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DoubleYou

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Everything posted by DoubleYou

  1. Discussion topic: F4SE by the F4SE Team Wiki Link
  2. Your log mentions a terrain LOD file multiple times, so I think if you regenerate your terrain LOD via xLODGen, that will likely fix the problem.
  3. It's the Particle lights that cause the lights to go to slideshow framerates.
  4. We should probably make a new mod topic.
  5. Often snow color issues happen when people have incorrect Snow INI settings. Ensure Projected Diffuse Normals are enabled and the Improved Snow shader is disabled.
  6. It looks like you need to generate proper terrain LOD with xLODGen if you are referring to the ground textures being too dark.
  7. Removing the ability for the user to see warnings is not good practice. The main reason I am against this is exactly outlined in my post above. Things generated by the game, whether from SKSE plugins or otherwise, will be placed into the SKSE mod, which is not intuitive. People then don't know where the files are located. They can't find them. It doesn't make sense to them that the config file for XYZ is in this overbroad SKSE mod. Yes, we could instruct users to have all output go to an SKSE mod, but then the users can't find the generated files. A perfectly valid and very common issue with this in the Step guide are the users who (and there have been quite a few of them) forgot to download the AE Creation Club content. Then they launch the game and it downloads during the Game Launch Test. And, if we went with your plan of making the Overwrite mod the SKSE mod, they will have no idea where they are, because they downloaded into the stupid SKSE mod. Whereas otherwise, as many users have already stated, they see they're in Overwrite, and they figure out what they need to do to deal with them. And they do, and I don't think any of them had trouble with this process, which they wouldn't even be aware of if it weren't for Overwrite and the warning in MO. If you want to restrict this discussion to only current mods in the current Step guide, that is a very bad qualification. We should always advise generally good modding practices that go beyond just our little guide. If someone follows our guide for the tool setup and a Step profile, but adds another profile using the same tools and their mods generate meaningful files that need to be managed correctly, they will not know where to find them. NGIO is an extremely good example of this, and I think it is extremely unwise to say that this is a moot point. After all, I'm the one who generates them for our guide, and it has far too many steps already that I can easily forget a step without adding another one. It generally takes me 4 tries to get it right as so as it is. Seasons of Skyrim users also will find this practice abhorrent. And I'm sure there are other, yes, non-Step mods that do not play nice with this practice. All you're doing is removing the warning in your method. If you read the warning text, it tells users exactly how to understand what it is and how to handle it, if only they would read it. I don't agree with your opinion that common users shouldn't need to RTFM. After all, our guide is a manual. As for this being busywork, it literally is moving 1 file in the current guide to the relevant mod. Fuz Ro D'oh. A simple drag and drop. If we really want to outline exactly how the user should manage this in our guide, we can simply instruct the following: This is arguably easier to perform than the proposal of creation of the SKSE mod.
  8. https://stepmodifications.org/wiki/Guide:Mod_Organizer#Maintaining_a_Clean_Overwrite I suppose we can just link to this relevant portion of the Mod Organizer guide somewhere near the end.
  9. Making them all go into a "SKSE64" mod is worse than having them in Overwrite, IMHO. It isn't intuitive that all game created files be associated with SKSE, and then not know where the files went. Less warnings are not always better. Far better for users to see the warning and learn the reason for them and how to manage them then to have no idea what is going on.
  10. Version 3.2. No changes to instructions necessary. Lowered the map menu near clip plane (fMapMenuNearClipPlane:MapMenu) to allow clouds in weathers to show properly on the map menu. Increased the map bloom threshold boost (fGlobalMapBloomThresholdBoost:Display) to prevent some objects from glowing on the map (especially for the hot springs south of Windhelm). Added fGlobalMapBrightnessBoost:Display and fGlobalMapContrastBoost:Display to the A Clear Map of Skyrim.ini file for ease of access for tweaking. Decreased the max height on Tamriel map to help prevent users from experiencing the blinking water LOD engine bug that occurs when viewing the map from too high. The No Clouds option now installs blank nifs instead of a blank texture to override clouds on the map. The reason for this is that some weathers (e.g., Cathedral Weathers) use the map cloud texture for some of their cloud layers. Added support for brackets in file paths when using ACMOS Road Generator. ACMOS Road Generator now will show an error message if no LOD32 textures were found during generation.
  11. Simply put, reinstall the Step Patch - Conflict Resolution without installing the GID cache will fix this. I doubt you will notice floating grass in LODs, so you probably can get away with still using it for grass LOD if you so desire.
  12. You log indicates that you have output to the game directory instead of a designated output directory. Most likely you have a space or something wrong in your arguments field. As you have it currently setup, it may overwrite any pre-existing stuff in your game directory, which is not recommended.
  13. Thanks! I can definitely see it. I'm honestly quite suprised how much it alters the colors here. I never would have guess that would cause it to look that much warmer in color tone.
  14. Interesting. Could you get a before and after shot so I can add that to the wiki? I've never had much success finding a combination that showed the effect well.
  15. Welcome to weather editing. Best thing you can do is hop on Kitsunne's Discord and grab KreatE in-game weather editor so you can see what you need to adjust to make it look how you want. There are a lot of different color settings to play with. I would put the tint back to how it was and modify the weather colors to how you desire. The yellow coloring appears to be affecting multiple color settings. You simply don't like the RAID colors, which are very similar to vanilla. Or just try a different weather mod.
  16. Setting speedmult that high (500) is not recommended for testing LOD, as I believe DynDOLOD disables certain things at that speed.
  17. You'd have to mod it out, which is difficult, as you have found.
  18. Probably not. There is a backup and restore feature, but if you never made a backup, you won't be able to restore it. You could sort by installation date and change the priority accordingly.
  19. That is so strange! One thing I notice is that with complex grass, the grass has places that seem very stark and over bright. In you working with the vanilla grass normals, did you notice a way in which to reduce this? Perhaps it looks better in-game, but the shots make the complex grass look worse to me.
  20. I'm confused that this is changing anything without ENB enabled. We use the brown tundra from Cathedral Landscapes. Is it possible you accidentally installed the green tundra option from this mod?
  21. Discussion topic: Nocturnal Moths by jple Wiki Link Very cool looking mod adding moths around lanterns at night during favorable weather.
  22. Dropping this again, since Scrambled Bugs is updated.
  23. The Mods forum is designed to house discussion around individual mods. It is a better idea to sub out things like these into individual mod suggestions rather than proposing a group like this. As such I have moved this to a more appropriate forum. Individual mods topics can be created from lists such as these that can be discussed and evaluated more properly.
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