TES V announced at last - it's Skyrim!

IIRC, the water mod just improves the way the water looks, but it still only flows in one direction. What Bethesda showed was actually flow-based, meaning that a single body of water could display multiple behaviors of flow, instead of just one. So water could run slowly at the river’s edge, but turn into a stronger current in the center. Lakes could now be still with waves at the shores. Things like that. It actually looks really good, I don’t think I’ve ever seen a water shader that could do that before.

Bumping for an answer. I’ve got all settings maxed, but my shadows are still jaggy and shit. Also, I’ll be trying some of these mouse smoothing fixes when I get home, because the mouse smoothing is really shit and I don’t know what they were thinking putting it in there. Also, it was really cool that Skyrim autodetected my 360 controller and then wouldn’t let me use the mouse until I manually disabled the controller from within the game FUCKING SERIOUSLY WHAT IS THIS EVEN

Yeah I have a controller plugged in as well and it detected it but I was still able to use the mouse even before I unchecked it.

Someone mentioned earlier something about the x and y axis not lining up. Care to explain, because the mouse is still annoying me.

First off, make sure you lower the shadow view distance if you haven’t already, because the farther you can see them the more pixellated they get. If you know that already, go into your skyrimprefs.ini and set iBlurDeferredShadowMask to 7
Here’s settings where i got them looking bearable

iBlurDeferredShadowMask=7
fShadowDistance=3000.0000
iShadowFilter=4
fInteriorShadowDistance=2000.0000
iShadowMapResolution=4096

Also, this mod is meant to fix the weird looking striping of shadows you see sometimes, but I found it makes indoor shadows a bit better, and it especially makes self shadows cast by light sources not look like 2 pixels:

https://skyrim.nexusmods.com/downloads/file.php?id=8043

Why the hell does the creation kit not support prefabs?

There’s a mod for that on workshop.

As for your other problem, I see what’s wrong: you used a 360 controller.

https://hardocp.com/article/2011/11/23/tweaking_skyrim_image_quality/4

You could try some of the tweaks in there. They do improve the quality of the shadows and such but they’re using a 580 and I’m not sure what the FPS hit would be on something like my 5870. I’ll probably try it next time I load the game up though.

Edit: Also, does Lydia have a carry limit and can she permanently die?

I didn’t like some of the remixes the guy stuck in the DF music mod, so I took the most atmospheric remixes I could find and combined it with the mod, as well as deleted the out of place ones to make it fit as well as I could with Skyrim’s default music but with a darker tone.

I made them fade in better during gameplay too.

Interesting little tidbit I discovered about the music for discovering a dungeon. If you remember Daggerfall, whenever you approached a dungeon it would play one of the more eerie tracks - and Skyrim has music for discovering dungeons which is basically the dungeon discovery sound, but in a music file. So what I did, I put one of the really quiet, eerie tracks together with the discovery sound (it fades in after) and the result - when you discover a dungeon it plays the eerie music sometimes. It makes it a little creepy when you happen upon a dungeon:

Daggerfall music mix

I didn’t touch the dungeon tracks the guy used yet, IDK if i should.

Well, with the Steam Workshop for Skyrim out and the Nexus being overwhelmed with so much user activity and success, I’m having trouble logging in. Nexus practically rejects my log in and tells me “Sorry, but we are so successful and busy right now that you need to fuck off or try again later.”

I’ve also noticed on steam every day more and more modders are joining and contributing. It’s almost getting ridiculous.

Which is good to here on both fronts. I’m glad the Nexus community has accepted Steam Workshop (why wouldn’t they) and Nexus is not a ghost town.

Messed with the shadows a bit and I think they look decent now but they’re still quite jaggy. I don’t think me having antialiasing off would affect the shadows, but perhaps it is.

I dont know but here is a badass pic: Expand to see steel sword, arrow and armor textures that follow the textures in the game. :3

Yes and yes, however if she does permanently die it’s usually your fault. (roughly 98% of the time it’s because one of your stray slashes or fireballs hits her when she’s down) The carry limit is around what the player’s is, so you shouldn’t hit it if you routinely clean her inventory out.

In my case it was because I volluntarilly murdered her in my own home. I didn’t know who she was and was like “Who the fuck is this homeless creep in my house” and slashed her to death on the spot. Only afterwards did I find realise who she was reading online, and at that point it was too late to resurrect her with the console. Oops.

It was pretty funny though.

Yeah, every once in a while she gets in the way of one of my shouts, at it usually happens when I’m doing well…

I’ve killed my husbando Stenvar several times too, when he just walks in front of my critical hits > :frowning:

Are there any mods/ini lines that can just make your follower immortal? Them only dying if you kill them is more of an annoyance than an actual game mechanic. I always just reload a save game anyway.

Isn’t there a console command to make them essential? I tried that on Ysolda once but i cant remember

I’m not sure if there’s a console command for that, but I don’t remember one from Oblivion.

You should, however, be able to mod that yourself really easy, it’s just opening the Creation Kit and checking a box in the character data.

…I think, that’s what I found when poking around, never actually did it though.

Yes, there is, “setEssential baseID essentialFlag” does just that.

However, as you can see from the signature, you need to call it on a base reference, not the in-world npc, and to get that the most convenient way, you need the script extender where you can just use “getBaseObject” on the npc instance to get the ref.

Other than that, you may look up the wiki. The fallout wikis contain almost all the important reference IDs, so I’d expect the same from the skyrim wiki.

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