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DoubleYou

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Everything posted by DoubleYou

  1. Discussion topic: Glacier LOD Meshes by Phlunder Wiki Link Higher quality glacier LOD meshes. Oldrim page, but works on Special Edition no problem. Should be an easy compare/add. Mod testing notes: Install ONLY the Main File. Do not include the Cathedral landscapes textures. To maintain compatibility with Just Ice in LOD, run TexGen against the Step mod list, and copy/rename the following file in the TexGen Output ... textures/landscape/glacierslabnoalpha.dds textures/landscape/glacierslabnoalpha_n.dds to textures/lod/glacierslablod.dds textures/lod/glacierslablod_n.dds
  2. I used your grass brightness values and density of 50, and it looks quite good with the ENB.
  3. Books go on bookshelves and should be stacked automatically...
  4. Seems another bug is the music has gotten stuck after leaving the Forgotten City on that mod's music. Seems to be a known issue. There are some console commands to perhaps remove it, but so far, it seems stuck for me. Probably will reset sometime. Little annoying. The music is very good, but I'm no longer in that city, and as a musician, I notice it.
  5. https://stepmodifications.org/forum/topic/15604-texgen-error-cannot-copy-resource-the-system-can-not-find-the-path-specified/
  6. Discussion topic: The Forgotten City by Nick Pearce Wiki Link Music fix: https://www.nexusmods.com/skyrimspecialedition/mods/54019 Just finished testing out this mod. This mod adds a quest that has you travel to an old dwarven ruin, with a forgotten underground city. It provides a quest that is very much different from any other quest in the game. There is very little fighting involved. It is mostly a social and exploration game. You talk to a bunch of people and effectively become a detective solving a huge mystery, built upon many smaller mysteries. The mod has several possible endings. I chose the "good ending." In this ending, you save the inhabitants of the city from extinction, and you become the hero. Your main reward is an amulet that grants you 22% higher prices at merchants but also allows you to sell stolen goods to any vendor. Needless to say, this is a fantastic reward for the quest, and very fitting once you learn the story. The city is quite large and is inside an interior cell. I was quite surprised by this, as I thought a dungeon this large would need to be in an exterior worldspace of its own. But that is beside the point. As for bugs, there did seem to be a few landscape bugs near the entrance, but that might be a conflict with one of my mods. Nothing major. There are a large amount of blinking lights around the city, as the author didn't seem to work very hard around the light limit. The quest journal gives a large amount of optional quest items that sometimes cannot be acted on, depending on circumstances. This can simply be ignored, as the story transcends the typical "follow the quest journal" style of questing. I don't think some of the books have proper object bounds, as they didn't fit on the shelf properly, so I had to store them in with my notes. As for lore, it doesn't break any lore that I could tell. Stylistically, the genre of the story is altogether different from normal Skyrim because of its depth. Very worthwhile mod to add to your playthrough.
  7. I honestly don't think the trees are as important as the flora and objects covered by this mod. Trees already have their own form of shadows upon them, so adding it to everything may just cause the trees to overall appear darker rather than better. I vote we skip the tree option altogether.
  8. Just make sure you are very careful with your selections, as other mods need to have their selections synced up as well. I had blue Aspens there for a minute until I realized that Fixed Mesh Lighting instructions had me on Variety and Aspen's Ablaze instructions on Autumnal.
  9. I have considered making a guide for SkyrimVR based off Step, but I've found I need to do more research/modding in order to do so, so it has been put on the back burner for now. Just on the surface, texture mods should all work fine. The main difficulty is with simple mod plugins, since Skyrim VR does NOT support ESL plugins, so that is another hurdle. A large portion of the SKSE plugins have VR ports, thankfully. Then there are a bunch of what I've found to be "necessary" VR mods that should be added on top of the Step guide. I had a list up and running, but I ran into unexplained crashes, that were probably because I was mostly being an idiot and trying to set it up really quickly. Another thing that I need to more fully understand are the resolution settings for VR, as they're not simple at all. It's not like, my screen size is 1920x1080 so set the resolution to that. It's more like, the resolution is this, but because it's all curvy you got to have it more like this, but then that is too performance taxing, so most people do this, and then sharpen it. And there's like 5 different places to change resolution and sharpening. So the resolution per eye is 1832 x 1920, so I guess that means effective resolution of 3664 x 1920, but because of distortion caused by the curving of the lens, you have to set it to like 40% higher than that to around 5408×2736 to get no blur....that's higher than 4k.... Now I'm rambling... For your specs, however, you're going to need to keep things to a minimum to keep it playable.
  10. Starfield (11-11-22) Nexus Collections will launch to great fanfare, with lots of drama like normally happens with these kinds of things. wSkeever releases a Collection called "Skyrim Porn Hub" MO2 will gain the ability to install Collections (hey, there's always hope) Someone will fix the shader system of SSE to allow more shadow casting lights (hey, there's always hope) Graphics cards will become affordable again (hey, there's always hope)
  11. Glad to have helped.
  12. Sounds like antivirus of some kind is deleting it. You can download the AHK script version and run it if you install Autohotkey. Or you might try the Beta version in the Miscellaneous files if you are only on Skyrim Special Edition. Or you can fix the antivirus issue.
  13. Pretty sure you can specify your custom path like this: -D:"C:\Path\To\Data" You will need to add this as an argument to the DynDOLOD program and TexGen I do believe.
  14. I haven't looked into it fully yet, but it looks like it. It should be able to be patched, I think, if it doesn't make sense. This mod made its own versions separate from the AE ones, but it probably would make sense to make the AE items only accessible through this quest as an integration patch.
  15. One thing I will mention is that several of the weapons are duplicated with some of the AE content, such as Chrysamere. There should be no conflict according to the author, but it might be good to look into this.
  16. Yes. Install the DynDOLOD v3 rules. Sorry. Forgot to update the instructions for the update.
  17. I would suggest pointing it out to raiserfx, as he probably missed it and can update it.
  18. BSAs adhere to plugin load order, so even then there should be no issue with it in Patches.
  19. Good eye. I missed that.
  20. This is what I'm talking about. By your comments, perhaps you have the compare backwards?
  21. Embers XD should win over the forge. Probably hide the mesh. Your first compare set for the Step > WMF only > WMF + this mod group (I have pasted below) is altered by a change in your shadow settings, which I believe was caused by SSE FPS Stabilizer (I can see the block distances for the LOD was changed too, and this is typically a fps demanding view). You should retake the shot without the change so we can see the shadow changes more appropriately. Other than that, this mod mostly wins here in Whiterun, except for the one roof type: This is the compare from above. Notice how the roof on the right has the jagged ends versus the one on the left for the last one. This might be something to point out to raiserfx, since it appears he intends to maintain compatibility between these two. That being said, there are still a bunch of other locations not shown yet.
  22. Ok. You had said he removed the "ground" not the road stones. You are correct in that the road stones on the bridge no longer are present.
  23. Discussion topic: Major Cities Mesh Overhaul by raiserfx Wiki Link Install in Foundation just after SRO raiserfx released this yesterday. I'm hoping it doesn't get lost in the shuffle, as it looks quite good from the screens. It looks like it covers all the major cities too.
  24. Pretty sure mine has ground on Dragon Bridge. Might be Blended Roads Redone doing it.
  25. I have been testing with this for awhile. The plugin patching was complex, and I'm not sure I did it right, but nothing broke. I can't really say I saw an improvement here, and I'd rather not use it due to the conflicts. I vote no.
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