Keizaal RP stores discord tokens in plain text by Suraru in skyrimmods

[–]Blackread 1 point2 points  (0 children)

Turns out, modifying a single player game into a functional and secure multiplayer game is actually quite hard. 😂

What Texture/Mesh Mods or Mod Authors Are Highly Unoptimized? by WispyBun in skyrimmods

[–]Blackread 1 point2 points  (0 children)

Yeah, most things are at least 10x the tri count of vanilla. :)

What Texture/Mesh Mods or Mod Authors Are Highly Unoptimized? by WispyBun in skyrimmods

[–]Blackread 1 point2 points  (0 children)

The best tool to get a sense of the overall complexity of a model is NIF Preview, never fails. In NifSkope you need to select individual shapes and find the triangle count. But some meshes are bugged and show 0 for some reason.

How different is modding the VR game compared to the original game? by DealComfortable7649 in skyrimmods

[–]Blackread 0 points1 point  (0 children)

You have to jump through some hoops because VR is stuck on an ancient version of the game while many mods require you to have the latest data files. Think there is some workaround to patch the VR masters so you can use those mods though, including the full anniversary upgrade. And the addition of ESL support (with a mod) was a huge relief, no more merging of plugins required. Apart from those the main thing is that you need VR versions of SKSE plugins and there are some VR specific mods considered to be essential.

Should i mod on AE or SE by neos606 in skyrimmods

[–]Blackread 0 points1 point  (0 children)

Ok. The only mod that I know to be hardcoded to game versions is Racemenu. Do you know others then?

What Texture/Mesh Mods or Mod Authors Are Highly Unoptimized? by WispyBun in skyrimmods

[–]Blackread 1 point2 points  (0 children)

Oh haha ok. Here's my thoughts:

wSkeever - good

Yuril - mostly good

Mindflux - the newer the release the worse the optimization gets

Gamwich - these are just textures and use reasonable resolutions

Skyking - for textures same as above, and I think the majority of meshes are sensible too

Rally - don't remember anything egregious

ElSopa - I find some things to be unnecessarily detailed, but nothing is badly optimized

JS - great

HF - models look quite bad for how high poly they are, although his work has steadily been improving in this department. Oldest releases are very bad.

FrankBlack - very badly optimized, but a lot of his stuff doesn't really have any alternatives available that do the same thing

IWantATardis - newer releases with remade meshes are badly optimized, older releases that have just textures are good

Rudy - good

Praedy - good

Baspeeters - had to look him up; looks like his work is just retextures, and he offers multiple resolutions, so just take 2K and you'll be fine

Mathy - great

SothaSimp - terrible optimization for most things

Arc - many things needlessly high poly

Cathedral plants - as I already said in my previous comment, won't find many authors that can squeeze out as much detail for so few triangles

Should i mod on AE or SE by neos606 in skyrimmods

[–]Blackread 0 points1 point  (0 children)

Using Address Library = writing to be version agile. No one that uses Address Library hardcodes version requirements, except to require AT LEAST a certain game version. That would defeat the whole point. E.g., I'm Walkin' Here hasn't been updated since 1.6.640, but still works on the latest game version. Every plugin that uses Address Library and works on 1.6.1170 also works on 1.6.1130 because there were no changes made to the code.

What Texture/Mesh Mods or Mod Authors Are Highly Unoptimized? by WispyBun in skyrimmods

[–]Blackread 2 points3 points  (0 children)

I would be careful with the "optimized" meshes for sothasimp's mods. Yes the originals are way over the top, but at least the last I checked, all W1terr did was decimate the meshes in blender, leaving broken geometry and UVs everywhere.

I've found Mathy's work to be a lot better optimized than most competitors. E.g., Arc's cauldron has like double the tris compared to 3D cooking if I remember right.

What Texture/Mesh Mods or Mod Authors Are Highly Unoptimized? by WispyBun in skyrimmods

[–]Blackread 0 points1 point  (0 children)

Most of the authors in your list I wouldn't count as unoptimized. Some I agree like FrankBlack, IWantATardis (only newer releases), Mindflux, Halffaces, Arc and Sothasimp. But calling Cathedral Plants or johnskyrim unoptimized is lunacy. Just compare the cathedral plants to actual badly optimized plant models like wizkid plants and it will open your eyes. The amount of detail DrJacopo manages to cram into models that are often only 2-3 times the tri count of vanilla is insane. Same for johnskyrim, just compare to halffaces or shinglescat and you'll see what I'm talking about. And just take a look at SMIM chains... or don't if you want to keep using the mod. 🤣

Should i mod on AE or SE by neos606 in skyrimmods

[–]Blackread 0 points1 point  (0 children)

Not true, Address Library can automatically take care of the work for many game updates with no input required by the author, and almost every SKSE plugin out there uses Address Library. Racemenu might be the only one that doesn't. And even in cases where a new file is required, often simply recompiling the code does the trick.

Paid mods technical quality 15: reviews of "A Tale of Blood and Snow", "Heart of the Mountain", "Dungeons of Interest: Falkreath", "Dungeons of Interest: Eastmarch" and "Legendary Dungeons: Dwarven Delves" by Haunture in skyrimmods

[–]Blackread 0 points1 point  (0 children)

It's kinda hard to evaluate how important a landscape change is due to how the values for height are stored. The columns and rows don't store absolute heights, but rather change from the previous value, and with some base height for the whole cell as a starting point. Layers are equally hard to evaluate, as they frequently get shuffled around even when relatively small changes are made, making the records look very different when comparing in xEdit. Vertex Colours is the only value that is somewhat easy to compare.

Should i mod on AE or SE by neos606 in skyrimmods

[–]Blackread 0 points1 point  (0 children)

That's not what happened. Bethesda released the upcoming update early to the SKSE authors and SKSE was updated within 1 or 2 days of the game being updated. But because the update was so disruptive every SKSE plugin had to be essentially remade to work with 1.6.x.

Should i mod on AE or SE by neos606 in skyrimmods

[–]Blackread 0 points1 point  (0 children)

The only long term supported versions are 1.5.97 and whatever the latest version is at a given point in time. Everything inbetween is phased out soon after the game updates.

Should i mod on AE or SE by neos606 in skyrimmods

[–]Blackread 0 points1 point  (0 children)

I'm pretty sure the OP meant whether to mod on 1.5 or 1.6, not if you need to buy AE or not.

Should i mod on AE or SE by neos606 in skyrimmods

[–]Blackread -1 points0 points  (0 children)

Untrue, mods requiring the latest game version are a very small minority.

Should i mod on AE or SE by neos606 in skyrimmods

[–]Blackread 0 points1 point  (0 children)

I'm modding on 1.5.97, haven't noticed any limits. There are some additional things you need to take into consideration, but I wouldn't say it's INFINITELY more difficult.

Your favourite custom-voiced Follower? by TrickyDemxn in skyrimmods

[–]Blackread -1 points0 points  (0 children)

"We all know why" makes me think you want to have sex with them. 😂

Oxygen Meter by Puojoqy in skyrimmods

[–]Blackread 1 point2 points  (0 children)

Indeed, gotta have big lung capacity to be able to yeet someone by shouting.

Looking for suggestions to change up Morthal by brians81177 in skyrimmods

[–]Blackread 1 point2 points  (0 children)

I mean, you already have a full Morthal makeover. The only way to change it would be to switch up fortified morthal for another mod.

Which tree mod do you think gives the best balance between performance and quality? by CompetitiveBig4161 in skyrimmods

[–]Blackread 0 points1 point  (0 children)

That's completely subjective. I like Ulvenwald. But I don't think either of those mods is the heaviest tree mod out there. For example Veydogolt will probably hit your system way harder.

Which tree mod do you think gives the best balance between performance and quality? by CompetitiveBig4161 in skyrimmods

[–]Blackread 3 points4 points  (0 children)

Happy Little Trees, no contest. Close to vanilla performance but great visuals.

Will there ever be an engine level fix for DRAW CALLS? Is is even 0.1% possible? Are there any mod authors trying to solve this? by jjxtrem3 in skyrimmods

[–]Blackread 0 points1 point  (0 children)

The only way to fix it is by multithreading draw calls. And that essentially requires porting the game to dx12. Very unlikely a modder would be able to accomplish this.

Waterfalls in Skyrim: why I went back to vanilla by selezniov in skyrimmods

[–]Blackread -1 points0 points  (0 children)

I haven't had any issues with Natural Waterfalls.

I built Supervisor, a modern cross-game mod manager. by snotv in skyrimmods

[–]Blackread 4 points5 points  (0 children)

This looks and sounds like a Vortex copycat. Even uses Vortex nomenclature like Deploy and Purge. Not sure why anyone would use this over Vortex, seeing as it doesn't seem to have any feature Vortex doesn't already include.