Kexikus

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Everything posted by Kexikus

  1. Okay, so aftermarket cards are just all the non reference/FE cards. Palit and Zotac are two manufacturers of GPUs, so getting one of theirs would be a good thing.
  2. Keep in mind that in addition to the 7 mainboard USB ports, you'll probably have another 4 at the front of your computer. It's of course up to you whether or not you want more than that, I just wanted to mention it. About the GPU: I have no idea what "aftermarket cards" are supposed to be. But here's how NVidia handles GPUs: When they release a new GPU like the GTX 1080 Ti earlier this year, the first version that will be sold is the so called Founders Edition, developed completely by NVidia itself. Then, some weeks or a month later, the same GPU will be sold by other manufacturers as well. These usually have a better cooler, sometimes different ports, higher clock rates and some other tiny enhancements, but still the same chip. The thing is that NVidia sells the Founders Edition for about 100€/$/etc more than their actual recommended price for the GPU. The idea here is that the FE is just for those who really can't wait to get the new GPU but for everyone else, NVidia actually wants them to get the cheaper 3rd party GPUs. The problem is that most of these other brands then also sell their own GPU for 100€ more than NVidia's recommended price. There are some exceptions however that sell theirs for the recommended price. In any case, those "3rd party GPUs" are usually 8-10% more powerful than the FE and should be cheaper. And they're usually also more quiet and have other benefits. In short: You really don't want the FE. And people use two GPUs for more GPU power. NVidia and AMD both have their own technology for using two GPUs at the same time, called SLI and Crossfire respectively. Those two GPUs will then split the work that's usually done by only one GPU, resulting in higher framerates. But it's not like you can expect doubled framerates by using a second GPU. It's usually closer to a 50% boost and quite a few games don't actually support Multi-GPU setups. Not to mention that getting a second GPU (in your case a GTX 1080 Ti) would be a complete waste of money for the games you want to play.
  3. Some other thoughts: Your mainboard already has 2 USB 2.0 and 5 USB 3.1 ports. Do you really need more than that? And depending on whether or not you use your PC to watch movies, you could consider upgrading your DVD drive to a BR drive, but watching Blu-rays on PC really isn't a fun process so I can't exactly recommend that. It just came to my mind when I saw your parts list.
  4. Mod incompabilities? Then yeah, of course there are. Skyrim has thousands of mods and they certainly won't run all at once due to conflicts, but in my memory it was easier to just pile Skyrim mods on top of each other with the Nexus Mod Manager and they would still run just fine. For Witcher 3 it's a little more tricky when it comes to mods that modify scripts (i.e. pretty much everything that's not just textures). As there's no patcher to install these mods, you'll run into troubles as soon as two mods edit the same script. However, there's a tool called Witcher 3 Script Merger that will allow you to merge these mods into one. It works automatically most of the time but sometimes you need to manually select the script parts it should merge. And then there's also a random artificial limit on how many mods you can install at once but there seems to be a mod merger for texture mods that allows you to pack those into a single mod and thus avoid this limit. I have not tested that one yet as it wasn't around when I last moded my Witcher 3 game.
  5. All those .mod files missing sounds like you don't have TSLRCM installed which is a requirement for PartySwap as stated in it's read-me. So yeah, do a full reinstallation, install TSLRCM and then install PartySwap. And if you have TSLRCM from the Steam workshop, make sure to direct PartySwap's installer to the TSLRCM workshop directory and NOT to the default TSL installation.
  6. If it's 531W max, I'd keep the 650W or at least 600W. 750W would be total overkill though. IIRC something like 80% usage is ideal for the PSU, so that's why 600 or 650W is better here than 550W. About the SSD, OS installation and general PC building: The website you ordered from looks like it assembles the computer for you, but you might want to check that. If it doesn't come assembled, Qui-Gon Glenn is right in that it's really not that hard to build a PC from its parts by just following the instructions coming with those. However, in that case, it might still be a good idea to ask a friend who has some experience with building a PC to assist. I don't think that will be necessary though and if it comes assembled, then the OS is most likely already installed as well. They probably know that you want your OS installed on your SSD, but it wouldn't hurt to specify this in a comment added to your order. Finally the GPU: As you can see here, there's tons of different versions of the same GPU (GTX 1080 Ti in this case), so usually you choose one of those based on reviews and cost. But your website only has a general GTX 1080 Ti listed and no manufacturer with it. That could mean that they use the Founders Edition (which, btw, is the version released by NVidia itself) or that they just have one special brand they always use. I'd write them an email or something to confirm this and if it is the FE, I'd skip the GPU on their site and order a better one elsewhere. That of course takes some more time for researching which one to actually get, but should give you some more FPS and save you some money. So you could just go with whatever they install too as the GTX 1080 Ti is definetly a great GPU no matter which version you get. Oh and a final thought: In my eyes a fan controller is not really necessary, unless you specifically want to manually control your case fans. The easier and IMO sufficient way of handling case fans is to have them connected to the motherboard and set the motherboard to control their speed depending on the temperature. That's a thing of personal preference though as manual control allows for better finetuning, but I'm just too lazy to have to do that.
  7. You could easily play those games on a GTX 1080 or even a 1070 (actually, only Witcher 3 can really take advantage of these. Skyrim and the KotOR games really don't need the latest GPU generation) and an i5 core. But then again, your system here is certainly future proof. You could save some money and get the latest i5 processor instead as the i7 only offers a few % of extra fps in games, but if you need a fast processor for other applications, there's certainly nothing wrong with getting the i7. And about the GPU: Just make sure not to buy the Founders Edition, but one of the other editions as the FE is usually the least powerful and ridiculously overpriced. Not sure which one you're currently looking at, as the manufacturer is not currently in your list but as long as the reviews don't say that it's overly loud you should be fine. Other than that, my only recommendation would be to get a 500GB SSD as 250GB can fill up very fast with just the OS, some software and one or two modern games. Oh, and make sure that your power supply has actually enough power for your GPU/CPU combination. It probably has but it's better to check before ordering it. BeQuiet has a great calculator for that on their website that also works for non-beQuiet power supplies of course. And you probably don't need to buy an extra power cable. Every power supply I ever bought had one included and even if it doesn't, you can still use your current power cable.
  8. Depends on how often you want it repeated. A smooth animation should probably have 20 or more frames per second, maybe even 30 frames per second. Let's say you want the animation to take only one second and then repeat itself, you now need 30 frames in one texture. The problem here is that for KotOR, you usually want to keep the texture width and height a power of two, so let's assume that the original texture fulfills this criteria, then the number of frames per row and column has to be a power of two. I'm not quite sure if non-square textures are possible. If they are, then you could use 8x4 frames for a total of 32 frames. If not, you'd be stuck with either 4x4=16 or 8x8=64 frames. The "high quality" option of this mod uses 4096x4096 textures, so that would result in a texture size between 16384x16384 and 32768x32768 or a filesize of something like 800 and 3200MB (unless tga compression can do something about that). Animating only the waterfall would be possible with a 1024x1024 cutout from the original texture, resulting in a size of 4096x4096 to 8129x8129 or a filesize of 50 to 200MB which is somewhat realistic but would still only allow a smooth one second animation! (Note: I calculated the filesizes by simply multiplying the filesize of this mod's textures with the number of frames. I don't know if those are compressed or not and I don't know how well the tga compression handles repeated texture parts. Both of these might significantly lower the filesize.)
  9. One could add a second plane with a smaller texture that covers just the waterfall to the model and then animate this smaller texture. That would get around the huge file size issue but I'm not sure if it'd be possible to make it seamless. And you'd probably only have like 16 frames, so the animation wouldn't be very smooth and would be repeated very often. But that might still be better than a static waterfall.
  10. Yes. (And finding that in the download section really wouldn't have been that hard...)
  11. If necessary, you add the entry for dialog.tlk with TSLPatcher and then you simply edit the StringRef in the appropriate global.jrl entry. global.jrl is a standard gff file, so you can edit it with your gff-editor and then use TSLPatcher's compare function to create the installer. I don't know but I would guess that he added these strings to dialog.tlk and then changed the description to those new StringRefs. But then again, I might just be wrong about all of this.
  12. Animating a skybox texture is pretty much impossible since you need the full resolution for each frame which would result in huge file sizes that many computers and possibly even the game can't handle.
  13. It's not possible to edit dialog.tlk entries with TSLPatcher, but I'm not quite sure why. AFAIK it has something to do with the offsets and byte length of these strings that would cause troubles if the length of the new entry isn't exactly the same as the length of the original entry. But I'm pretty sure someone else can explain this better than I can.
  14. The .utc for the Bastila that joins your party in the DS ending are p_bastila001 to p_bastila006 from the module unk_m44ac. Those would have to have the new robe equiped for Bastila to wear it after joining your party. However, IIRC there was a pretty substantial bug that occured when using modified versions of this file or when having these files in the Override. If you encounter any issues after altering these files, you'll have to do some digging and maybe you can find the cause of whatever that issue was. And for her NPC appearance on the Starforge, it should be sta_bastila.utc or sta_bastila001.utc from sta_m45ac. Not quite sure which one though.
  15. Most likely it's a mod incompability. Which other mods do you have installed? List them all please and include links to their download pages.
  16. Yeah, I could just reuse the K1 skyboxes but their lighting and general feel is completely different from TSL's Dantooine so that won't work at all.
  17. The royal city of Iziz: The clouds are still very much WIP in this shot and have been changed quite a bit since I made this render, but the general look remains approximately the same. This is of course not the perspective that will be used for the actual skybox (which will be rendered from inside the city) but I wanted to have a picture of the entire city. Iziz' look and layout is inspired by the Tales of the Jedi comics with somewhat less extreme proportions while keeping the look of the buildings used in TSL.
  18. To warp the character you just need void main(){ SetGlobalBoolean("EH_WARP", TRUE); StartNewModule(<name of the ebon hawk module with quotes>, <optional waypoint tag with quotes>); } Replace <...> with the appropriate string. This will warp the player to the specified waypoint on the Ebon Hawk. If you don't specify a waypoint, it'll use the default one. The setting of the global boolean is necessary to make sure that the conversation is triggered only in this case. Replace it's name with something you like and add it to globalcat.2da Then we need to start the conversation on board the Ebon Hawk. To do that, you can either modify the OnEnter script or create your own trigger. In any case, the added script part would look something like this: object oEnter = GetEnteringObject(); object oDialogPartner = GetObjectByTag(<Add dialog partner tag with quotes>); if(oEnter == GetFirstPC() && GetGlobalBoolean("EH_WARP")) { AssignCommand(oDialogPartner, ActionStartConversation(GetFirstPC(), <dialog tag with quotes>)); SetGlobablBoolean("EH_WARP", FALSE); } This of course needs to be inside the void main() {} of either the OnEnter or the trigger script. Once again, replace the <...> with the appropriate strings and the boolean name. The two conditions are to make sure that the dialog only starts when the player enters and that it only starts when warped here with the first script.
  19. I too think that this is a great idea but I also quite liked the banter occuring while being one planets, so maybe this could be done in a way that each banter can occur both on the Ebon Hawk and randomly on planets. Of course, once it took place in one of these cases, it wouldn't appear again in the other.
  20. If I had, I would have told you But now that I did: I also have the same problem: Tons on NPCs spawning in large groups of clones. You need to add TAT17AA_ENTER as a Boolean to your globalcat.2da. Then it'll work. Makes sense that you have to do that but I don't quite get why this is the result of not adding it. I would have thought that GetGlobalBoolean returns either FALSE or an error when checking for a non existing boolean. Then the condition would either always be true, resulting in new spawns every time you enter instead of only the first one or it'd always be FALSE, resulting in no spawns. But apparently checking for a non existing boolean creates other problems...
  21. DarthParametric's suggestion sounds like a good way of finding the cause of the issue. Maybe you can just use low-poly versions of these characters instead of the standard character models. It'd still be far better than the low quality texture cut-outs.
  22. The missing "cd2" is weird but it's a mod script so it should only result in too few NPCs spawning and not too many if it's not there. Not having "old_17_enter" in your Override would have caused problems for sure as that's the vanilla OnEnter script that's required for a lot of things but that doesn't cause the spawn of too many NPCs. Whoops, I meant .utc files... The script spawns NPCs using a tag from a template. That template is a .utc file and I assume that those are not vanilla, so they must be somewhere in the mod archive, right? And without those the NPCs won't spawn on my end.
  23. I can't really test it with only the script. I'll also need the .uti files and the two scripts that are executed by this script. It might be worth checking the "cd2" script too as that could be a mod-added script as well.