-
Posts
232 -
Joined
-
Last visited
-
Days Won
5
Everything posted by TehKaoZ
-
Indeed, I haven't touched Ugrids, but I have been working with those Z-fighting tweaks again alongside the memory patch.
-
Thanks Neovalen, works perfectly!
-
I can confirm that this has taken my firstborn.. NOO TIMMY!!! In all seriousness, it's amazing the advances that have been made to increase this games stability. here's hoping the positive reports keep coming ^.^
-
Updating Winterheart II ... which ENB version to use?
TehKaoZ replied to Noobsayer's question in Post-Processing Support
Even in the vanilla game those lines exist, they are essentially different color shades for the sky I believe. However in your game they are considerably more prominent than they should be. You could try tweaking these variable in game. under environment FogColorMultiplierNight=1.1 FogColorCurveNight=1.0 ColorPowNight=1.0 Another option would be to look at the sky gradient settings for night. Unfortunately I don't know that they can be completely eliminated but they should be fixable to be barley noticeable. -
ACCEPTED Audio Overhaul for Skyrim (by David Jegutidse)
TehKaoZ replied to Neovalen's topic in Skyrim LE Mods
The CoT patch on the primary mod page was made by LK while the ones on Michaelrw's page are from him. His page also offers a wider range of CoT patches based on your DLC's, winter edition, ect. I'm not sure why michaelrw decided to run a separate page, only that he had volunteered to make patches for the mod. On the SoS side of things: I used SoS a few times, I never had any issues with it, it added a nice ambiance to the game however, IMO it doesn't compare to AOS since it does so much more than add sounds to the environment. I know there is a patch for SoS on michaelrw's page but I honestly don't see the point, even if they both work together it seems to me like it would be excessive. Sorta like installing ELFX and RLO at the same time, like even if they where compatible, whats the point? I know the dungeons aren't covered yet but I'm looking forward to seeing what LK does with them. Just my input -
I'm sure that's what they said to the first guy who invented the wheel =p (more or less)
-
Updating Winterheart II ... which ENB version to use?
TehKaoZ replied to Noobsayer's question in Post-Processing Support
I believe the weather plugin is required for this to look correct in exteriors as it changes the image spaces for weathers, if I had to guess I would say something like that could be the result of not having it. -
You simply can't take another person work indiscriminately and merge them with another to provide it publicly without permission. If you want to merge some of the plugins yourself for personal use that's fine, I use: https://www.nexusmods.com/skyrim/mods/37981/? Personally I don't see how anyone can hit 200 esp's much less 300 But, I don't use all of STEP and only use what I deem a necessity for my load order in general. Troubleshooting must be a living disaster at that number
-
I'll provide a little feedback on SPERG as I use it. As far as an overhaul is concerned, I wouldn't consider it on the level of SkyRe or Requiem as it is not nearly as comprehensive and IMO needs to be stacked with other combat related mods. The perks are much less than vanilla Skyrim with the basic setup of only getting a perk point every other level with automatic perks for more passive skills. That being said, The perks make you pretty powerful and I think that if played with a vanilla set-up your character would likely be too OP IMO. This is a good and a bad thing I suppose, if you want a one click overhaul then any of the others would be better, if you want to choose how to stack your load order, then SPERG is a good choice. The perks are creative, The MCM is highly customizable, and it's compatibility stands higher than any other overhaul (with maybe ERSO being an exception). Personally, this is why I use it myself.
-
Updating Winterheart II ... which ENB version to use?
TehKaoZ replied to Noobsayer's question in Post-Processing Support
I used the one provided by ULO+ , I had to lower the vibrancy setting and raise in-game gamma a tad since it makes the environment darker. Since my computer can't handle the bigger enb effects I figured putting in the sweetfx would be a lighter way to get some nice lighting effects for no noticeable performance cost. I decided on that one since it focused on enhancing the vanilla game and wouldn't impose too strong a change to Winterhearts core look. I will likely still have to tweak it more as I go along. -
Updating Winterheart II ... which ENB version to use?
TehKaoZ replied to Noobsayer's question in Post-Processing Support
I'm currently using this enb updated, However it was easier for me since I cannot use most enb effects anyways due to my system being unable to handle it. So I used Winterhearts performance 119 setting as a base and have almost all effects turned off (AO, skylighting, ect.) So currently I only have: Bloom, adaptation, detailed shadow, and water effects. What I did: 1. downloaded the most recent enb binary and used all of winterhearts original files except the enbseries, I figured it more prudent to compare both files and simply transfer values over where applicable. 2. I did use the guide for updating enb binaries as well as Jawz guides as a reference. The biggest settings to turn off for me was sunrise and sunset as it would take considerable tweaking to get those to match up well. 3. The interior settings in 119 are not separated into day/night so I simply put both values for interior and went in game to compare and tweak from there. 4. As noted above I turned off most new enbseries effects, and tweaked the ones easiest for me to do. All in all, I am happy with the result, I have some screens on my Nexus profile (I did apply some sweetfx to those images though). In the end I think it would be rather difficult to keep the original look however, I think most of the differences are subtle enough to where it still looks close enough. As Aiyen said though, it will require some learning and much tweaking to get it right. I personally wouldn't mind a more professional enb guru though taking up the mantle of updating this wonderful binary, although even if one was willing to do so, they would probably need author permission. -
Well this mod simply adds consistency between interior and exterior. The fireplaces exist in vanilla Skyrim already, but there was never any corresponding chimneys outside.
-
Thanks for reply Kalmych, I was just generally curious about this since I'm not a modder and thus have never actually tried to package anything into a bsa along with a plugin. The reasoning for my question was because optimizing the vanilla (+relevant DLC's) and putting them into the directory as loose files makes any mods with textures packed into a bsa get overwritten (such as whatever is in USKP's bsa) and thus they would also need to be extracted to be utilized. I had figured if the optimized textures were put into a bsa and a separate plugin was made, you would have an easier time of managing things. Although as you said, it may just end up causing more work in the end yet, it is always good to know things ^.^
-
nothing is wrong. The greyed out files are the ones you just optimized and put into that directory(ordinary textures). If you scroll down you will see non greyed out files, those are the ones currently selected and haven't been optimized yet (the vanilla normal maps).
-
I was wondering if it would be possible to put the optimized textures into a .bsa and then create an esp file to reference it? In the the guides sidebar is says something about editing ini's and all that but if I created a plugin would that work? Any advice would be appreciated ^.^
-
Which ENB are you using and why?
TehKaoZ replied to DoYouEvenModBro's topic in General Skyrim LE Discussion & Support
I use Winterheart II - Atmospheric ENB by WoodManGamer I followed Boris' guide to make it usable with new enb binaries and took some settings from other enb's for settings that didn't exist in the time-frame Winterheart was made. I also added a little bit of sweetfx vibrancy to to give it a tad bit saturation. I eventually settled on this enb for several reasons. For several months I had been trying to find and tweak certain enb's to my liking however, my system is very limited. Geforge GTX 560 Ti with 1 gig VRAM. I still wanted to be able to use some nice textures but generally anything over 2k starts to kill my system, on top of that I can't activate half the effects of enb without massive performance hit. Over the months I have experimented using both RLO+ and Phinix's Natural enb. Both of these gave me good performance. RLO+ however while nice, looked horrible with certain weathers. PENB looked pretty good as well but I had to disable everything except detailed shadows and bloom so I felt I wasn't getting much of the intended look. Finally, with realistic enb's I found that since I could not use super high res textures, getting a "real" look with enb's sometimes made these textures stand too much out. On a whim I decided to try and use Winterheart because it reminded me of a gritty 300 + sin city kind of look. It isn't realistic, it's artistic. So the biggest reason I use it is first and foremost performance. Secondly because since it has such a stylized artistic look, it makes bad textures blend in much better, it isn't trying to be realistic. Finally, it looks freaking amazing and gives a real gritty feeling to the game. Other aspects of this enb I like are: I don't need ELFX enhancer or anything that used widespread cell-edits because dungeons are dark as hell, and nights as well. It comes with it's own weathers module (which I was hesitant at first of, because that means I had to drop CoT), and that means all weathers are balanced perfectly. I do use it with ELFX base and DLC modules though and it works pretty well I think. The only disadvantages to using this enb are: it's old, I don't have the patience to tweak it using some of the newer enb features like sunrise, sunset settings so I just disabled those features. It has to be upgraded using a guide to get features like enboost. It's stylized so it may not be for everyone, but I love it. Thirdly, their is no Dragonborn DLC weather module so when I go to Solstheim I will have to look at how the weathers look and see if I can find a way to make it look ok. Some of my Screenshots https://skyrim.nexusmods.com/images/357787/? https://skyrim.nexusmods.com/images/357784/? https://skyrim.nexusmods.com/images/357779/? -
Why Elder Scrolls Online fails to Deliver (for me)
TehKaoZ replied to Uhuru's topic in General Game Discussion
Pretty much siding with Aiyen as well. Aside from the business model, it's difficult to make mmo's innovative simply because you have to keep it within a certain framework. This by definition will limit any creativity by which ESO or any mmo can be defined. Games more often than not come out looking like WoW clones for a reason, simply because it's not only cost efficient to do so, but because you simply cannot have all the stuff in a single player TES then you would in an mmo. Furthermore, any games that do try their best to do "innovation" in mmo's usually fall flat on their faces in the end anyways, mmo players are notoriously difficult to please, and when you add TES players on top of that, forget it. I WANT ESO to be a good game, but I am expecting an average "mmo" at best. if people felt that SWTOR didn't deliver (speaking on innovation), than ESO definitely isn't going to be the next juggernaut. That being said, all the stuff ESO is doing isn't even surprising to me, it was expected. Anyone who has ever kept track of mmo development knows how it goes by now and also knows not to get excited. Hardcore TES players who don't normally play mmo's probably won't find much in the game. Personally the only thing I dislike that "could" have been done better is the storyline faction system. I am not an expert on TES lore but you can obviously see where ESO was "stuck" into the lore. I had been watching shoddycast lately with his races of tamriel lore stories and it's funny how every race he covers you have the "oh btw, all these races that hate each other team up because of this, and afterward they go back to statuesque as if nothing changed" Mechanics are limited in mmo's, but if you screw up the story, well then that's not excuse, but maybe I'm being too critical myself. Done ranting =p -
"only things that should have 14 sequels is porn." - LOL Max Payne 1 & 2. I used to make evenings of playing them, as if I was sitting down to read a good book. Still haven't beaten 3, but one thing I'm disappointed in was the moving cut-scenes. I enjoyed the artistic ambiance of the comic-strip like cut-scenes. Played Diablo II for many years as well, probably way more than I should have.
-
I am incredibly picky about my player homes, so much that I went without a single home in my game for a long time. But as others have stated, it's highly dependent on what you want out of a home. A Home I have settled on currently is: Castle Stonespire by Kraeten https://skyrim.nexusmods.com/mods/27125/? Best castle on the Nexus IMO Another player home I have used for a long time is Rayeks End - Mini Hideout by Rayek https://skyrim.nexusmods.com/mods/16028/? incredibly functional as far as layout, great aesthetics, small and compact, wonderfully hidden from prying eyes. I personally like homes that are hidden and/or fortified, I simply cannot feel right living in a wooden box with dragons, bandits, and god knows what else wondering around Skyrim. Although several of the homes already suggested are nice.
-
Updated to 2.0 * Improved efficiency and speed, and no script option during normal gameplay - keep your modding experience quick and clean. * Compatible with all DLCs and any custom items added from other mods! * Set potions and food effects to last anywhere between 1 second and 900 seconds. All potions and food items with a Restore Health, Restore Stamina, or Restore Magicka effect can be customized to your liking. * Potions & food will heal the same total amount during their new duration, but you also have the option to increase or decrease the overall strength of potion and food effects so you can tweak them as you prefer. * Custom options allow you to mark some items to be ignored by by the mod. Want to change all your potions to have a 5 second duration, but still want Skooma to heal you instantly? You can do it! Bullet Point One sounds good!
-
UPDATE: I figured out the bug! it is in fact caused by frostfalls burlap cloak (which incidentally is the first cloak you obtain from gurder if you have frostfall active). That's why I couldn't reproduce it in other games because I wasn't using that cloak. To be sure, I crafted several other frostfall cloaks and WIC cloaks however, the burlap cloak appears to be the only one causing the issue. As soon as I equip it in first person, he has to poo, I guess the cloak must smell awful or something! I'll report it back on the frostfall forum for Chesko's benefit. it could still be a compatibility issue, although I don't know why it only effects that cloak.
-
I'm not sure how to do that thing where you can hide part of your post for long stuff so forgive the wall of mods. I'll just leave me load order here just in-case someone is inspires anyone. Thanks for all the help rootsrat, At least I have a better idea of where to look now ^.^
-
hmmm, I don't have any outlandish plugins in my load order either. What kind of records would need to edited to effect the PC's stance. I should add npc's don't have this bug.
-
I did as you suggested and I'm more perplexed now. I can't seem to reproduce the issue with the new game. I slowly installed all my animations, body re-placer's and skeleton back, going back in game each time to see if it would occur, nothing. yet when I load my real save it is still there plain as day. Furthermore, the mod load order is exactly the same in both games, in fact that game is also pretty much brand new with only having gotten past Helgen. No mods were removed in this time, nothing has been changed so both games are identical minus going through Helgen. So the only thing I can think is that "something" maybe happened "in-game" that screwed it up? Edit: Update, I just loaded a previous save when my character is inside Helgen Keep right after the beginning sequence, the bug is non-existent in that save as well. The next save up is the one in Riverwood where the bug is present. Perhaps this is in fact plugin related?
-
Alright here are links to some screens, these are taken with all animation, body re placer's and skeletons uninstalled. Look at the arms, in the first image, this is what happens if I un/equip anything while I am in first person. He still animates in this position but you can tell it looks funny compared to the second image. https://imageshack.com/a/img69/4538/oghl.jpg - Constipation Stance https://imageshack.com/a/img17/7833/sx9j.jpg - Normal Stance If I equip anything in 3rd person his arms will "pop" back into correct position. But as soon as I do anything in first person, he wants to take a poo. I want to stress that he animates in both pictures, he doesn't do a T pose or anything.