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DoubleYou

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Everything posted by DoubleYou

  1. Comparisons specifically as related to the light changes will be shown here:
  2. Comparisons specifically as related to the light changes will be shown here:
  3. This topic will house compares for different lighting mods as I go through these. The emphasis of this topic will be on lights themselves, their color, any lens flares or other effects, how much light they cast, and if they cast shadows. Mods to included: Fixes and Tweaks by Aurelianis - Multiple fixes, including some lighting changes FPSL - Lighting and Tweaks Performance - Focus is on lights Lightweight Lighting - Changes lights and weather Thaylar's Settlement Lighting Fixes - Changes Settlement Lights Test Shot 1: Test Shot 2 Test Shot 3 Test Shot 4 Test Shot 5 Test Shot 6
  4. Vanilla --> Workshop Spotlight Fix 100% with shadow --> Fixes and Tweaks by Aurelianis There is the main spotlight, and the wall mounted spotlight. The unofficial patch fixed the lights going out bug, so the visuals are all that matter here. Aurelianis added the lens flare to the main spotlight and uses 200% distance. I feel the lens flare is in very good taste, and the distance change makes good sense to me. Therefore, we can remove this mod.
  5. Interesting. This made VishVadeva's Mods to Avoid list. I still want to check out its edits so I can better understand what it is doing though, but I'm not reluctant to let this one go if necessary, especially since we have multiple lighting mods all vying to change identical records atm.
  6. The AFK bug report is marked as "fix pending" which I believe to mean this will be included in the Unofficial Patch. As such, and given the low severity of the bug, I prefer to not add this to the guide at this time, but instead get it with the Unofficial Patch when it updates. Therefore, I am removing this from testing.
  7. This mod has seen significant updates since I last looked at it, so I have revised the instructions. Testing should include the different possible options presented. One thing I will note is that the Lens Flares attached to the lights do not seem to be a good idea. Have enough of them, and they will flicker.
  8. I confirmed the patch is for PRP 65. It's a simple record conflict that will simply be forwarded into the Step Patch - Conflict Resolution.esp.
  9. Removed. Consider remaking via automated means in Synthesis or Complex Sorter if possible (very difficult).
  10. I had been patching Copley Station for PRP myself (simple record conflict). We may or may not want to use the one provided, as the changelog indicates it's for old PRP 65.
  11. Added instructions to archive this with CAO and assign a LOOT group rule to the resultant plugin.
  12. Marked as Accepted for current dev 1.0 guide.
  13. Vanilla --> FO4HDO --> UWOR (SSR + bright and reflective cubemaps) --> UWOR (bright and reflective cubemaps) --> UWOR (realistic dark cubemaps) --> (UWOR (no fake reflections) Vanilla windows don't look like windows. UWOR is a major improvement. Screen Space Reflections really don't add anything unless you are using ENB (it is very apparent if you do). For our purposes, since we're not using ENB, we will leave it disabled. I honestly am not a fan of it when using ENB though either, as they are rather buggy as all SSR effects are. I feel that for the closest representation to vanilla, and to keep the windows somewhat dirty looking, we should use realistic dark cubemaps option. This also helps prevent the reflections from looking overly fake, as it's obvious they are a cubemap of a different area if you look closely.
  14. Marked as Accepted for current dev 1.0 guide. The INI file will be hidden so that decal settings can be more appropriately handled in the game's ini files. Otherwise, this is a simple game settings tweak. We may implement this fix in another way in future, but it is a good fit for now.
  15. Marked as Accepted for current dev 1.0 guide.
  16. Marked as Accepted for current dev 1.0 guide.
  17. I had to do some digging on this one. So the turrets made at the workshop creates WorkshopTurretTripodMounted "Heavy Machinegun Turret" [NPC_:001167A8] for heavy machine guns and WorkshopTurretTripod "Machinegun Turret" [NPC_:000B3036]. These in turn get their traits from LvlTurretTripodMountedNotRandom [NPC_:0024A0A6] and LvlTurretTripodNotRandom [NPC_:0024A0A4]. The relevant leveled lists are LCharTurretTripodMountedNotRandom [LVLN:0024A0A5] and LCharTurretTripodNotRandom [LVLN:0024A0A3]. The leveled lists that this mod edits are LCharTurretTripod [LVLN:0011131F] and LCharTurretTripodMounted [LVLN:00116667]. Notice the naming of the editor ids. The are identical, except the ones used by the turrets are suffixed "not random." Also, realize that this mod came out in March of 2016, prior to many different official patches were released. Also notice that the "not random" leveled lists are identical to this mod's edits. It is therefore my belief that Bethesda officially patched this issue, and therefore, the only utility to using this mod is if the user would prefer that all turrets levels are NOT randomized, making the game slightly harder when these turrets are involved. As such, this would effectively become a 11-Gameplay-AI and Combat mod in its current state, instead of a fix. I don't see that this small change is worthwhile in keeping, so I am removing it from testing.
  18. Marked as Accepted for current dev 1.0 guide. I verified the bug, and Workshop Rearranged doesn't fix this.
  19. Removing this from testing. EVAC provides its own alternative. It can still be used if preferred.
  20. Removing this from testing. EVAC provides its own alternative. It can still be used if preferred.
  21. Marked as Accepted for current dev 1.0 guide.
  22. Marked as Accepted for current dev 1.0 guide.
  23. Marked as Accepted for current dev 1.0 guide.
  24. ENB is a popular post-processing that is very performance heavy, so the guide makes it optional. If you ran Milk Drinker before, you should be fine following the guide using ENB noted options.
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