Skyrim PC ini and console tweaks

Post » Fri May 18, 2012 8:26 pm

Does anyone know if their grass has shadows rendering on it? in particlar shadows cast by objects like trees / buildings.
I noticed after some tweaks that my grass doesnt, but can't remember whether it did by default.


http://img.photobucket.com/albums/v298/SovaLopivia/ScreenShot2.jpg of what I mean. The shadow is being cast by a building to the left of the image.


It is not enabled via tree shadow receive, or land shadowing, I have both of those enabled, as shown http://img.photobucket.com/albums/v298/SovaLopivia/ScreenShot3.jpg.

This is pretty much the only graphical thing left bugging me. :(
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Meghan Terry
 
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Post » Fri May 18, 2012 5:27 pm

Does anyone know if their grass has shadows rendering on it? in particlar shadows cast by objects like trees / buildings.
I noticed after some tweaks that my grass doesnt, but can't remember whether it did by default.


http://img.photobucket.com/albums/v298/SovaLopivia/ScreenShot2.jpg of what I mean. The shadow is being cast by a building to the left of the image.


It is not enabled via tree shadow receive, or land shadowing, I have both of those enabled, as shown http://img.photobucket.com/albums/v298/SovaLopivia/ScreenShot3.jpg.

This is pretty much the only graphical thing left bugging me. :(

This is not tested, it's just an idea. Try adding one of the following to skyrimprefs.ini under [Display]

bGrassReceiveShadows=1

Or

bDrawGrassShadows=1
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JLG
 
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Post » Fri May 18, 2012 11:38 pm

It's not a new engine, at least as far as I can tell. In fact in comparing Cyrodil to Skyrim something I've noticed is that the markers are by and large in the same places for the cities. The two look remarkably similar to each other (if you flip the Skyrim map upside down for example and compare to Cyrodil). In fact I'd say it's a dumbed down version of Oblivion with some redone texture maps and some changes in game mechanics (many for the worse). It still even uses the ESM and ESP system. If it is a new system I'd say it's like Pathfinder to D&D 3.5, essentially the same with some tweaks.
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herrade
 
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Post » Fri May 18, 2012 7:08 pm

It's not a new engine, at least as far as I can tell. In fact in comparing Cyrodil to Skyrim something I've noticed is that the markers are by and large in the same places for the cities. The two look remarkably similar to each other (if you flip the Skyrim map upside down for example and compare to Cyrodil). In fact I'd say it's a dumbed down version of Oblivion with some redone texture maps and some changes in game mechanics (many for the worse). It still even uses the ESM and ESP system. If it is a new system I'd say it's like Pathfinder to D&D 3.5, essentially the same with some tweaks.
You must know nothing about computer science, or maybe you have bad eyes. did look at the very far LOD technology, and the directional water animation textures, the flash based UI programing, and the amazing cloud and fog particle effects. The massive bounds that very far distance LOD quality has taken between OB and Skyrim, and the amount of geometry rendered (jagged cliffs & rock faces is enough to show that theyh have by far improved the efficiency of their rendering functions.
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Ezekiel Macallister
 
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Post » Fri May 18, 2012 11:55 am

This FOV method seems to stick. Work for me at least. (Taken from NeoGaf)


Step 1) Add the following to the MyDocuments Skyrim.ini under [Display]

fDefaultWorldFOV=XX
fDefault1stPersonFOV=XX.0000

Step 2) Add the following to the MyDocuments SkyrimPrefs.ini under [General]

fdefaultfov=XX

Step 3) Load up your game

Step 4) Set FOV using the console to the XX value you used in your .ini's

Step 5) Save

Step 6) Quit

Step 7) Reload your game via the save you just made and verify the fov is now correct!



Thank you, this seems to work.
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BaNK.RoLL
 
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Post » Sat May 19, 2012 2:19 am

You must know nothing about computer science, or maybe you have bad eyes. did look at the very far LOD technology, and the directional water animation textures, the flash based UI programing, and the amazing cloud and fog particle effects. The massive bounds that very far distance LOD quality has taken between OB and Skyrim, and the amount of geometry rendered (jagged cliffs & rock faces is enough to show that theyh have by far improved the efficiency of their rendering functions.

That may be true, still, it's not a new engine. Enhanced by all means, but still Gamebryo in its core.
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Matthew Barrows
 
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Post » Fri May 18, 2012 12:09 pm

200+ posts
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Blackdrak
 
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