TES V announced at last - it's Skyrim!

There’s an option for that in New Vegas

Your computer must be garbage. Loading screens never last more than a single second for me, unless I’ve just started up the game, in which case they might last up to (gasp) four or five.

Yeah, it loads pretty instantaneous.

Except when I have all the texture mods installed (not the official HD pack). Then every first load takes like 5x longer.

Also, not a mod for skyrim, but a mod of skyrim for something else:

https://www.youtube.com/watch?feature=player_embedded&v=ladb9yTZeJQ#!

Yeah, I have a decidedly aged computer, and my loading screens last at most 20 seconds, and thats at startup.

I hadn’t noticed. When I said it in the post that you quoted. :expressionless:

So what’s people’s favorite mods at the moment? Right now I’m running Super-ENB-RL and Skyrim Monster Mod, which is actually pretty cool. I’ve got W.A.T.E.R too, which is nice.

Oh, and if someone here doesn’t already have lush grass/lush trees, you really should try it out. I haven’t noticed a performance decrease with either lush grass or lush trees.

No mods, I just started playing.

Is there a mod that would actually smooth the shadows more? Because they look pixelated as fuck.

I got my shadows to an acceptable amount of smoothness if you want me to post my skyrimprefs.ini They still are a bit pixelated on models, but for the most part they look pretty smooth outside.

If the file is plain-text I could look at it, but I don’t want to reset my graphics settings. After a lot of tweaking it finally runs great at 5040x1050.

let me see if i can find just the shadow lines then. It hypothetically shouldn’t run any worse with those because it lowers the shadow view distance (it has to, the farther you can see them the more pixelated they become)

iShadowMapResolution=4096
fShadowBiasScale=0.1500
iShadowMaskQuarter=4
iBlurDeferredShadowMask=7
fShadowDistance=3000.0000

Those go under display, though you might want to avoid iShadowMapResolution because if you have it below that already it might decrease fps

I’ll try that, thanks.

Yeah, the shadows are terrible in this game. I did fix them a little but they still look pretty bad. Especially there’s this line on the ground like 10 feet in front of my character that is the limit of shadow lod.

I don’t think I have that line problem. Are you sure you configured your skyrimprefs.ini right?

It was there even before I edited the ini. It’s the same thing that’s in the AC games, though I’m not sure if it’s in the latest one.

The skyrim shadow system is really dumb. They are so horrendously pixelated by default if you don’t tweak it and up the blur, and reduce the view distance it makes the game look worse in regards to self shadowing.

And then there’s also that annoying line where the shadows view distance “ends”. They should have an option to turn off self shadowing on models so it doesn’t look that bad when you have a far shadow view distance, maybe in a patch or something.

I’m sure the pixelation has to do with the resolution it’s running at. It was probably optimized for 720p. I also hate how the shadows flicker whenever the time of day/sun position updates itself. Stalker CoP has perfectly smooth moving shadows like that but Skyrim’s look terrible all around.

The shadows look bad on the console versions too, it’s just an all around poor method of shadow calculation

The Creation Engine is pretty good at big picture stuff but falls short when it comes to individual features. Also let’s not forget that it’s just an improved version of the Gamebryo framework with a brand new renderer and some new features.

Yeah, I think they did a pretty good job considering it’s been the same base engine since morrowind.

I suspect the reason why they haven’t actually made a brand new engine from scratch since Oblivion is because the current file system of the engine works so well both for them and for modders that they’re afraid they can’t reproduce that in brand new code.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.