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Showing results for tags 'render'.
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Hi everyone! I just installed all the mods in the list for the real vision ENB and got to playing. As I did I noticed my trees were being quite strange, in the distance they would look half loaded and then once I approached them they transformed into the giant trees. I'm not sure what is causing this or how to fix it but I will leave some screenshots below in hopes of this being a common enough issue! https://gyazo.com/1a357b9a657cd0f799eb74577d4f8ba5 https://gyazo.com/9ef1f4eaf59ed4c44458d18b8c6987db Load Order: https://gyazo.com/b6630e4e1677447233cb4f910ecc198f https://gyazo.com/18211c8972e9a376594b70319a8aeb2c
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If you've come across this problem, and found a solution, I could use some help. I converted my mod from an .esp to an .esm for 2 reasons. 1) It solved the grass bug issue. (This was the biggest reason.) 2) So we can create plug-ins for the mod in the future. I tried TES5Edit, Wyre Bash, and TESVSnip, all of which were the latest updated editions and all gave me the same result. The mod was complete. Everything was perfect except the floating grass bug was heavily present. Upon converting the mod to a master file, the grass bug cleared up but a new problem showed up. Some of the NPCs are not rendering. I have navmeshed the entire world by hand. That is not the issue. The packages have all been tested to great lengths. That is not the issue. I have 3 NPCs that live in the same cell. They are all supposed to leave at 8 in the a.m. to go work at the market. 2 function perfectly. The third is nowhere to be found. When I enter their home, they are not there. When I leave their home, they are now sitting at their booth in the market. I will use one NPC for example. Chubb is supposed to stand outside his front door and sweep. He is placed through the CK inside his home, as are many other NPCs nearby that do work properly. On a brand new game, no other mods running, he is not there. All I have to do is go in and out of his front door and then he immediately appears at his front stoop, sweeping and talking as intended. Some of the NPCs missing are key NPCs with quest dialogue. I have checked the mod for errors, cleaned, converted back and forth, tried previous editions of my mod, only to get the same results. The next step I took was to go in the CK and move every single NPC 1 or 2 units on their X or Y coordinate. Then I saved this as a plug-in. It worked. Every NPC showed up and rendered properly. However, with a plug-in present once again, the grass bug returned immediately. Any constructive ideas? - Junk
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I have a pretty decent system, I find the fallout 4 render distance pitiful. Mainly the terrain render distance. The textures go to s#*! 15 meters out and they take up shapes not even similiar to the ground that is normally there. I have tried tweaking the normal ini file, is there a way to up render distance by tweaking the ultra.ini file? I found these two categories I think may be helpful. [LOD]fLODFadeOutMultActors=15.0000fLODFadeOutMultItems=10.0000fLODFadeOutMultObjects=30.0000fLODFadeOutMultSkyCell=1.0000 [TerrainManager]fTreeLoadDistance=75000.0000fBlockMaximumDistance=250000.0000fBlockLevel2Distance=110000.0000fBlockLevel1Distance=90000.0000fBlockLevel0Distance=60000.0000fSplitDistanceMult=1.5000 I would mess around with them myself, but I don't want to break anything that is irreparable. Any help would be awesome!
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- performance
- distance
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So, here is the situation. I have a beefy computer that can run several graphics mods very easily, including Purity, Skyrim Flora Overhaul, SMIM and most of the aMidianborn mods and I am still not satisfied. Why am I not satisfied with being able to use all these amazing graphics and still have an amazing frame rate? There is only one reason. THE MAXIMUM RENDER DISTANCE IS TOO FRIGGIN' LOW. I had every setting regarding rendering the world and its entities as high as they could be, and still could only see a good 40-50 feet in front of me. Personally, I HATE the incredibly low quality distant terrain and LOD that the game has. I have been looking for a way to increase the render distance of all the things in my game, but so far nothing good. The only thing I have found is to go into the Skyrim.ini and edit it manually, but there are some problems with that. Nothing in my game files is actually labeled Skyrim.ini, and the ini files that do exist don't have any of the things I need to edit. I don't want to risk doing irreparable damage to my game, so this my request. Amplified Render Distance (ARD) A simple mod that utilizes an MCM menu to multiply all of the rendering options by a certain degree. For example, one could multiply all of their current settings by anything from 1 to 10. Imagine being able to see the world 10 times farther than you could before with all those graphics mods installed! If anybody could even attempt this, that would be fantastic.
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As you can see in this screenshot http://imgur.com/Z4Remi5 ,the tree's I have circled are not rendered properly at a distance, and are either not affected by the Flora overhaul, or do not have trunks, branches etc. Do you any of you have a fix for this? :smile: Ty (Mod List) Skyrim.esm=1 Update.esm=1 Dawnguard.esm=1 HearthFires.esm=1 Dragonborn.esm=1 Unofficial Skyrim Legendary Edition Patch.esp=1 Lanterns Of Skyrim - All In One - Main.esm=1 HighResTexturePack01.esp=0 HighResTexturePack02.esp=0 HighResTexturePack03.esp=0 Lucerne Weather.esp=1 RealisticWaterTwo.esp=1 SkyUI.esp=1 SkyrimConfigMenu.esp=1 RealisticWaterTwo - Legendary.esp=1 Skyrim Particle Patch for ENB - Flame Atronach Fix.esp=1 83Willows_101BUGS_V4_HighRes.esp=1 brawlbug-plugin.esp=1 dD - Enhanced Blood Main.esp=1 dD-Dragonborn-Dawnguard-EBT Patch.esp=1 dD-Reduced Wound Size.esp=1 getSnowy.esp=1 The Dance of Death - Ultimate Edition.esp=1 Cloaks.esp=1 SMIM-Merged-All.esp=1 Skyrim Flora Overhaul.esp=1 SkyRealism - Grass.esp=1 SFO - Dragonborn.esp=1 ABT - Faster Arrows Improved +75%.esp=1 ABT - Faster Bolts Improved +100%.esp=1 ABT - Recover +50% Arrows and Bolts.esp=1 Footprints.esp=1 Immersive Weapons.esp=1
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Ok guys, so I have been modding for days and have gotten my game to the point where I am pretty happy. BUT, the one thing I cannot stand that is driving me crazy is the LODs for the snowy pine trees. Does there exist LODs for these trees that does not look like cardboard!? Please someone help me, I can't stand to look at them... you can see a vertical line down the center from the face 90 degrees to you, it's just aweful. I uninstalled vurt's flora overhaul to get rid of the pine tree retexture to see what would happen but to no avail. All my other LODs look acceptable and I use TES5LODGen. Any help would be greatly appreciated! http://i.imgur.com/giCr5pW.png http://i.imgur.com/RhVJWOl.png http://i.imgur.com/03Btd0H.png
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Dear all, Recently I decided to expand the main level of Tenpenny tower for personal use. For this I am using a modified version (removing the exterior worldspace and using it as my active file) of the esp. included with Pinioncorps amazing Tenpenny penthouse. By doing this I am able to use his great assets for the rest of the tower. Everything went swell until I decided to load the mod in FO3 to do a quick test, seeing if the main shapes of the new rooms where alright. Unfortunately, for some reason it loads my additions seperately of the vanilla interior. Which, well, sucks. My additions, a new bed- and bathroom: Facing my modification ingame: Facing the vanilla part of the tower, standing inside my modification: As you can see in the last picture, some of the vanilla assets remain loaded whilst being in the new room. I would really appreciate it if anyone could help me with fixing this annoyance! :smile:
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I removed all my mods and still this problem. The ground will just not load in spots how do i fix this the ground is like a thick fog http://imgur.com/e7VOCJi
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Hey everyone, I've just started using the render window to create stuff in the CK, and have noticed a small, but annoying, issue. When in the render window (I haven't experienced this in any other CK windows) all of my selections are offset from my mouse cursor. Whatever I select is actually roughly 1cm above my cursor, and it has been rather annoying and difficult to adjust to without drastically lengthening the time it takes me to make something. I was wondering if anyone knows any fixes for this, or even if someone else is having the issues? Here's a video showing the offset in action. Cheers, Bayk.
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So, I've recently started editing the textures of some of my favourite weapons in Fallout 4. It's been a lot of fun, but it's a hassle to constantly open and re-open Fallout 4 in order to see what my new textures look like. Is there a program that makes checking these textures a quicker process? I tried using NifSkope, but it only seems to render the diffuse map! :sad: I need to see the specular and normal.
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As the title states, clouds that are supposed to be on distant mountains are fine... until I get close to them. At this point, they don't actually fade until I touch them.
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I just can't google this inquire anymore, I can't find any help out there on this question I have. I've tried quite a bit. . . even uninstalled Windows and reinstalled Windows. ( went from win 7 x64 professional to Win 7 x64 Ultimate) I tried to patch geck.exe with a program called 4Gb patcher from Nt-core utility. ( allows x86 programs to use more than 2gb of ram...) Of course, I run as administrator. and am more than qualified to run the Geck. ( in terms of ram.. ) I then tried running in compatibility mode ( Vista SP2) I've read that if you can run the game, you can run geck... well, when I launched the game for the first time, the hardware auto detection set the graphics for Ultra High Settings. which runs beautifully. Not sure that whenever I try to load a cell that contains an NPC, the geck crashes.. NVSE Installed Geck Power-up installed thats it, no mods.. Running the latest version of the game, All DLC included. Win 7 Ultimate x64 architecture 6gb of ram intel i7
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Sorry if this topic is found elsewhere already or belongs in a different section, I don't usually spend much time on forums. I am having an issue with enemy rendering distance when I launch the game through mod organizer. When I load the game through the standard skyrim launcher, I can see enemies across the room (main entrance in bleak falls barrow) as soon as it loads, but when I launch it with the SKSE from Mod Organizer, I have to walk halfway across the room before they appear. I have already tried modifying the skyrim.ini file to increase actor display range and have changed the graphics settings in the skyrim launcher to render enemies at the maximum distance. However, as the issue only comes up when launching the game from Mod Organizer, I believe that it must be something caused by one of the mods that I have loaded, but, as I really don't have any graphical enhancement mods, there are no obvious culprits. I just started a new assassin/archer/thief character and am looking forward to utilizing some of the mods that I have to sniping enemies which is impossible if the game does not render them. Thanks for your time and assistance. Additional Relevant Information: MOD LIST Achieve ThatAlternate Start - Live Another LifeApachiiSkyHairAshara Elven archer armour revisitedAuto Unequip AmmoBetter archery Eagle Eye perkCharacter - AuroraCloaks of SkyrimDawnguardDIMONIZED UNPDragonbornDuel - Combat RealismDynamic Auto Sorting SystemElemental ArrowsElven Archer Armor - UNPEnhanced Blood TexturesEpic Gameplay Overhaul - Version 2.2Familiar FacesHearthFiresHelmet Toggle - Show HideImmersive AnimationsImmersive ArmorsImmersive WeaponsInteresting NPCsJContainers - data storage frameworkNew Animation for Running with BowRaceMenuRecurve LongbowsSkyrim -Community- UncapperSkyUISounds of Skyrim - CivilizationSounds of Skyrim - The DungeonsSounds of Skyrim - The WildsSPERG - Skyrim Perk Enhancements and Rebalanced GameplaySporty Sexy Map - Athletic muscle mod CBBE UNP UNPB ADECThe Dance of Death - A Killmove ModUFO - Ultimate Follower OverhaulUnofficial Dawnguard PatchUnofficial Dragonborn PatchUnofficial Skyrim PatchWARZONES - Civil UnrestWomen of Skyrim female face texture and COMPANIONSXP32 Maximum Skeleton -XPMS SYSTEM SPECS(from HP) Product Name HP dv7-4183cl Microprocessor Intel Core i5-460M Processor 2.53GHz with Turbo Boost Technology up to 2.80 GHz Memory 6GB DDR3 System Memory (2 DIMM) Video Graphics ATI Mobility Radeon HD 5470 s Video Memory itchable graphics Hard Drive 500GB (7200RPM) Display 17.3” diagonal High Definition+ HP BrightView LED Display (1600 x 900) Power · 90W AC Adapter · 9-Cell 93WHr Lithium-Ion Battery
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- render distance
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Hi there, Im having a slight issue with modify a hat for Skyrim. The hat I am modifying is the Jingasa hat from the "Bob's Armory mod: http://skyrim.nexusmods.com/mods/12060/? I am following the instructions in this video exactly: The models appear to be fine in nifskope and theres is no apparent problem until I load up the game. The hat looks like it has been run over by a lawn mower. http://cloud-3.steampowered.com/ugc/594766568990006005/1C6257C6DE3B6781B7FBA3BAA5C8ADABB18E6E3C/ I have been searching and trying different things for a few days now but to no avail. It either shows up like that or not at all. Thanks for any help, Doomguy.
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Hey everyone! I'm hard at work on my own original weapon mod for F:NV, and now that I'm nearing the end of my mesh work in Blender 2.6, I'm wondering how to best go about getting my work into 2.49, so I can make use of the stable NifPlugin to export it over to NIFscope. What little information I've been able to gather on this, is largely anecdotal and opinions seem to vary on the best way of doing things. Some say its best to export from 2.5+ to .OBJ and then import into 2.49 - others advise simply opening the 2.5+ .blend with 2.49 and ignoring the warning message. I'd be very appreciative if those of you who have made mods with blender recently, could advise me on the best way to go about this. Would I be better of texturing in 2.6 or 2.49? What about animating? Or doing my low-poly bake? What export settings would be best suited for a weapon? As I have heard differing ones work best depending on whether you're using a skeleton or not. As I'm doing a weapon, I assume it would be best to export from 2.6 as a static mesh, and do texturing and animating in 2.49 - to avoid compatibility issues. Especially seeing as I'm aiming to make a set of custom reload animations as well. Hopefully someone can weigh in with their advice, because despite my ongoing trawls through cyberspace, I'm yet to turn up anything definitive
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I've recently got into modding and seem to be having an issue with moving objects in the Render window in the Creation Kit. Basically when I try and move an object to the right it eventually stops and will not move further right until I let go and drag again. It remains like this even if I move the object back left to where it started, it can still not move righ at all and I have to let go and click again. It only does this moving right, and it’s always to the right of my orientation. I have no idea what could be causing this and have attempted to look it up online to no avail. I feel like an idiot for being so confused by something so simple that I probably caused somehow, but I really can’t figure out what’s causing this. It's a minor thing that I can and have been ignoring but it’s really starting to bug me. Any suggestions would be greatly appreciated. This is my first time on the forums so I don't know if this is the right place to be posting this, please tell me if it isn't :smile:
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I got a fairly powerful gaming PC last month (nothing crazy, but definitely the most powerful PC I've owned), and have since been experimenting with various Skyrim mods, mainly texture packages, and have had a few recurring issues. I'm assuming it's related to my VRAM and the sheer number of textures that are attempting to render at a given time, but any information on how to resolve the issues would be appreciated. On a side note, I'm relatively new to modding and have likely made some simple mistakes, so bear with me. My PC: -Intel i5 4760K - not overclocking the CPU currently. -EVGA Superclocked NVIDIA GTX 760 with 2GB of VRAM. -8GB Memory. Mods that I'm using and think are likely causing the issues: -Syrim 2K HD Textures. -Skyrim Realistic Texture Overhaul. -Skyrim Ultra HD Textures (I used 2K HD as a base, overwrote most of the files with SRTO, and used UHD to fill in anything that was missing without overwriting the former two mods. This might be the whole problem) -Static Mesh Improvement Mod. -Beauty of Skyrim Caves and Dungeons. -More Dwemered Textures. -The "Sexy" Cities series. -aMidianBorn armor textures. -aMidianBorn weapon textures -Immersive Armors with the aMidianBorn textures. -Immersive Weapons. -Realistic Smoke and Embers -Ultra HD Fire Effects. -W.A.T.E.R. -Ruins Clutter Improved. -Flora Overhaul. I'm using a number of other mods, but they aren't necessarily texture related. The issues: -Any number of textures for landscape, interiors, and armor sometimes render as completely black. What's strange is that if I save, exit to my desktop, and start again from the same save point, all of the textures render perfectly, and continue to do so for some time. However, I inevitably hit a point where they start to render black again, and then have to quit and re-launch the game. In short, the textures render most of the time, but not all of the time. -Some textures render purple, but that mostly seems to occur with Immersive Weapons and Immersive Armors, and very rarely at that. It used to be worse, but then I unticked the Bethesda Hi-Res DLC prior to re-installing the mod textures and there are now way fewer purple textures. Other stuff: -I used have horrible problems with the game doing a CTD for apparently no reason, even after I installed SSME and created an SKSE .ini file for 1.7A. This seems to have resolved itself after I installed Sharpshooter's ENB and ENBoost as well. -I use BOSS to manage my load order. -I've used TES5edit to clean the mod files with dirty edits, including Bethesda's DLC files. -BOSS suggests using bashed patches for a number of mods, but I haven't gotten around to learning how to use WryeBash yet, and don't know if that would necessarily solve my texture rendering problems. Any and all help is appreciated. Thanks.
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Hi everyone, Im currently in the process of making a mod for skyrim. Im having issues with fading items, when your on the land i have created, everyrthing looks fine, but once your a bit away, there is a massive fade right in the middle of the 'island' so to say. What it should look like: http://i843.photobucket.com/albums/zz354/IotaxDarkside/2014-04-27_00002_zpsaee218f9.jpg What it looks like now: http://i843.photobucket.com/albums/zz354/IotaxDarkside/2014-04-27_00001_zps123f1087.jpg I've tried editing my .ini files to increase the render/fade distance and I've had no progression with it, I have also tried LOD and Fade mods of which should help improve it but again there is no fix. Does anyone know of a fix I could try? Thanks in advance.
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Recently I've encountered a problem where the texture around me, doesn't display correctly. Its fade like when viewing it from afar. After pressing esc (pause) and returning to gameplay, it usually fixes itself. But its become really annoying, every time I travel from Riverwood to say the stones, or whiterun- halfway there the path becomes blurry and the road is missing. When I first got Skyrim I didn't have this problem, but its constant. Also it seems like it has a hard time rendering cities as when I enter places like Windhelm or the worst (whiterun) the entire area freezes for a good minute, or 2. I still here noises, but I'm just stuck there. Eventually it'll unfreeze, but the npc's are missing. It'll then have lag spikes and after each spike an npc or two will appear. Waiting an hour (wait button) flashes and makes all npc's appear, most of the time. Here is my boss log for reference: and I'm pretty sure this will be asked. I hope I did that information correct. this is my first time putting my specs. So sorry if I missed something, I made sure to include the display device, as well as my computer system type. (windows 7) My gut tells me that it may be something with direct x. I have the game set on high settings, as opposed to ultra. By default my game sets the graphics to high.
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Hi guys, I was playing Fallout 3 and noticed a huge (for me anyway) game breaking issue. When inside (Capital building, some Metro tunnels) I noticed that the cell renders in "parts" for instance, I'll look through a doorway and it'll just be a wall of cyan, but I can see NPCs walking around (No walls, floors or anything has loaded or rendered). I've deleted the .ini files and used default ones but that didn't work, nor did disabling mods. I would take a screenshot but my PrtScr button gave up a while ago. Any help would be appreciated!
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To keep things short, skyrim's landscape is looking poor atm and i cannot seem to figure out why. I have had the same computer since I bought the game and skyrim used to run with no problems, and I've only been upgrading my computer since then (new graphics driver, more ram, general clean up) so I don't believe it to be my computer. But massive chunks simply aren't loading, I have to get right up next to whiterun before I can see even the outer gate. Even then the castle itself won't load. It's obviously very immersion breaking. Additionally, distant mountains have a yellow color to them (see screen shots) and have very little/poor texture quality. Any help is appreciated thanks! (ive tried tinkering with the distance settings in the skyrim menu, nothing there gets the landscape to load properly)
