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[KSP 1.6.1] Stock Visual Enhancements [v1.4.1] [20 March 2019]


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1 hour ago, eberkain said:

What should I do if I want to use this without scatterer?  It seems to work ok as is, but are there any config changes I should make?  

Nope, no changes are necessary. Just don’t install scatterer.

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  • 2 weeks later...
On 12/10/2017 at 6:04 PM, J534 said:

Hi Everyone,

When I install SVE it doesn't seem like much has been changed. Then from the space center I get a little white box in the corner and if I click on it I get a series of error looking messages. See screenshot. If I delete EVE then the error messages go away but I'll also upload a screenshot of what the textures look like at about 185km up. Just seems like its the same texture as before and still a bit blocky. If I reinstall Eve without the configs the image at 185km is about the same but there is a cloud layer on top of the image and cities lit up on the dark side of the planet.

Screenshot at 185km93T8M0i.png

 

Screenshot with error messagesUVOa8oo.png

I'm getting the same problem:

ygDsUBV.png

m4VCVg3.png

9YWJKxp.png

Gamedata folder: 

r7BlNyZ.png

Output.log: https://drive.google.com/file/d/1pa1oB_oXR85IUhkyXaicT30TD7g2-uZt/view?usp=sharing

 

Maybe CKAN has installed incorrectly, missing some of the config files?

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I'm trying to learn how to work with the .cfgs for clouds, on my older laptop. I've run into a weird problem, early on, that I cannot figure out. 

Here's what I'm trying to do; I want to take the aurora layers from SVE and add them to the stock E.V.E. .cfgs, so I put the SVE textures folder in it's normal location (GameData>StockVisualEnhancements>Textures) and then added the associated objects to the clouds.cfg in the boulderCo folders (shown in spoiler bellow). I also added the object for the duna dustorms. 

Now the problem is that it only works on kerbin. None of the other planets that I added anything to got anything added to them, except kerbin, which did get the extra cloud layer, and the aurora layer added to it just fine. Anyone know what I did wrong?

Ping: @Galileo

Spoiler
EVE_CLOUDS
{
	OBJECT
	{
		name = Kerbin-Auroras
		body = Kerbin
		altitude = 22000
		speed = 0,100,0
		detailSpeed = 0,1000,0
		settings
		{
			_DetailScale = 6
			_UVNoiseScale = 0.3
			_UVNoiseStrength = 0.02
			_UVNoiseAnimation = 0.1,0.35
			_Color = 255,255,255,150
			_DistFadeVert = 1E-02
			_DetailDist = 1E-09
			_MainTex
			{
				value = StockVisualEnhancements/Textures/Aurora
			}
			_DetailTex
			{
				value = StockVisualEnhancements/Textures/AuroraDetail
			}
			_UVNoiseTex
			{
				value = StockVisualEnhancements/Textures/uvnoise1
			}
		}
		layer2D
		{
			macroCloudMaterial
			{
				_MinLight = 0.55
			}
		}
	}
	OBJECT
	{
		name = Kerbin-MainClouds
		body = Kerbin
		altitude = 4000
		speed = 0,20,0
		settings
		{
			_DetailScale = 10
			_DistFadeVert = 3.99999E-05
			_UVNoiseAnimation = 0.2,0.2
			_UVNoiseStrength = 0.0001600001
			_Color = 255,255,255,300
			_DetailDist = 2E-06
			_UVNoiseScale = 0.0039999998
			_MainTex
			{
				value = StockVisualEnhancements/Textures/kerbin1
			}
			_DetailTex
			{
				value = StockVisualEnhancements/Textures/DetailLow
			}
			_UVNoiseTex
			{
				value = StockVisualEnhancements/Textures/uvnoise1
			}
		}
		layer2D
		{
			macroCloudMaterial
			{
				_FalloffScale = 10
				_RimDist = 0.001
				_FalloffPow = 0.7
				_InvFade = 0.02
			}
			shadowMaterial
			{
				_ShadowFactor = 0.35
			}
		}
		layerVolume
		{
			area = 15000,3
			noiseScale = 1.2,1.2,90
			followDetail = True
			size = 5000,2
			rotationSpeed = 0.0010000001
			particleMaterial
			{
				_Tex = StockVisualEnhancements/Textures/particle/rgb
				_BumpMap = StockVisualEnhancements/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_MinLight = 0.0
				_InvFade = 0.008
			}
		}
	}
	OBJECT
	{
		name = Kerbin-clouds1
		body = Kerbin
		altitude = 9000
		detailSpeed = 0,6,0
		settings
		{
			_DetailTex = BoulderCo/Atmosphere/Textures/detail1
			_DetailScale = 30
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_MainTex
			{
				value = BoulderCo/Atmosphere/Textures/fair
				type = CubeMap
			}
		}
		layer2D
		{
			shadowMaterial
			{
			}
			macroCloudMaterial
			{
				_DetailDist = 2E-06
			}
		}
		layerVolume
		{
			maxTranslation = 100,200,100
			size = 2000,2.2
			area = 18000,4
			noiseScale = 1.2,1.3,90
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
			}
		}
	}
	OBJECT
	{
		name = Laythe-Auroras
		body = Laythe
		altitude = 8000
		speed = 0,100,0
		detailSpeed = 0,1000,0
		settings
		{
			_DetailScale = 6
			_UVNoiseScale = 0.3
			_UVNoiseStrength = 0.02
			_UVNoiseAnimation = 0.1,0.35
			_Color = 50,150,255,150
			_DistFadeVert = 1E-02
			_DetailDist = 1E-09
			_MainTex
			{
				value = StockVisualEnhancements/Textures/Aurora
			}
			_DetailTex
			{
				value = StockVisualEnhancements/Textures/AuroraDetail
			}
			_UVNoiseTex
			{
				value = StockVisualEnhancements/Textures/uvnoise1
			}
		}
		layer2D
		{
			macroCloudMaterial
			{
				_MinLight = 1
			}
		}
	}
	OBJECT
	{
		name = Laythe-clouds1
		body = Laythe
		altitude = 6000
		detailSpeed = 0,6,0
		settings
		{
			_DetailTex = BoulderCo/Atmosphere/Textures/detail1
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_DetailScale = 20
			_Color = 102,102,153,255
			_MainTex
			{
				value = BoulderCo/Textures/cube
				type = AlphaCubeMap
			}
		}
		layer2D
		{
			shadowMaterial
			{
			}
			macroCloudMaterial
			{
				_DetailDist = 2E-06
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 0,100,0
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
			}
		}
	}
	OBJECT
	{
		name = Duna-clouds1
		body = Duna
		altitude = 8000
		detailSpeed = 0,6,0
		settings
		{
			_DetailTex = BoulderCo/Atmosphere/Textures/detail1
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_UVNoiseScale = 0.05
			_UVNoiseStrength = 0.005
			_UVNoiseAnimation = 0.5,0.02
			_DetailScale = 20
			_Color = 150,150,150,255
			_MainTex
			{
				value = BoulderCo/Textures/cube
				type = AlphaCubeMap
				alphaMask = ALPHAMAP_G
			}
		}
		layer2D
		{
			shadowMaterial
			{
			}
			macroCloudMaterial
			{
				_DetailDist = 2E-06
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 0,100,0
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
			}
		}
	}
	OBJECT
	{
		name = Duna-DustStorms
		body = Duna
		speed = 0,75,0
		altitude = 2001
		detailSpeed = 0,300,0
		killBodyRotation = True
		settings
		{
			_MainTex = StockVisualEnhancements/Textures/duststorms
			_DetailTex = StockVisualEnhancements/Textures/detail1
			_DetailScale = 2
			_DistFadeVert = 4E-05
			_Color = 85,37,17,255
		}
		layerVolume
		{
			visibleRange = 10000
			rotationSpeed = 0.0025000001
			maxTranslation = 100,200,100
			area = 2000,2
			followDetail = True
			size = 4000,2
			particleMaterial
			{
				_Tex = StockVisualEnhancements/Textures/particle/rgb
				_BumpMap = StockVisualEnhancements/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_MinLight = 0.0
				_Opacity = 1.25
				_MinScatter = 1.5
			}
		}
	}
	OBJECT
	{
		name = Eve-Auroras
		body = Eve
		altitude = 9201
		speed = 0,100,0
		detailSpeed = 0,1000,0
		settings
		{
			_DetailScale = 6
			_UVNoiseScale = 0.3
			_UVNoiseStrength = 0.02
			_UVNoiseAnimation = 0.1,0.35
			_Color = 755,50,500,80
			_DistFadeVert = 1E-02
			_DetailDist = 1E-09
			_MainTex
			{
				value = StockVisualEnhancements/Textures/Aurora
			}
			_DetailTex
			{
				value = StockVisualEnhancements/Textures/AuroraDetail
			}
			_UVNoiseTex
			{
				value = StockVisualEnhancements/Textures/uvnoise1
			}
		}
		layer2D
		{
			macroCloudMaterial
			{
				_MinLight = 0.75
			}
		}
	}
	OBJECT
	{
		name = Eve-clouds1
		body = Eve
		altitude = 4000
		speed = 0,90,0
		detailSpeed = 0,6,0
		offset = 0,0,0
		settings
		{
			_MainTex = BoulderCo/Atmosphere/Textures/eve1
			_DetailTex = BoulderCo/Atmosphere/Textures/detaileve1
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_DetailScale = 120
			_DistFade = 1
			_DistFadeVert = 4E-05
			_Color = 80,55,111,255
			_DetailDist = 2E-06
		}
		layer2D
		{
			shadowMaterial
			{
			}
			macroCloudMaterial
			{
				_FalloffPow = 2
				_FalloffScale = 3
				_DetailDist = 2E-06
				_RimDist = 0.0001
				_RimDistSub = 1.01
				_InvFade = 0.008
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 0,100,0
			area = 24000,4
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_InvFade = 0.008
			}
		}
	}
	OBJECT
	{
		name = Eve-clouds2
		body = Eve
		altitude = 6000
		speed = 0,80,0
		detailSpeed = 0,6,0
		offset = 0,0,0
		settings
		{
			_MainTex = BoulderCo/Atmosphere/Textures/eve1
			_DetailTex = BoulderCo/Atmosphere/Textures/detaileve1
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_DetailScale = 120
			_DistFade = 1
			_DistFadeVert = 4E-05
			_Color = 80,55,111,255
			_DetailDist = 2E-06
		}
		layer2D
		{
			macroCloudMaterial
			{
				_FalloffPow = 2
				_FalloffScale = 3
				_DetailDist = 2E-06
				_RimDist = 0.0001
				_RimDistSub = 1.01
				_InvFade = 0.008
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 0,100,0
			area = 24000,4
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_InvFade = 0.008
			}
		}
	}
	OBJECT
	{
		name = Eve-clouds3
		body = Eve
		altitude = 8000
		speed = 0,70,0
		detailSpeed = 0,6,0
		offset = 0,0,0
		settings
		{
			_MainTex = BoulderCo/Atmosphere/Textures/eve1
			_DetailTex = BoulderCo/Atmosphere/Textures/detaileve1
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_DetailScale = 120
			_DistFade = 1
			_DistFadeVert = 4E-05
			_Color = 80,55,111,255
			_DetailDist = 2E-06
		}
		layer2D
		{
			shadowMaterial
			{
			}
			macroCloudMaterial
			{
				_FalloffPow = 2
				_FalloffScale = 3
				_DetailDist = 2E-06
				_RimDist = 0.0001
				_RimDistSub = 1.01
				_InvFade = 0.008
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 0,100,0
			area = 24000,4
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_InvFade = 0.008
			}
		}
	}
	OBJECT
	{
		name = Eve-clouds4
		body = Eve
		altitude = 10000
		speed = 0,60,0
		detailSpeed = 0,6,0
		offset = 0,0,0
		settings
		{
			_MainTex = BoulderCo/Atmosphere/Textures/eve1
			_DetailTex = BoulderCo/Atmosphere/Textures/detaileve1
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_DetailScale = 120
			_DistFade = 1
			_DistFadeVert = 4E-05
			_Color = 80,55,111,255
			_DetailDist = 2E-06
		}
		layer2D
		{
			macroCloudMaterial
			{
				_FalloffPow = 2
				_FalloffScale = 3
				_DetailDist = 2E-06
				_RimDist = 0.0001
				_RimDistSub = 1.01
				_InvFade = 0.008
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 0,100,0
			area = 24000,4
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_InvFade = 0.008
			}
		}
	}
	OBJECT
	{
		name = Eve-clouds5
		body = Eve
		altitude = 12000
		speed = 0,50,0
		detailSpeed = 0,6,0
		offset = 0,0,0
		settings
		{
			_MainTex = BoulderCo/Atmosphere/Textures/eve1
			_DetailTex = BoulderCo/Atmosphere/Textures/detaileve1
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_DetailScale = 120
			_DistFade = 1
			_DistFadeVert = 4E-05
			_Color = 80,55,111,255
			_DetailDist = 2E-06
		}
		layer2D
		{
			shadowMaterial
			{
			}
			macroCloudMaterial
			{
				_FalloffPow = 2
				_FalloffScale = 3
				_DetailDist = 2E-06
				_RimDist = 0.0001
				_RimDistSub = 1.01
				_InvFade = 0.008
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 0,100,0
			area = 24000,4
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
				_InvFade = 0.008
			}
		}
	}
	OBJECT
	{
		name = Jool-clouds1
		body = Jool
		altitude = 4500
		speed = 0,90,0
		detailSpeed = 0,6,0
		settings
		{
			_DetailTex = BoulderCo/Atmosphere/Textures/detaileve1
			_UVNoiseTex = BoulderCo/Atmosphere/Textures/uvnoise1
			_UVNoiseScale = 0.1
			_UVNoiseStrength = 0.007
			_UVNoiseAnimation = 1,0.1
			_DetailScale = 120
			_Color = 26,43,16,255
			_MainTex
			{
				value = BoulderCo/Textures/jool
				type = AlphaCubeMap
				alphaMask = ALPHAMAP_R
			}
		}
		layer2D
		{
			macroCloudMaterial
			{
				_DetailDist = 2E-06
			}
		}
		layerVolume
		{
			size = 4000,2
			maxTranslation = 0,100,0
			particleMaterial
			{
				_Tex = BoulderCo/Atmosphere/Textures/particle/rgb
				_BumpMap = BoulderCo/Atmosphere/Textures/particle/particle_NRM
				_LightScatter = 0.55
			}
		}
	}
}

 

Edited by Errol
EDIT: Fixed this by finding a couple files out of place in my texture folders, and a few values that made no sense in the .cfgs.......nothing to see here......
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Damn, good work! Is there any chance of later adding a sort of glow? Like an atmospheric glow off Kerbin. That's just a personal preference but overall great work! 

Edited by Ari
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@Ari While I'm sure your enthusiasm for the mod is MUCH appreciated, its usually bad forum etiquette to copy/include whole posts, or non-relevant sections of posts, and images, unless those sections of said posts, or images, are directly relevant to *your* post...

Easy edit is just to delete the quote... you can always tag a specific person, if you want to direct your post to them... ie @Galileo would probably have worked in this case, instead of quoting/copying the *whole* OP :wink:

Also, might want to watch the language... theres forum rules inplace for that, as there are many teenage minors on the forum... ie as young as 13yrs old. :wink:

Edited by Stone Blue
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6 hours ago, Stone Blue said:

@Ari While I'm sure your enthusiasm for the mod is MUCH appreciated, its usually bad forum etiquette to copy/include whole posts, or non-relevant sections of posts, and images, unless those sections of said posts, or images, are directly relevant to *your* post...

Easy edit is just to delete the quote... you can always tag a specific person, if you want to direct your post to them... ie @Galileo would probably have worked in this case, instead of quoting/copying the *whole* OP :wink:

Also, might want to watch the language... theres forum rules inplace for that, as there are many teenage minors on the forum... ie as young as 13yrs old. :wink:

3

Sorry about that! Although I'm not sure ***damn is an inappropriate word for 13-year-olds? I might be wrong but...

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I was wondering if I could get a little help from the people that are quite good with the EVE system, I've been tinkering around for a while making this config, just to test out to see if stuff worked. I converted a couple of textures to .DDS in photoshop and wrote a little config giving commands for a Kerbin Cloudlayer and the volumetric clouds (I may have borrowed a little code from SVE) super simple but for the life of me I can't figure out where I went wrong. I'm sure its one of those stupid errors that only somebody else can point out so I've built in the config and there is a link to the mod file below.

Link to mod test file: https://drive.google.com/drive/u/2/folders/1OO4JBrM63L9A1qW41SSNB6FW8-uIfyT6

Where in te config did I go wrong? 

Spoiler

EVE_CLOUDS
{
    OBJECT
    {
        name = Kerbin_MainLayer
        body = Kerbin
        altitude = 10000
        speed = 0,30,0
        detailSpeed = 0,800,0
        settings
        {
            _DetailScale = 20
            _DistFadeVert = 3.99999E-05
            _Color = 255,255,230,300
            _DetailDist = 2E-06
            _MainTex
            }
                value = testpack/Textures/cloudset1
            }
            DetailTex
            }
                value = testpack/Textures/detail1
            }
        }
        layer2D
        {
            macroCloudMaterial
            {
                    _FalloffScale = 10
                _RimDist = 0.001
                _FalloffPow = 0.7
                _InvFade = 0.02
            }
            shadowMaterial
            {
                _ShadowFactor = 0.50
            }
        }
        layerVolume
        {
            area = 15000,3
            noiseScale = 1.2,1.2,90
            followDetail = True
            size = 4000,2
            rotationSpeed = 0.0010000001
            particleMaterial
            {
                _Tex = testpack/Textures/Particles/rgb
                _BumpMap = testpack/Textures/Particles/particle_NRM
                _LightScatter = 0.55
                _MinLight = 0.0
                _InvFade = 0.008
            }
        }
    }
}    

 
 

 

Edited by Ari
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Does anybody know what causes the atmosphere on Kerbin to randomly turn black? I reinstalled the mod and chose the scatterer and SVE defaults because I was really missing the Laythe cyan color (previously I must have selected something else since the colors were more like on Kerbin). But now I get the weird edge of the planet is a thin dark line. And the water stopped having proper waves and has reverted to the lame stillness of the stock. I won't bother anyone with screenshots. I'm more interested in what configurations you guys use?

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4 hours ago, FinnyOinx said:

Hmm... I'm playing ksp with the 1.3 opm mod, poodmund's visual enhancements and sve but every time I exit to the space center, my game crashes. Any ideas why? (Everything else works fine.) Here's the link to the crash report: https://drive.google.com/open?id=11djdc77yFWQJn6NihOP4E2XclcaAwU4y

You are not running the x64 version of KSP.

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GameData Folder and KSPLog entries for EVE and SVE

https://1drv.ms/f/s!AjOhSRn-M-XfjSa2e40BA6GmJT_6

and yes, I have the SVE High Res Textures downloaded..located in the StockVisualEnhancments/Textures directory. full of plenty of textures

 

I have the same issue with SVE. Manager windows are blank, and kerbin clouds dont show. I dont generate an output.log...so i dont know how to get that to you..looking at the KSP log and a few cfg files, MM doesnt seem to load the cfg files for clouds or lights, only scatterer. It could be a lack of BEFORE NEEDS AFTER etc parameters but thats just a guess :) 

 

 

UPDATE: I have found a workaround. How I did it can be done through Ckan, though you will still have to navigate a few folders.

Step 1: Install SVE and dependencies.

Step 2: Install EVE. either through manual download or through ckan(the mods 'Contents' tab), obtain EVEs default config(BoulderCo Folder) and extract it to your gamedata folder. **Ckan may lock the download if a conflict exists. simply uninstall the conflict to download, then reinstall. Either way, youll be installing both SVE and EVE completely.

 

Step 3: You should have both EVE and SVE fully installed. Navigate to the BoulderCo folder. BoulderCo/Textures can be deleted, as well as everything in /Atmospheres and /CityLights folders(DONT DELETE THE FOLDERS). Delete  Eve_Shadows.cfg and textures.cfg too.

 

step 4: head over to your SVE folder. cut/paste SVE_Clouds.cfg to the boulderco/atmosphere folder. and SVE_CityLights.cfg goes.., yup you guessed it, the boulderco/citylights folder. Put the EVE_Eclipse file in the main Boulderco folder. Finish it off by deleting one of the PQS.cfg files in either SVE or EVE(contains the same contents) I dont think it matters which one you delete, or if it matters at all lol.

 

Basically you just replaced EVEs default .cfg files with SVEs, The files content format is the same and the cfgs point to the SVE folders for textures hense reason to delete the textures associated with EVE but its not necessary, deleting the .cfg files are.

https://1drv.ms/i/s!AjOhSRn-M-XfjStK7odwC8I6XajS for the screenshot of it working

Deleting the Boulderco/Textures folder as well as the cfg for it, removes everything from EVEs Texture Manager window, but im not sure what good that does(or harm; EVE is for city lights and clouds, and if you didnt know by now, BoulderCo/Atmosphere and BoulderCo/CityLights 'had' their own respective texture sub folders.. sooo its possible you could keep the folder and files, and you'd have more options for customization, but done quote me on that :)  Or if they do have a purpose, please let me know, id be happy to know.

Edited by Jesusthebird
fix for people who cant get SVE to load clouds or lights
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  • 2 weeks later...
4 hours ago, EasyAce said:

Hi, just installed your mod.

I did take a look at the output file before I installed your mod, and it had only 2-3 few nullref - no big issues.

But when I installed your mod, I do see quite more of them

https://1drv.ms/t/s!AvTGPhVqr_5ngqAhz7ZY9dausoEytA

 

Do you have any best guesses on how to lower the amount of nullrefs?

I need you to run SVE without any other mods. Nobody else has reports nullrefs and my copy does not have them either. Strip your GameData and run the minimum amount of mods required to reproduce the issue. 

Edited by Galileo
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  • 2 weeks later...

Not sure it's been mentioned here (I did a quick check), but just a warning for people.

I think if you update EVE through CKAN, it will install the EVE configs, and thus you'll have your install running both SVE configs and EVE's configs.  This can lead to performance problems and freezes as happened to me when I tried to land on Eve because EVE is running two volumetric cloud configs at the same time.

If you have the rig to run EVE clouds and SVE clouds, go for it, but I feel most people are not going to want their game freezing during a mission.

I don't know if CKAN installs EVE configs if you use it to install EVE.  Might be best to install and update SVE manually just to prevent any issue later.

I'm just going off of a recent experience with the game freezing as I passed through clouds on Eve, and it turned out that I had EVE configs and SVE configs installed together and didn't know it.  Since I always update mods through CKAN when I'm able to, my leading hypothesis is that CKAN installed the EVE configs when it updated EVE.

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On 24.2.2018 at 7:55 PM, Galileo said:

SVE does not alter terrain, SVT does. With that being said, don’t use the latest Kopernicus, use 1.3.1-3

Thanks a lot that solved the problem. but why doesnt this work with the latest Kopernicus version?

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5 minutes ago, H0FF1 said:

Thanks a lot that solved the problem. but why doesnt this work with the latest Kopernicus version?

SVE works fine with it because it doesnt require kopernicus.. SVT requires kopernicus, but I haven't updated it to work with it yet.

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