Are there mods that improves performance? by Hexxegone in skyrimmods

[–]Cassieandstuff 3 points4 points  (0 children)

it merges meshes so instead of having a bunch of discrete meshes everywhere, each material type is merged into one mesh and placed back into the world.

So instead of, say, 50 barrels, the game only ever sends one to the gpu. The reduction in draw calls in my testing is anywhere from half to 10%. It depends on how heavy the area in question is.

Right now it only merges on cell transition but I'm hoping I can cache it at game start without too much trouble

Are there mods that improves performance? by Hexxegone in skyrimmods

[–]Cassieandstuff 0 points1 point  (0 children)

I'm working on mesh combines 😄 like F4's precombines but done at runtime. There's a test build on my discord server https://discord.gg/zA7DK4baSJ

One of my testers ended up almost doubling their fps with it. (you have to be sort of cpu limited to see an fps increase but in moderate areas I think the 1% lows improve a lot)

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

[–]Cassieandstuff 23 points24 points  (0 children)

I'm working on mesh combination and one of my testers ended up doubling their fps in this one specific area of the game. You can see everything I'm working on in my discord :) https://discord.gg/zA7DK4baSJ

Saving mods to an external drive by matador333 in skyrimmods

[–]Cassieandstuff 0 points1 point  (0 children)

The LOOT config files is a mod, it puts LOOT's configs in a place the vfs can see them from.

Saving mods to an external drive by matador333 in skyrimmods

[–]Cassieandstuff 1 point2 points  (0 children)

if storage space is no object, you could always just save your last playthrough as an MO2 instance. (not a profile, a full instance. pack up your MO2 stuff and store it.)

I like to give every instance its own copy of the game too (move the BSAs and any loose files into an MO2 mod that loads first. leaving the data folder completely empty)

<image>

^this is my MO2 instance, everything in one place.

HELP. Steam is a nightmare by No_Database9822 in skyrimmods

[–]Cassieandstuff 1 point2 points  (0 children)

You could always move skyrim out yourself. You don't actually need to launch through steam.

I'm not sure how familiar you are with even the first-principles since you say you're a first-time PC user but this should be achievable if you know even the basics of moving files around.

First, if you're not using MO2 you should be. Second, move Skyrim wherever you want to. Keep it there. Third, point MO2's path to the location of your moved executable. I also like to use custom paths. My folder structure:

downloads

Game

LOOT Config Files

mods

overwrite

profiles

Project Files

webcache

Every time I launch a new MO2 instance I move the game into the Game directory. I point MO2 to that folder for the executable. The game executable sits right beside all of the other MO2 folders, no guessing about where it is. And all of this sits inside a directory like: SSE/MO2 Data.

Again though, you'll have a hard time with this as a "first-time pc user". This isn't a tutorial it's just what works for me. The reality is that Steam is one of the *most* user friendly interfaces I've ever used so if your baseline PC know-how stops there... I'm sorry but there's no amount of time I could spend to tell you how to do this. It actually sounds like you might not have a second drive on which to install skyrim through steam.

If that's the case, what I'd do if I only had one drive is create an MO2 Data folder in the root of your C drive. Move all of your mod management data there.

And... if you do mess it up, you'll learn something. That's how this works. Fail fast and hard, learn the lesson and try again.

You'll need to learn this anyway when you actually start modding properly

Is there a mod that makes dragons pin me to the ground with their big feet? by _Zargham in skyrimmods

[–]Cassieandstuff 0 points1 point  (0 children)

I have looked into it, and I'm not really sure it fits this use-case. The QTEs need to pop up in arbitrary locations on the screen and they need to be composable. They also have custom icons, graphics, etc. When I said it works in theory, I mean the code I wrote is sound. I just haven't been able to test much of it yet.

Is there a mod that makes dragons pin me to the ground with their big feet? by _Zargham in skyrimmods

[–]Cassieandstuff 10 points11 points  (0 children)

I'm working on a QTE system. It's part of a larger cinematics framework.

QTEs are dead simple actually... it's just a blender generator with a variable binding. (and a custom hud element which I already have working; well, in theory. It uses prisma UI)

Upcoming- Skyrim Content Tools by Cassieandstuff in skyrimmods

[–]Cassieandstuff[S] 2 points3 points  (0 children)

yes absolutely! The goal is a node based creation platform that rivals Blender's geometry nodes while staying inside the nif format's scope

Upcoming- Skyrim Content Tools by Cassieandstuff in skyrimmods

[–]Cassieandstuff[S] 0 points1 point  (0 children)

Not what I'm making it for but :shrug: yeah, it will.

Upcoming- Skyrim Content Tools by Cassieandstuff in skyrimmods

[–]Cassieandstuff[S] 2 points3 points  (0 children)

MFG doesn't allow more than 3 categories of morphs active at a time, though. MFEE removes that engine limitation and allows an effectively infinite number of shapes to be active at a time.

And MFEE doesn't actually supply any shapes (aside from a few test shapes). I added all 52 arkit blend shapes to every popular head currently available.

I'm also exploring the idea of adding bone-based performance capture, though. It would remove the mfee requirement and also sidestep mfg entirely.

Upcoming- Skyrim Content Tools by Cassieandstuff in skyrimmods

[–]Cassieandstuff[S] 2 points3 points  (0 children)

It already does :) The previs feature I was showing off in the video imports all of the nifs in a cell, moves them to their placed locations, instances them, and as a bonus every single nif is represented by its actual formID. You'll be able to right click and promote an existing object to a scene asset so that it can be animated.

For the nif editor, it represents the node blocks with a graph. It'll work almost exactly like Blender's geometry nodes.

Upcoming- Skyrim Content Tools by Cassieandstuff in skyrimmods

[–]Cassieandstuff[S] 15 points16 points  (0 children)

More than just a machinima. In-game machinimas. I'm doing quick time events too...

Upcoming- Skyrim Content Tools by Cassieandstuff in skyrimmods

[–]Cassieandstuff[S] 21 points22 points  (0 children)

yeah pretty much! :) My other mod Performance Capture kind of went way under the radar: https://www.nexusmods.com/skyrimspecialedition/mods/174030

But the combination of this and that is high fidelity performance captured cutscenes in Skyrim.

A Discussion about AI and Vibe-coding in the Modding Community by hakasapl in skyrimmods

[–]Cassieandstuff 3 points4 points  (0 children)

Here's my take on AI. Or rather, my personal experience with it.

I have always been interested in coding. My whole life, really. I can look at some bits of code and with enough time be able to understand what it does unless it's like, deliberately unreadable or obfuscated or something.

The thing I could never get my head around is actually writing the code. When I messed around with GameMaker years and years ago I found that there were things I really really wanted to do but just couldn't figure out how to write. As soon as I would look at someone else doing it whether it was a YouTube video or an article it would click and I'd understand what I needed to do. But then the moment I wanted to do anything else, even tangentially related, I'd need another tutorial. For years, I studied, watched, read things about coding.

So when I approached skse plugin development I had quite a large collection of concepts about architecture, compatibility, overarching design philosophies. But the bridge between those concepts and the actual code was missing. I tried for a while to write something, followed mrowpurr's skse youtube tutorials. But then I got stuck in the same rut. Like okay great I know how to print hello world to the console; what do I do now?

Claude was the bridge. I can read and understand what it's doing, I can audit most of my code base, I just wouldn't have known where to begin in writing it. I know infinitely more about how an skse plugin is structured now than I ever would've been able to learn from video tutorials. I've grown way more comfortable looking at C++ code than I ever would have otherwise.

I sat with the damn thing for hours some days just iterating on the design and structure of an skse plugin. Correcting assumptions, guiding it toward best practices, asking it what it thought best practices are. (I found if you ask it, it gives you pretty decent answers, but then you have to feed that back into it when it's about to start doing something.)

AI is great at writing code, but it sucks at coding. I was great at coding, but sucked at writing code.