User information for Kastagir

Real Name
Kastagir
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Kastagir
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Concealed by request
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April 28, 2004
Total Posts
341 (Amateur)
User ID
20761
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341 Comments. 18 pages. Viewing page 12.
Newer [  1    3  4  5  6  7  8  9  10  11  12  13  14  15  16  17  18  ] Older
2.
 
Re: NVIDIA Beta Drivers
Dec 21, 2011, 22:10
2.
Re: NVIDIA Beta Drivers Dec 21, 2011, 22:10
Dec 21, 2011, 22:10
 
Mashiki Amiketo wrote on Dec 21, 2011, 20:27:
So do these drivers finally fix the TDR problem with firefox or am I just holding my breath?

Sorry, I've never experienced a TDR in Firefox, or any TDR that wasn't related to faulty hardware, so I can't help you there.

I have noticed an increase in performance in Skyrim, however. Where before I had to run at 1920x1200 with AO and Transparency Antialiasing at preferred levels and still have acceptable performance, I can now run at my display's native resolution of 2560x1600 without the performance drop previously experienced. I don't know if this equates to a 25% improvement, but it is noticeable. I'm surprised and a little dismayed that it took Nvidia more than a month to get this driver out as a beta. Maybe it takes longer to optimize a driver for DirectX9 when your developers are accustomed to optimizing for DirectX11...
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5.
 
Re: Skyrim LLA Patch
Dec 20, 2011, 23:41
5.
Re: Skyrim LLA Patch Dec 20, 2011, 23:41
Dec 20, 2011, 23:41
 
That should be LAA, Blue, not "LLA."

Works great for me. The relative silence on the PC support forum shows that this was a successful update. Something else I think it shows is Bethesda's commitment to supporting this game with incremental updates rather than larger, infrequent, and often ineffective patches. Here's to hoping that the Bethesda team is at work on a substantial update for January that not only fixes quest bugs but also delivers on their plans to address "balance" and "exploits."

Quboid wrote on Dec 20, 2011, 23:28:
Is there any reason why you haven't used one of the mods? Native support is very much preferable of course but I used a mod to get LAA support since about day 1.

A lot of the early mods are pretty scary how inadequate they are or how the mod authors don't understand how to properly implement them. I suppose this isn't a surprise since most mod authors are using tools for older TES games in order to look at the game resources. In some cases they are changing values at random to get the results they want. On the other hand, the simpler mods are generally the best (and safest) or mods that don't rely on encrypted game resources like SkyUI. Personally, I've just started using a couple of relatively small mods that happen to require SKSE and I'm seeing no problems. I won't go near 'Script Dragon.'

Skyrim mod quality will (hopefully) improve after the Creation Kit is released. In the mean time, moderation is well advised.
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18.
 
Re: Enhanced Skyrim UI
Dec 18, 2011, 17:42
18.
Re: Enhanced Skyrim UI Dec 18, 2011, 17:42
Dec 18, 2011, 17:42
 
Ruffiana wrote on Dec 18, 2011, 13:52:
I was excited about this, but after downloading the archive from Nexus, there's too many other hoops to jump through to get it installed. I'm supposed to use the Nexus Mod tool, which requires an account with Skyrim Nexus and I need to install something called the Skyrim Script Extender.

I think I'll wait until the creation kit is released and we can have somethign that doesn't require 3rd-part software installs

The UI is written in Flash/Scaleform, so the Creation Kit will not be of any use whatsoever to those hoping to mod the UI. Development skills in Flash/Scaleform and the appropriate software is required to mod the UI. Also, Skyrim Script Extender will likely be used for hundreds of mods, just as its predecessors have. Refusing to use it for no specific reason is your choice, but denies access to some wonderful mods down the road. Even now, with SKSE you can get a mod that adds categories to containers, just like your own inventory - and SKSE is required for a mod like that - Skyrim can't support that kind of functionality without it.
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53.
 
Re: Skyrim Ships 10M;
Dec 17, 2011, 16:03
53.
Re: Skyrim Ships 10M; Dec 17, 2011, 16:03
Dec 17, 2011, 16:03
 
Jerykk wrote on Dec 17, 2011, 15:48:
The first version of SkyUI has been released and is pretty awesome. Bethesda should hire the guy to handle the PC UI for all their future games.

http://skyrimnexus.com/downloads/file.php?id=3863

More than one person has contributed. Also, only the inventory is done. The magic menu, containers menu and whatever else will have to wait for future versions, but the inventory menu shows what can be done with scaleform on the PC.

It requires SKSE and is most easily installed with Skyrim Mod Manager.
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2.
 
Re: Morning Safety Dance
Dec 12, 2011, 12:02
2.
Re: Morning Safety Dance Dec 12, 2011, 12:02
Dec 12, 2011, 12:02
 
I think rapists cause rape.
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70.
 
Re: Skyrim Patched, LAA Support Coming
Dec 8, 2011, 16:59
70.
Re: Skyrim Patched, LAA Support Coming Dec 8, 2011, 16:59
Dec 8, 2011, 16:59
 
Dades wrote on Dec 8, 2011, 16:19:
I hate using fast travel in this game, it spawns dragons too frequently because of it being tied to timescale.


Just so you know, area transition (interior to exterior) has just as much chance of spawning a dragon if the underlying criteria have been met.
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32.
 
Re: Skyrim Patched, LAA Support Coming
Dec 8, 2011, 02:18
32.
Re: Skyrim Patched, LAA Support Coming Dec 8, 2011, 02:18
Dec 8, 2011, 02:18
 
I'm also running an i7-2600k and I've never overclocked it, so it's running at the standard (3.4GHz?). I've got a GTX 580 running the game at 1920x1200 with Ultra settings, Transparency Antialiasing forced on in nVidia control panel along with High Quality AO. FXAA is disabled because I don't like the blurring. I get consistent frame rates of 60 with an occasional, momentary dips to 52 though I'm not sure what causes that. The game looks beautiful (or as beautiful as it can with stock textures). Shadows bother me only rarely - most of the time I'm busy or moving too fast to notice them.

You can call BS if you want, makes no difference to me.
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6.
 
Re: Skyrim Patched, LAA Support Coming
Dec 7, 2011, 21:58
6.
Re: Skyrim Patched, LAA Support Coming Dec 7, 2011, 21:58
Dec 7, 2011, 21:58
 
1.3.7 has been working great for me so far. But as always, I don't overclock, use mods, injectors or third party fixes. People who continue to have problems, particularly crashing, need to visit the forum thread on crashing issues to see if they can't narrow down the root cause - most likely to be hardware/drivers. Cursing at Bethesda for not supporting your configuration is not going to get the game running any faster.

I also wouldn't expect any further updates until January aside from the LAA update they plan to release next week.
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12.
 
Re: Morning Consolidation
Dec 7, 2011, 14:15
12.
Re: Morning Consolidation Dec 7, 2011, 14:15
Dec 7, 2011, 14:15
 
Silicon Avatar wrote on Dec 7, 2011, 10:24:
Given the trashy broken state that Fallout New Vegas (and every other game Obsidian has ever touched) shipped in I don't think Obsidian is a credible source of information...


I have to agree with this. And I half expect to find out in the coming months that Obsidian won't be involved in any Skyrim DLC or spinoffs of Bethesda IP. Too many people have recognized Obsidian's incompetence.

Creation Engine has plenty of flaws, so it's hard to care too much about this one. It's designed for 7 year old hardware and 9 year old DirectX libraries!
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18.
 
Re: Skyrim Creation Kit Next Month
Dec 1, 2011, 23:01
18.
Re: Skyrim Creation Kit Next Month Dec 1, 2011, 23:01
Dec 1, 2011, 23:01
 
jacobvandy wrote on Dec 1, 2011, 20:23:
Yep, I was about to say, sites like Skyrim Nexus are toast if the Steam Workshop takes off, which it will if it works well. Unless they start putting limitations on content, like prohibiting nude mods and other "mature" content or even stuff that might infringe on copyrights, etc., in which case third-party sites will stick around to pick up that slack. Though there's always the pirates, I don't know if they'll have access to Steam Workshop or not...

I'd be happy to get my mods from the Steam Workshop and never visit the Nexus again if it meant I didn't have to be bombarded with anime cosplay/schoolgirl/hentai/nudity/dancing/posing mods.
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26.
 
Re: Skyrim Patched
Dec 1, 2011, 01:43
26.
Re: Skyrim Patched Dec 1, 2011, 01:43
Dec 1, 2011, 01:43
 
I was looking forward to the interface fixes, but I'm not seeing a single thing fixed. I routinely get punted out of the barter menu despite clicking on one of the merchant's categories. Hotkeys are still broken - dual weapons get their hotkeys removed as soon as you switch to a spell. Remapping keys still fooks up derived commands that use the same keystroke. The UI doesn't update the button help if you remap a key. I'm not sure what this patch fixed. It's like a bad joke.
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33.
 
Re: Morning Consolidation
Nov 30, 2011, 20:09
33.
Re: Morning Consolidation Nov 30, 2011, 20:09
Nov 30, 2011, 20:09
 
Creston wrote on Nov 30, 2011, 19:08:
Kastagir wrote on Nov 30, 2011, 18:56:
I'm using the new patch and I'm not seeing any of these issues. My Nord has his normal frost resistance which seems to work. My armor DR definitely seems to work. And the inventory and dialog are more sensitive to the mouse cursor.

Summon a flame atronach, then cast fire at it. See if it dies. Everyone has reported that this was broken, so I somehow doubt that your version didn't get this bug.

Creston

Admittedly, I haven't gotten very far into the game so resistances haven't played a major factor for me, but I have noticed the difference (pre-1.2) in having frost resistance on my Nord and not having it on my Redguard. That said, it seemed to work when my Nord encountered a frost dragon, but I suppose the only way to know for sure would be to attain 100% resistance and see if I take any damage. I wonder how they can screw stuff up when according to the release notes they had no reason to be touching code that would affect this. I guess release notes don't tell the whole story.
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26.
 
Re: Morning Consolidation
Nov 30, 2011, 18:56
26.
Re: Morning Consolidation Nov 30, 2011, 18:56
Nov 30, 2011, 18:56
 
I'm using the new patch and I'm not seeing any of these issues. My Nord has his normal frost resistance which seems to work. My armor DR definitely seems to work. And the inventory and dialog are more sensitive to the mouse cursor. I should point out that I'm using no mods.

I think a lot of people don't realize that the INIs get rebuilt after installing the patch. If you just copy/paste or replace them with your old INI settings, problems become more likely. From what I've read on the bethsoft forums, many users are reporting serious problems, but neglecting to mention (until pressed further) that they are using mods. Some mods in particular are affecting mouse movement on the Y-axis; some are affecting the UI. I haven't encountered many dragons yet, but static (i.e. mountain peak) dragons behave as expected - that is to say they attack, fly in the correct orientation and don't fly through solid objects (including pieces of the landscape like mountains).

Skyrim is a significant shift from TES3 and TES4 in how it is updated and tied to Steam. We've grown accustomed to tweaking our INI files and assuming they're not the problem, but now that TES5 is intrinsically tied to Steam, every time the game is updated it will likely rebuild the INI files. I'm sure Bethesda does this intentionally, so everyone has a baseline to start from - a baseline that has been tested. I see a lot of people having a one kind of problem or another with this new approach - either they don't agree with it or they aren't aware of it.

The game seems to have more reliance on INI files (and the settings within) when it comes to savegames. Some settings, like uGrids, once changed become tied to the savegame. If you change this setting then later change it back, your savegames might not load if you didn't do it properly (such as making the changes in the console, saving the ini via 'saveini' and then making a new save - all before leaving the game).

The INI settings are far more numerous now. To illustrate this, backup your Skyrim.ini file, then load up your latest save. From the console, type 'saveini.' Then open the INI file and see what it looks like. (Please don't skip the backup part, as you may need to restore it just to find the settings you care about).

This comment was edited on Nov 30, 2011, 19:08.
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23.
 
Re: Morning Consolidation
Nov 30, 2011, 17:27
23.
Re: Morning Consolidation Nov 30, 2011, 17:27
Nov 30, 2011, 17:27
 
Quboid wrote on Nov 30, 2011, 17:24:
Creston wrote on Nov 30, 2011, 17:21:
Okay, maybe I'm remembering it wrong. I don't think it does both (before and after) though.

Creston

I think it auto-saves before fast travel, but after going through a door.

I think that's correct. It also has multiple autosaves, too. Whether these are rolling autosaves or a separate one each for fast travel, area transition and timed autosaves, I don't know.
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20.
 
Re: Morning Consolidation
Nov 30, 2011, 16:57
20.
Re: Morning Consolidation Nov 30, 2011, 16:57
Nov 30, 2011, 16:57
 
Ratty wrote on Nov 30, 2011, 15:23:
I played for about an hour before work this morning (5-6 AM PST - no issues). Will it do any good to play offline tonight or has the patch already been applied? Does it only patch when I restart Steam because lately I've been leaving Steam going and putting the computer in sleep mode. Haven't restarted Steam for a few days now.

I don't think the patch hit steam until just after 9am Pacific Time, so you were likely playing 1.1.21 this morning.

Creston wrote on Nov 30, 2011, 16:30:
Ruffiana wrote on Nov 30, 2011, 16:27:
Still waiting on a patch to fix the issue with selecting things in the UI. Dialogue inventory, inventory items...frequently picking the wrong thing. So far, that's impacted me more than anything else.

Very rarely I have the game crash out to desktop after fast traveling, but it auto-saves before and after traveling anyway, so only a minute or two to reload get back to where I was.

But c'mon Bethesda...get your shit together

Yeah, that's my biggest aggravation in the whole game. It makes dialogue and inventory management just a giant pain in the ass.

It only auto-saves AFTER fast-travelling, not before, afaik.

Creston

It creates an autosave from before the fast travel for me.
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10.
 
Re: Dragon Age Multiplayer Planned?
Nov 30, 2011, 12:54
10.
Re: Dragon Age Multiplayer Planned? Nov 30, 2011, 12:54
Nov 30, 2011, 12:54
 
The Dragon Age franchise is dead. Any further efforts to extend it will only serve to illustrate this fact. Way to go, Bioware!
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27.
 
Re: New NVIDIA Beta Drivers
Nov 28, 2011, 16:14
27.
Re: New NVIDIA Beta Drivers Nov 28, 2011, 16:14
Nov 28, 2011, 16:14
 
Mashiki Amiketo wrote on Nov 28, 2011, 16:09:
Verno wrote on Nov 28, 2011, 15:43:
Thanks for the correction Mashiki, shame no notes about unfucking the UI on there but oh well.
Nah no biggie, seems like the patching thing is a giant clusterfuck anyway. I've read no less than 4 articles on 4 different sites saying a variety of different things including that the PS3 patch hasn't been released, has been released, and only been released in europe. The UI, I wouldn't expect squat, though last I heard DARN is making good progress at unfucking it.

There is an effort being made by several individuals, including DarN, and their progress can be monitored here.

As he has admitted, flash is not DarN's strong suit like XML was for Oblivion/FO3/FNV, but many others have stepped in to offer their experience with flash/scaleform development.
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25.
 
Re: New NVIDIA Beta Drivers
Nov 28, 2011, 15:58
25.
Re: New NVIDIA Beta Drivers Nov 28, 2011, 15:58
Nov 28, 2011, 15:58
 
Slashman wrote on Nov 28, 2011, 15:16:
What's the ETA on the first major Skyrim Patch? Any word?

I wouldn't call this one major since they likely had a week or less to compile the fixes before sending it out for verification on the various distribution networks. I'll bet the next patch is larger, with technical, performance and quest fixes, but those take longer. I wouldn't expect the next update until around Xmas.
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23.
 
Re: New NVIDIA Beta Drivers
Nov 28, 2011, 15:35
23.
Re: New NVIDIA Beta Drivers Nov 28, 2011, 15:35
Nov 28, 2011, 15:35
 
Verno wrote on Nov 28, 2011, 15:17:
Slashman wrote on Nov 28, 2011, 15:16:
What's the ETA on the first major Skyrim Patch? Any word?

Late this week, early next week (supposedly). It's already in cert on the consoles.

Try Wednesday of this week. See here: http://www.bethblog.com/index.php/2011/11/28/skyrim-1-2-update/

Here's the list of fixes:
UPDATE 1.2 NOTES (all platforms unless specified)

Improved occasional performance issues resulting from long term play (PlayStation 3)
Fixed issue where textures would not properly upgrade when installed to drive (Xbox 360)
Fixed crash on startup when audio is set to sample rate other than 44100Hz (PC)
Fixed issue where projectiles did not properly fade away
Fixed occasional issue where a guest would arrive to the player’s wedding dead
Dragon corpses now clean up properly
Fixed rare issue where dragons would not attack
Fixed rare NPC sleeping animation bug
Fixed rare issue with dead corpses being cleared up prematurely
Skeleton Key will now work properly if player has no lockpicks in their inventory
Fixed rare issue with renaming enchanted weapons and armor
Fixed rare issue with dragons not properly giving souls after death
ESC button can now be used to exit menus (PC)
Fixed occasional mouse sensitivity issues (PC)
General functionality fixes related to remapping buttons and controls (PC)

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7.
 
Re: New NVIDIA Beta Drivers
Nov 28, 2011, 12:38
7.
Re: New NVIDIA Beta Drivers Nov 28, 2011, 12:38
Nov 28, 2011, 12:38
 
StingingVelvet wrote on Nov 28, 2011, 12:28:
Word on the Bethesda forums is that these don't really do anything for Skyrim performance, which is CPU limited and not GPU limited.

Also some weird graphical anomalies have been reported.

It's my understanding that only some elements, shadows in particular, that are CPU limited. The GPU plays a major role in determining the performance one can attain with a given level of detail.
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341 Comments. 18 pages. Viewing page 12.
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