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Besidilo

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Everything posted by Besidilo

  1. What your mod needs is: 1) A modular BAIN installer. (so we can pick the textures we want to mix in) 2) A suggestion to Cestral to check out the mod and how well it incorporates into the rest of TPC. I like many of the textures from the screenshots, but since I'm currently testing full STEP 2.2.1, I can't give you any more constructive feedback.
  2. I'm afraid to use this mod. :(
  3. You should disable Transparency Supersampling when you use SMAA.
  4. You shouldn't disable Ambient Occlusion usage in NVIDIA Inspector if you're using the ENB's implementation of SSAO. Another thing is using SSAA with the blurry ENB's Edge AA is a bit pointless. Certainly not going to increase the PQ.
  5. It's quite simple, actually, even if it seems a bit complicated from the description. I assume you've already extracted the High Resolution Texture Pack DLC into three separate folders. 1) Create a New Folder where you're going to "fix" the extracted textures. 2) Place the three parts of the DLC in three separate folders named HRDLC1, HRDLC2 and HRDLC3, accordingly. The main and only tier 1 subfolder in each of these folders should be "textures". Take care to put the files in the right folders. 3) Put the batch files in the New Folder and run the HRDLC_Removal_Fix-START.bat. That's about it.
  6. It's not that it's outdated, it's just that not all textures have been analysed properly. And yes, I get the same blue sky issue after DDSopting my textures.
  7. Yes, the fixed has been included in USKP since 1.2.6. I'd remove the thread myself, but I can't. :p
  8. Possessive Corpses is no longer required (USKP takes care of the issues), USKP takes care of the Armour issue, not sure about the Dawnguard Normal Map Fix, but the Wheat Fix has a better implementation of the fix than USKP so you can use it on top of that.
  9. I don't use any at the moment, but I know that a few would be causing imbalances in the past by modifying vanilla armoury and not touching the newly added mods. Ideally, we'd want the additional modifications to compliment the vanilla game, not to replace default items completely, since that defies their purpose. I see this a lot with superb fantasy weapons that people prefer to use over vanilla, simply because they have favourable stats. Not saying that there is a problem, but I would like to make sure first that there is none, before installing the mod. :)
  10. Same here, Jaysus' work is some of the highest quality out there. My only issue is with overhaul mods that change the weapons' statistics and cost to more realistic, as those might not be compatible with any custom weapons or armours.
  11. I think there really is a place for discussion of what we, and the general community of Elder Scrolls fans, consider as lore-friendly, and based our overall judgements and goals on that. I agree with torminater, if we start looking at the big picture, Skyrim really needs an overhaul in a few places to make it lore friendly (e.g. fitting in the worlds we're supposed to believe and live in), as it isn't such in many places. Acknowledging that the Empire resembles most of that of the late Roman Empire, I think it's safe to assume that Falkreath, as a northern outpust, would be much better protected and "modernised", than we'd believe judging from the vanilla game.
  12. Saw this being recommended by Gopher and it definitely seems like a good candidate for inclusion in STEP. Needs a bit more testing to ensure that it doesn't affect the gameplay too much, but I think all the changes are for the better.
  13. I like the mod, but the transition from Yuril's Rings to Jewels of the Nord is a matter of preference. I'd be inclined to switch over since keeping both mods on the list is simply a waste of space, and they both look good in their own ways (with the improved meshes, of course).
  14. I think that governments looking out for the interest of large corporations over their own people is as undemocratic as capitalism can get. The fact that it's a step towards making 1984 real is what scares me. It often feels like there's not much I can do.
  15. This is fair criticism and I think many overhauls are guilty of altering the towns and villages against the likelihood of them actually being built this way.
  16. MSAA and SMAA are two completely different types of anti-aliasing. SMAA is a post-processing method of AA based on MLAA (meaning that it's a filtered applied to an already rendered frame, the reason why it doesn't cost much performance), which I think is developed by AMD, whilst MSAA stands for Multisampling Antialiasing and is part of the rendered image. MSAA on its own doesn't cover transparent textures, SMAA anti-aliases the whole scene (which is not always desirable). You can't just say that one is better than the other because they're completely different and the results will depend on the scene. ENB up to 119 supports hardware antialiasing, then the support is dropped, then again it is back with 142 revision or so.
  17. Loose files vs BSA files. Section "File Types" down: https://wiki.step-project.com/Guide:Skyrim_Installation#tab=Skyrim
  18. I think this mod should definitely find it's place in STEP 2.2.2 or 2.3 (whatever it's called). It's great from what I've seen and any potential conflicts have been ironed out by now (except for the dragons' bones issue).
  19. I'm in the process of reinstalling Skyrim (again...), but this is one of the mods I've been planning on testing on top of STEP as soon as possible. So far, Lankley's textures have been superb and I have no reason to believe these will be any different.
  20. I'd be pretty surprised if this mod hasn't been discussed by now. I'm fairly sure I talked about it with some STEP members. From what I remember, it doesn't blend in well into the landscape, but I guess it could prove promising if we were to pick the bump maps that actually improve the visuals. In any case, OpticShooter is reluctant to update the mod due to lack of time. But maybe with a few suggestions from the STEP members he'd have a clearer picture of what needs to be fixed?
  21. Umm... How else do you suggest a sound mod that differentiates sounds based on the type of surface?
  22. There was a similar unfinished mod already, it seem like the author just didn't feel up to completing this tedious task. https://skyrim.nexusmods.com/mods/18651
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