are outside of the normal 'scope' of things in the game that I want modders to start creating. These are the things I was hoping for once the CK came out. Now of course it's only been out for a very short time, but the number of stupid additional player houses cropping up on the CK is annoying the shit out of me. Okay I get that each person wants to design their own individual house, but there must be like two or three hundred player houses or castles out there and they're all lavish with un-original ideas for item storage and item showing off. Don't get me wrong, I'm a fan of houses, but the video of Bethesda's dev team 'post launch' work has teased me too much.

Why they don't release some of those things puzzles me. I want falling leaves, and seasons, and the flowing water shader, those sorts of things should have been in the main game dammit! Those sorts of things should be creatable with the CK and I hope that people have seen that video and are creating those things themselves because the CK is what Beth used to create the game so the possibilities are whatever we want now. I only wish I knew how to do stuff and I'd crank out some really cool stuff because I have some amazing mod ideas flowing through my veins like fire.

These are just a few:

1. Improved Combat in a MEANINGFUL gameplay affecting way (think Demons Souls / Dark Souls / Witcher) if you swing and the enemy swings at the same time and your swords collide there should be a CLANG and both sides should get no damage. I don't want to just stand in front of an enemy and mash the attack button. I want to time my attacks, move left and right, swing, move left, heavy hit, clash blades and make the opponent stagger, step left and THEN chop of his head.

2. It's possible for the models to show wounds and injury (Blood on the Ice Quest, murdered bodies have gashes and wounds). I want these to appear on a body when you hit them WHERE I hit them (and on me if I get hit big enough). If I drink a potion I want to see the wound bind itself together magically and heal from the inside and I want the ability to use 'bandages'. If you don't fix the wounds I want to 'bleed' and leave a trail of blood on the snow or whatever. I want to be able to cut of limbs from the wrists, elbows, shoulders, body in half (vertically and horizontally), hips, knees, and feet.

3. They showed fighting with staves. I want THIS so badly. I want to be able to fight with staves. I want to fight with a dual ended blade staff, but I also want these staffs to have the ability to use them as magical staves as well if the player so wishes. That one shouldn't be so hard right?

4. I want an animation and character mesh system that actually 'integrates' with the world. Just look at the Uncharted games for reference. I want my character to touch the wall if I walk closely to it. Overall I want the animations expanded 1000 fold, I want each individual step to be placed on every single rock and piece of ground as if I am stepping through real rough terrain. Same with swinging an axe from my right hand side when I'm next to a wall, it should hit the wall and bounce back (positioning!!) thus my character should either swing over head, or I need to be smart enough to power attack and swing over head. However I know this is absolutely just a pipe dream.

5. Once Open Cities is up and running and working properly I wan there to be a hell of a lot more people, I want the PEOPLE of the world to 'thrive'. So, for example Belethors Goods. He trades in goods but he doesn't create anything himself so he will have to purchase it from other people. I want a working Economy to happen, so for him to re-stock will take a particular amount of time if you clean him out, but he doesn't leave the place, he has someone do it for him (that dude) and that dude goes and visits another city and comes back with the supplies - and if I want to, I can rob him along the way and he will have to go to Belethors again to get more money to buy more supplies. If I continued to rob him Belethor would go broke and I could loan him money) and eventually I could drive him out of business and when I eventually let the good through I could take a cut of everything he makes because I would have purchased his shop etc. I want the world to be lively as fuck with travellers moving in between each of the cities, trading caravans. To me, there are just not enough people around the world.

6. Is it possible for someone to make the game a 64bit program? I don't suppose so it's 32bit right down to the engine right? Being LAA doesn't make it 64bit.

So many ideas... all of the a bit ridiculous and over the top, however honestly, I think the engine is capable of all of those things I mentioned although it would take a lot of hard work.

You should GIF some of that lighting, ColonialRaptor :)

3AQmK.gif
I've never done that before, and I don't know if I can record videos, I don't know why but FRAPS and ENB do not get along, they break each other I think. But I'll give it a try, recording videos. Now there is a sweet idea. Maybe I'll try capturing my entire play session today. I just bought a new 4TB HD (that makes two 4TB now) to go along with my 5 2TB's) so I wonder how long it would take to fill it heh ;)


Amazing pics Colonial.

What resolution do you have your shadows at and what ENB settings do you use? Any mods for the shadows/lighting?

Thank you sir... It's absolutely incredible how much difference Indirect Lighting makes to SSAO. It fixed the 'black lines' in the snow problem I was having, it made EVERYTHING look so much better with regards to the lighting - there is more 'fullness' to everything now. I want to post these two a full res just to show what they look like for yall.

ibpxbgGBCQ65w0.jpg

iJ5vB3wWnJOHL.jpg


As I said, that second screen does not do it justice, it dances and flickers all around the screen. It is SO DAMN PRETTY.

Ench here are my shadow settings for you:

skyrim.ini
[display]
iShadowMapResolutionPrimary=8192
bShadowsOnGrass=1
bActorSelfShadowing=1
bUseRefractionShader=1

SkyrimPrefs.ini
[display]
iBlurDeferredShadowMask=24
fInteriorShadowDistance=3000.0000
fShadowDistance=8000.0000
iShadowMapResolutionPrimary=4096
iShadowMapResolutionSecondary=4096
iShadowMapResolution=8192
fShadowBiasScale=0.15
iShadowMaskQuarter=4
iShadowFilter=3
iShadowMode=3
bTreesReceiveShadows=1
bDrawLandShadows=1
bDrawShadows=1
bShadowMaskZPrepass=0
iShadowSplitCount=2


The only lighting mod I have is ENB which I have heavily customised for myself now but base ENB is Jasmin's DOF.
 
1. Improved Combat in a MEANINGFUL gameplay affecting way (think Demons Souls / Dark Souls / Witcher) if you swing and the enemy swings at the same time and your swords collide there should be a CLANG and both sides should get no damage. I don't want to just stand in front of an enemy and mash the attack button. I want to time my attacks, move left and right, swing, move left, heavy hit, clash blades and make the opponent stagger, step left and THEN chop of his head.

This would make the ES series so much more fun. In their current state I always buy them, play them for a few hours then stop because the combat is so bad.

I would also prefer an exp leveling system; makes doing quests more worthwhile.
 
Yeah, in the past it seems that modders don't bother touching animation. Isn't that possible to do in the CK?

A lot of the game could be incredibly deeper if there were just some new or more fleshed out animations.

I'm ignorant to the true possibilities of the CK, but if that is what Bethesda themselves used, along with Maya or w/e other programs for modelling, isn't it possible to really implement anything?
 
As of now, both.

When all mods move to Steam, it'll be workshop only.

edit: thanks colonial I'll have a look!

I see, that's how i imagined it would be for a minuite thanks.

Yeah, in the past it seems that modders don't bother touching animation. Isn't that possible to do in the CK?

A lot of the game could be incredibly deeper if there were just some new or more fleshed out animations.

I'm ignorant to the true possibilities of the CK, but if that is what Bethesda themselves used, along with Maya or w/e other programs for modelling, isn't it possible to really implement anything?

Yes, animations should now be possible with the time and skill.
 
So are you guys using Workshop & NMM both together or one or the other?

I use Mod Organiser and a mixture of everything.


Yeah, in the past it seems that modders don't bother touching animation. Isn't that possible to do in the CK?

A lot of the game could be incredibly deeper if there were just some new or more fleshed out animations.

I'm ignorant to the true possibilities of the CK, but if that is what Bethesda themselves used, along with Maya or w/e other programs for modelling, isn't it possible to really implement anything?

The CK is what Beth used to create the game therefore ANYTHING is possible - everything we saw in that preview video can be done by someone who knows what they're doing.
 
The workshop is totally broken. Not even loading.

Tried your high res shadows Colonial and it killed my framerate :lol What gfx card do you have?
 
The CK is what Beth used to create the game therefore ANYTHING is possible - everything we saw in that preview video can be done by someone who knows what they're doing.

Then I can't wait till the CK videos move passed the lego building of rooms and onto actual gameplay changes. Teach me how to implement Magicka Style Spells, How to put in the ragdoll objects, like cloth flags, clothing, and trees being knocked around (or down) by dragons and giants.

Show me how to implement things to make the world more believable, like the rain dripping off awnings.

Bethesda, pump out the knowledge faster!
 
Then I can't wait till the CK videos move passed the lego building of rooms and onto actual gameplay changes. Teach me how to implement Magicka Style Spells, How to put in the ragdoll objects, like cloth flags, clothing, and trees being knocked around (or down) by dragons and giants.

Show me how to implement things to make the world more believable, like the rain dripping off awnings.

Bethesda, pump out the knowledge faster!
This got me a bit too excited.

Walking around in Whiterun with rain dripping of roofs would be too realistic (along with a load of other mods).
 
Then I can't wait till the CK videos move passed the lego building of rooms and onto actual gameplay changes. Teach me how to implement Magicka Style Spells, How to put in the ragdoll objects, like cloth flags, clothing, and trees being knocked around (or down) by dragons and giants.

Show me how to implement things to make the world more believable, like the rain dripping off awnings.

Bethesda, pump out the knowledge faster!

That's shit you probably are gonna have to learn on you're own trial and error LOL.
 
This got me a bit too excited.

Walking around in Whiterun with rain dripping of roofs would be too realistic (along with a load of other mods).

5 years from now, our minds will be blown at what Skyrim can look and play like.

Playing Morrowind in 2008 loaded with mods was just as memorable as firing it up the first time in 2003 vanilla.
 
The CK is what Beth used to create the game therefore ANYTHING is possible - everything we saw in that preview video can be done by someone who knows what they're doing.

I have not opened the CK yet, but the case for pretty much every editor ever for all games has been that the developer always can do more. They have access to the source code.
 
I have not opened the CK yet, but the case for pretty much every editor ever for all games has been that the developer always can do more. They have access to the source code.

I think Bethesda also had access to some third party licensed stuff that they had to take out. Hence the need for SKSE.
 
So, nobody else here uses Wyre Bash (aka Wyre Smash)? Shame.

Mod(ESP) manager, mod install package manager, INI edit manager, save game manager, and screenshot manager all in one. Lojack even has plans to improve capability with the Steam workshop.

  • It makes it safe to try out new mods because it will restore everything to the way it was when you uninstall a mod
  • It makes more mods compatible with each other by importing information from different mods into a "bashed patch"
  • It allows you to exceed the 255 mod threshold by automatically merging mods for you via the "bashed patch"

Also, BOSS is "built-in", so you can sort your mods correctly with the click of a button. If there's a mod you have that isn't sorted by BOSS, report it here using the right click > BOSS report in Wyre Bash.
 
So, nobody else here uses Wyre Bash? Shame.

Mod(ESP) manager, mod install package manager, INI edit manager, save game manager, and screenshot manager all in one. Lojack even has plans to improve capability with the Steam workshop.



Also, BOSS is "built-in", so you can sort your mods correctly with the click of a button. If there's a mod you have that isn't sorted by BOSS, report it here using the right click > BOSS report in Wyre Bash.

Didn't realize bash was available for Skyrim, excellent tool thanks.
 
So now with the CK, hopefully we'll see some good Legend of Zelda mods. Yeah, there's been a few little tunic, sword, and shield mods, but I want a whole Zelda overhaul!
 
Wow... found a bunch of new mods I didn't even know about today, I think you guys will like these:

Neiheleim - The floating High Elven City

Dragon Bone Weapon Pack - FINALLY a decent looking set of Dragon Bone Weapons

Dynamic Mannequins - Buy your own Mannequins and put them where you want, they will become posable and will likely become more detailed (now THIS IS how the CK should be used). It's a simple mod but OH SO AWESOME, it's early on but I can't wait to set up Diorama's and shit.

Friends Forever - No hostile friendly fire, if you accidentally hit a follower or friend they won't attack you now. GODSEND!

Razer Scale Armor and Cannibal Mask

SMIM - Skyrim Mesh Improvement Mod - an absolute WONDER

Re-Defined Dungeons - has been finished (well, version 1 anyway) I think everyone should have this, it fixes all of those terrible horrible textures inside dungeons.


You know... I just realised that with this CK anything is possible, and considering Skyrim borders on all of the other parts of Tamriel, wouldn't it be cool if someone went crazy and decided to 'build' the rest of tamriel into the game?

I hope Bethesda decides to do that some day... perhaps the next Elstra scrolls game can be called 'Tamriel' and feature all the lands, Oblivion, Morrowind, Skyrim etc
 
Wow... found a bunch of new mods I didn't even know about today, I think you guys will like these:

Neiheleim - The floating High Elven City

Dragon Bone Weapon Pack - FINALLY a decent looking set of Dragon Bone Weapons

Dynamic Mannequins - Buy your own Mannequins and put them where you want, they will become posable and will likely become more detailed (now THIS IS how the CK should be used). It's a simple mod but OH SO AWESOME, it's early on but I can't wait to set up Diorama's and shit.

Friends Forever - No hostile friendly fire, if you accidentally hit a follower or friend they won't attack you now. GODSEND!

Razer Scale Armor and Cannibal Mask



You know... I just realised that with this CK anything is possible, and considering Skyrim borders on all of the other parts of Tamriel, wouldn't it be cool if someone went crazy and decided to 'build' the rest of tamriel into the game?

I hope Bethesda decides to do that some day... perhaps the next Elstra scrolls game can be called 'Tamriel' and feature all the lands, Oblivion, Morrowind, Skyrim etc

There will be definitely be people attempting to create other provinces for Skyrim. How successful that endeavor will be is unknown. There is Temriel Rebuilt for Morrowind which seeks to create the rest of mainland Morowind in the game (they have released sizable maps). I also know there are people that are still developing Cyrodiil and Skyrim provinces for Morrowind. For Oblivion, there is a mod that created most of Elsweyr (Deserts of Anequina). There are also a half dozen projects for several other projects (several of them incomplete never to be finished) for Oblivion.

Anyways, I am sure the same will be for Skyrim. I have already seen people begin to develop mods for other provinces, though they are mostly in the planning stages. I hope that with the workshop, it will be easier to attract the attention of large province mods that allow them to gain larger development teams. With mods, the possibilities are endless.
 
They always try this shit, but a new TES comes out in the middle of their work and they get left behind.
How many people will go back to morrowind, just to try Tamriel Rebuilt? Now if you consider the amount of work needed to do the same, on the graphical levels of Skyrim, it's just crazy. :\
 
wow!! Just went to Skyrimnexus and the site is taking an absolute hammering.
Basically says "Come back in a few minutes".

Success.
 
I'm getting crazy about the HD texture pack overriding stuff, I modified the .inis as S0N0S posted but the Dunmer still have the ugly vanilla face textures no matter what, other texture mods *seem* to be working fine but I'll need to look carefully and see. *Sigh*


Same, my ID is: D0V4HKIIN.

I'm using XCE and just copied over some textures with this mod --> Smoother face for female dark elves XCE

Here is Jenassa with a bit of a makeover that I did. I didn't want to 'glam' her up too much and tried to keep some aspect of her original character appearance. She is definitely in my top three favorite follower list and I almost always hire her at some point.

jenassa.png


EDIT: Just to clarify. I'm also using the HD pack, but I've modified my .ini file and disabled the HD esp files using NMM. Basically it allows me to override any of the HD textures with the ones I prefer to use.
 
The other day i was trying to improve the shadows to some extent. So i started tweaking the following:

[display]
fShadowDistance=4000.0000
iShadowMapResolutionPrimary=4096
iShadowMapResolutionSecondary=4096

iShadowMapResolution=2042

It didn't improve them, shadows stayed the same. Does anyone knows if it was because i didn't increased iSahadowMapResolution to 4096?

Also do i need to change the iShadowMapResolution in both Skyrim.ini and Skyrimprefs.ini?
skyrim.ini
bShadowsOnGrass=1
That variable isn't listed in the the default Skyrimprefs.ini. Does the game features shadows on grass by default or you have to insert that command for it to work? Lastly are you sure it works, a lot of .ini commands are disable no matter if you include them?
 
The other day i was trying to improve the shadows to some extent. So i started tweaking the following:

[display]
fShadowDistance=4000.0000
iShadowMapResolutionPrimary=4096
iShadowMapResolutionSecondary=4096

iShadowMapResolution=2042

It didn't improve them, shadows stayed the same. Does anyone knows if it was because i didn't increased iSahadowMapResolution to 4096?

Also do i need to change the iShadowMapResolution in both Skyrim.ini and Skyrimprefs.ini?

That variable isn't listed in the the default Skyrimprefs.ini. Does the game features shadows on grass by default or you have to insert that command for it to work? Lastly are you sure it works, a lot of .ini commands are disable no matter if you include them?

You MUST increase your shadow map res to 8192, trust me, it's not going to hurt your FPS.

If there are any options that I listed there that aren't in your default files, I'd suggest adding them, especially like grass shadows, tress shadows, actor self shadows etc.

ishadowmapresolution=8192
iShadowMaskQuarter=4
iShadowFilter=3
iShadowMode=3

Those bad boys are crucial.
 
A list of possible inclusions in the game from Beth Developers as mods (from the video).

Thought it would be cool to have it as a list... fuck, I want them all.

GameJam Video:

- Seasonal foliage and shedding leaves on trees.
- Flow-based water shaders.
- Fully animated spears.
- Magic and ranged combat slow-motion kill-cams.
- Water arrows and a Detect Life-esque "Assassin's Vision"
- Guards that re-light torches.
- Paralysis runes.
- Moving platforms and hanging structures in dungeons.
- Fast-flowing underground currents.
- Pitch-black dungeons.
- New follower customisation, commands and favoriting.
- Adoption.
- Building of your own home (with skeletal butler).
- Combining spells for new effects.
- Goblins.
- New Draugr
- Waygate fast travel.
- Skeletal horse mounts.
- Mounted combat.
- Dragon mounts.
- Soulbug familiar.
- Kinect-based Shouts.
- SSAO.
- Better underwater visuals.
- Footprints in snow.
- Verlet surfaces for non-rigid objects (which means morningstars and flabby giants).
- Fire and ice arrows.
- Werebears.
- Lycanthropy perk tree.
- Vampire feeding.
- Becoming a flying vampire lord with vampire imp minions.
- Mudcrab animation tweaks.
- A 100 foot-tall mudcrab.

Edit - it also really pisses me off that the SkyrimNexus always runs out of bandwidth, you'd think by now they would upgrade to a size that could manage the usage right? I'm a premium for life member so I should get priority also. GRR
 
You MUST increase your shadow map res to 8192, trust me, it's not going to hurt your FPS.

If there are any options that I listed there that aren't in your default files, I'd suggest adding them, especially like grass shadows, tress shadows, actor self shadows etc.

ishadowmapresolution=8192
iShadowMaskQuarter=4
iShadowFilter=3
iShadowMode=3

Those bad boys are crucial.
Colonial. i have a 1GB card and play at 1200p with 4x anti alias, i honestly don't think i can up to 8192. What video card do you have?

Also Colonial i recommend you do a quick comparison with bShadowsOnGrass=1 set to 1 and 0. I don't think that command is working.

Anyway so i didn't get the 4096 resolution for shadows because i forgot to change iShadowmapresolution to that value in both .ini files. Is that correct?
 
A list of possible inclusions in the game from Beth Developers as mods (from the video).

Thought it would be cool to have it as a list... fuck, I want them all.

Edit - it also really pisses me off that the SkyrimNexus always runs out of bandwidth, you'd think by now they would upgrade to a size that could manage the usage right? I'm a premium for life member so I should get priority also. GRR

In my experience, the site is very reliable overall. I've had few issues browsing and downloading, and I too am a premium member. 95% of the time, the site works great. Upgrading infrastructure isn't cheap, and it's hard to justify in the case of doing it just to mitigate issues during peak usage periods that last for a few moments.

That being said, Dark0ne does have plans for future upgrades to the site.
 
The only setting that matters for shadow resolution is iShadowMapResolution in SkyrimPrefs.
As i understand these ones affect the shadows also. For example,
iBlurDeferredShadowMask=3
controls how blur or sharp the shadow looks, the values that seem to work are from 5 to 1 so i don't understand how Colonial has 24 in there?

fShadowDistance=4000.0000
this one seems to be the better compromise between distance and quality.

iShadowMapResolutionSecondary=1024
iShadowMapResolutionPrimary=2048
These 2 control, to call it some way, the LOD of shadows. 1024 for the secondary works fine becaue at the distance it renders its hard to notice the low quality.

iShadowMapResolution=2048.
I have to test this one since i forgot the last time.

Confidence, Do you know if this one does something: bShadowsOnGrass=1
 
I use Mod Organiser and a mixture of everything.




The CK is what Beth used to create the game therefore ANYTHING is possible - everything we saw in that preview video can be done by someone who knows what they're doing.

I also can't LIVE without Mod Organizer. I have 314 mods and no crashes and that thing is probably the best program I have.

As for what things I want improved. I actually want something a bit different than others. I would like more programs along the lines of the NPC generator extra program the modder made. I could love some programs that made the CK easier and allow for better allocation and connection. I know that the Oblivion random dungeon generator ALMOST worked. I would die for something like that. Things that make the CK more transparent and would have some easy to use modules would be glorious.

For example I spent around 11 hours last night making just the first 3 buildings in my Dragonlance Solace mod. A city in the trees seems easy or SHOULD be. But it was so fucking hard with the arcane creation tools. Hell even their find and replace function is as basic as it could be without just not being there.
 
Top Bottom