#SaintJ Projects

1 messages · Page 2 of 1

unique prairie
#

as it is more orange

exotic belfry
#

Yeah, you're right, that thing on vanilla textures does look like rocks

junior kernel
#

top part needs more dirt on it

exotic belfry
#

but it's weird that they are there

unique prairie
junior kernel
#

I see

unique prairie
#

blended in

#

the OG texture was sorta just green everywhere

#

and most texture replacers are

#

tiling?

junior kernel
#

understandable for an old game

severe yacht
#

I probably haven't played vanilla in too long, as I'd never noticed this huhu

unique prairie
junior kernel
#

the game worst sin is weird UVs

unique prairie
#

tiling is the texture repeating many times

junior kernel
#

thankfully, MOP fixes most of them

unique prairie
#

do you mean they are too bumpy

junior kernel
#

YES

#

bumpy

unique prairie
#

normal map strength or heightmap strength?

junior kernel
#

height

#

I remember it being an eye sore on dunmer strongholds

unique prairie
#

do you have any examples? are you referring to older packs or showcases here

junior kernel
#

any reference is to your nexus mods

unique prairie
#

here lemme show you something

#

the transparency = heightmap, more transparent = lower

junior kernel
#

yours were not transparent?

unique prairie
#

same texture

#

second is from the old pack

junior kernel
#

ok I see now

#

very low transparency

#

looks like a strong normal map lol

unique prairie
#

not very low just adequately low

junior kernel
#

I get it now, this looks too strong and crunchy

unique prairie
#

just the normal maps

#

the first one is essentially a CG crime

#

I don't know how I genuinely made that texture with a straight face and released it to the public

#

it's laughable

junior kernel
#

jesus

#

waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay too strong

unique prairie
#

keep in mind this looked ok in its time

#

because of shaders

#

or lack thereof

#

we didn't have AO or parallax shadows back then

junior kernel
#

yeah, I keep forgetting most of that shit we have is relatively recent

unique prairie
#

this is it in game

#

the new wall texture

#

also keep in mind for all of my screenshots my POM intensity in the shader itself is set quite high

#

to allow for more variation

#

if you set your POM intensity very low and build your textures based on that, they will have more range between the height values but they will be very limited in bumpiness

#

so when you get a texture that SHOULD be bumpy it cannot be

#

that's why I made most of my textures fairly low bumpiness and the POM shader a bit higher

#

so that some textures can still have a a lot of depth

#

// --- Configuration ---
#define PARALLAX_USE_LOD_BASED_AO 1 // Comment this out to use Rafael's AO.
#define PARALLAX_SCALE_TERRAIN 0.08
#define PARALLAX_SCALE_OBJECTS 0.07
#define PARALLAX_BIAS 0.3
#define PARALLAX_NEUTRAL 0.5 // Heightmap value that represents the geometric surface (0.5 = bidirectional)
#define PARALLAX_SHADOW_STRENGTH_TERRAIN 4.0
#define PARALLAX_SHADOW_STRENGTH_OBJECTS 4.0
#define PARALLAX_SHADOW_STEPS 10

#

these are my POM config using LiamMello's POM

#

I only changed Parallax scale terrain and parallax scale objects

junior kernel
#

this is much better

unique prairie
#

I believe my LUA spike performance issues have been caused by procedural chatter

#

where my game would freeze and spike lua usage from 13.0 to 200-400

#

which is a ridiculous number

#

and when resting aswell

#

I don't wanna point a finger yet as I suspected this for many other mods, but as a test I removed it and the spikes stopped

#

I might be using an old version or something

#

yeah there's a new version

#

nah I downloaded the latest version, and the latest of its requirements too, and as soon as I enabled procedural chatter the lua spikes came back

#

one last test

#

gonna disable npc schedule sit down please and go home

#

I shoulda done it a while ago anyway but hey

#

nope issue persists

#

I tried disabling all experimental features, reloading lua and it still happens

#

gonna try disabling everything from the settings and reloading lua

#

fully disabling from MCM seems to do the job

#

keyword seems

#

meaning its either audio, subtitles, door transition sounds or companions

#

or something else

#

causing issues with this mod

#

ok I have identified it is the companion settings that cause my issue

#

I tried enabling only audio and subtitles, no isses

#

audio subtitles and doors, no issue other than a theorized slight increase in lua usage, no spikes tho

#

and then audio subtitles no doors companions

#

my game almost ctd when reloading lua

#

and I don't even have any companions

#

and seems to cause my game to freeze even when in settings and the game is paused

#

I'm gonna try everything enabled except companion stuff, if that has 0 issues then it's the companion stuff 100%

#

ima open a bug report

unique prairie
#

also not 100% sure about this but I'm 90% sure its procedural chatter causing it

#

actually I would say like 99%

west phoenix
#

does it spike very like 4-5s

unique prairie
#

yes

#

periodic spikes

#

in lua usage

west phoenix
#

yeah that's something going insane on one of the scanners I wonder why

unique prairie
#

to like 400

west phoenix
#

it never goes past 1.5ms or so for me

unique prairie
#

I'm not 100% sure if it's companions only but enabling it definitely tanked my lua usage

#

and the spikes became periodic

#

without it I think I experienced 1 spike which could have really been caused by anything else

west phoenix
#

I have very little else installed so I'm probably getting some leeway

unique prairie
#

therefore could be unrelated to the mod

#

or it could be the same scanner but less frequently used than the companion module

#

making it sneaky to detect

unique prairie
west phoenix
#

both the companion module and regular conversations default to 20-30s cooldown right?

unique prairie
#

yeah

unique prairie
#

with companions module it sits at 20-25 and jumps to 400 at spikes

west phoenix
#

There's some stupid inefficient code I use to try and enable guard-guard conversations (I initially blocked it but Dynamic Conversations had some so I patched it back in) that is expensive and I need to scrap till I figure out a better way to do it.

#

do you have FDU installed?

unique prairie
#

I just experienced another spike without companions module

#

565ms

#

it is probably the same scanner being used in other modules of the mod but less frequently making it very sneaky to detect

unique prairie
west phoenix
#

follower detection utils? that might be why the companion scanner is bugging out

unique prairie
#

oh

#

yes I do

#

have it

#

latest version

#

I just fully disabled from MCM and got another spike, this is bugging me

#

I'll try disabling the mod from the launcher

#

and seeing if it still has spikes

#

if it does then it's probably not this mod though it might be contributing

#

strangely after disabling from MCM it has become periodic again

west phoenix
#

are you standing in one place or moving around? The schedule generation will cause huge spikes and isn't actually gated behind the schedule relocation, it only does it once per new NPC/area though.

unique prairie
#

with companions it happens even when standing

#

havent tested if it happens when standing without it

#

or without the mod

#

only when moving around in which case it does spike

west phoenix
#

do you have zero companions but the companion dialogue files installed or no files and no companions?

unique prairie
#

no companions and no files

#

just base procedural chatter

#

rn with mod disabled in the mcm I get ridiculous spikes evey 3 seconds

#

like the game is unplayable

#

nothing in the f10 log

#

I'll check disabling in launcher now, enough of MCM

west phoenix
#

you can turn debugging on here: \ProceduralChatter_Release\scripts\ProceduralChatter\data\ScheduleConfig.lua if you want but I doubt it'll give any fascinating info

unique prairie
#

yeah and nothing I could understand

#

moving around and standing around balmora with nothing enabled

#

not even a flicker of a lua spike

#

it is either procedural chatter or procedural chatter in combo with my setup somehow

#

either way for now I'll use npc schedule go home and sit down please to prevent risk of spikes

#

it froze my game and crashed to desktop a few times with the spikes

west phoenix
#

how did you get it that insane to begin with my lua and luasync is only 0.50

unique prairie
#

0.51 occlusion build with lua unleashed latest version extreme unsandboxed

#

thats my full build

gaunt pewter
#

Listen, sometimes you've just got to use all the Lua mods. It's a burden for sure

west phoenix
#

lemme go try narsis

unique prairie
#

that's basically my setup in a nutshell

#

all the immersion lua mods

#

dunno how many I have total

gaunt pewter
#

I really tried to uninstall some but once their in there ...

unique prairie
#

either way when I finish most of these projects I have to do a serious optimization of my setup

west phoenix
#

yeah with every single procedural chatter feature enabled I range only from 0.50 to 2.5 which is a similar ratio to what you're seeing but on much smaller numbers

unique prairie
#

9-15ms baseline

unique prairie
west phoenix
#

okay loading in to it in Narsis I get an 80ms spike for the initial schedule generation for ~100 NPCs at once then after that it stays around 2-3 with everything turned on.

unique prairie
#

also I first noticed this issue while resting

#

it was especially gnarly using the dynamic wait mod

#

i only noticed after lua unleashes

west phoenix
#

about the same with everything turned off

unique prairie
#

so it could be the combo of lua unleashed and procedural chatter

west phoenix
#

There's stuf I can optimize purely based on the math and event frequency without really worrying about testing in game so I'll do that eventually

#

been like really reworking everything into a more stable foundation

unique prairie
#

floor in question

haughty otter
#

But I had the experimental features on so idk

west phoenix
#

It's reasonably intensive I think I just vastly underestimated how much other shit people had running hahaha

haughty otter
#

I also have follower detection util I now realize

west phoenix
#

Tbf that is required but I failed to Hook up the following detection to everything I moronically just did it for the actual follower component

#

So inactive followers with banter won't say anything but active followers without it will get their packages removed

#

I've just been trying to port the whole thing to use fluad htn to basically reduce conflicts between different modules so it's easier to add stuff in the future

#

But bc that will inevitably be a big enough change to introduce different bugs I haven't been pushing bug patches in the mean time

#

Schedule generation is still gonna cause stutters but I'll also try to distribute all the math and conversation stuff in the dialogue offer systems across multiple frames so it stops spiking as bad