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Kelmych

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Everything posted by Kelmych

  1. I just got the page I'm editing through external edit and I didn't have any problems.Now, however, I'm getting the same error when I try to use external edit. Did you fix your problem with this?
  2. I prefer the original version since now that I've seen it blades that are any shorter seem wrong. It would certainly be better if the one windmill in Solitude can be changed without causing cascading problems. I suppose if I have to I could live with clipping in one windmill so all the others look right.
  3. I usually just look at the area where the names of registered users logged in are provided vs. looking at a count of these users. I hope the site will be able to withstand the BW increases when we are close to finishing 2.2.1.
  4. I just got the page I'm editing through external edit and I didn't have any problems.
  5. The .xwm files contain only music using a Microsoft format as mentioned here . There are no scripts. True Tavern Music replaces 4 music files in vanilla Skyrim. If we include it in STEP 2.2.1 or a later expansion we will still need to test it, but since it is just music that replaces some vanilla files the testing will be more straightforward than for some mods.
  6. I wouldn't typically mention mods that involve music since they aren't usually relevant to STEP goals. True Medieval Tavern Music might be an exception as it replaces some background tavern music in Skyrim with music that would have been played in taverns in a time period consistent with much of the lore in the game. In the short time I've used it I felt it does a better job than vanilla Skyrim in conveying an immersive feel in the taverns.
  7. On my browser there is a small problem with the guide. The table of contents in the right column and text in the left column is fine, except when there is a brown background box with light brown text. These are always nearly full width on my browser, and they act as a layer on top of parts of the table of contents. You might find English Strings useful in Skyrim Revisited; I feel its corrections and changes improve lore friendliness - and it doesn't add an yet another esp.
  8. The Riverwood Trader sign, in Skyrim - Textures and in HRDLC2, after DDSopt processing (in my case update 2 on Nexus) is much darker than the original. This texture is: textures\clutter\signage\riverwood\riverwoodriverwoodtrader01.dds The basic horn candle, in Skyrim - Textures and in HRDLC2, after DDSopt processing (in my case update 2 on Nexus) is much darker than the original and is black except for one small flame. This texture is textures\clutter\candles\horncandles01.dds I expect this is the texture used for the various horn candle lights. When I looked in the CK I find multiple meshes for various horn candle lights (in meshes\clutter\candles) but I can't find any other relevant textures. By the way, I don't see the blackened horn candle textures in game normally because Tobes Highres Textures overwrites  the vanilla/HRDLC2 texture and DDSopt does not have a problem with the texture from this mod.
  9. Discussion thread: Windmills Resized by Pfaffendrill Wiki Link The blades on many Skyrim windmills seem rather small when compared to those in pictures of medieval blades. Windmills resized replaces the mesh for windmill blades in Skyrim with one that makes the blades 1.5x larger. My current Skyrim game uses a vanilla mesh for this. In spite of having all the STEP mods plus additional ones, I don't have any mods loaded that replace this mesh. Dropped in 2.2.8 due to SkyFalls and SkyMills incorporating this fix.
  10. I certainly have not found them to be common, and they don't sell for very much. I have only found one to at most three of any individual ingredient, and I've only found each 20-30 total ingredients in loot at level 40+. I haven't bought any since with the mods I have I never have a great deal of money and spells are expensive. There was one comment on the Nexus where someone said that some of them allowed building potions that were too powerful, but I didn't see any indication of that when I looked at a sample of ingredients with TES5Edit. We can also see how some of the other STEP users who have the mod have found it.
  11. Neovalen includes the mod in his Skyrim Revisited guide so perhaps he has some screenshots.
  12. In TES4, alchemical ingredients from across Tamriel that weren't in vanilla TES4 was an important part of COBL (Common Oblivion), a mod started by Wrye (also the developer of Wrye Bash) to provide a common set of objects that mod developers could share and use. I posted this mod because several other STEP forum participants mentioned they were using it, and because I think this is the type of lore-friendly mod that should be in STEP, in one of the "addon" packs if not baseline STEP. It's unfortunate that the mod developer has been inactive, but the bulk of the mod is textures and meshes which are less sensitive to Skyrim version changes.
  13. If you use the procedure that Z referenced that includes a batch file to fix problems with the HR DLC, and you load the loose files version that this produces, then you don't need the BSAs themself since all the useful texture data they had is in the loose files you created. If you do this, make sure you don't activate the two esp files that come with the HR DLC.
  14. The recently updated Nexus description for BSAopt includes a list of the improvements provided by running BSAopt on all the Bethesda BSAs, not just the texture files. We might want to add this to the DDSopt guide (since DDSopt includes the BSAopt capabilities) or perhaps some other guide. The DDS Optimization tab, step 4, in the DDSopt guide has a list of textures to exclude from DDSopt processing. I thought Ethatron said a while ago that these did not need to be excluded any more, that DDSopt either processes these correctly now or handled any needed exclusions of these internally or in the DDSopt ini file.
  15. I got SMIM 1.29 yesterday with no errors.
  16. I don't think Ars Metallica does quite as much as CCO/SPO for Skyrim. I used CCO and SPO and liked them, but I became concerned since they have not been updated since Mar 2012. I haven't looked at CCO/SPO and Ars Metalica carefully to get a detailed comparison; clearly CCO/SPO have no support for the DLC mods. My problem with most smithing enhancement/overhaul mods is that they are all or nothing - they change the smithing perk tree in ways that make them incompatible with almost all other smithing mods.
  17. So, if I understand correctly, DDSopt can recompute and replace the mip-maps, which could be done without changing the texture file size since the mip-maps have fixed sizes. The mip-maps would be different than before but still the same size. Ideally they would be better than what was previously in the texture files. That makes sense, I just didn't realize DDSopt does this.
  18. I ran the BCF and it was processing the file, but I don't see an output file written.
  19. As others have mentioned here and in the comments on Nexus, the substantial improvement in lore consistency and grammar is worth using this mod even if you use American English vs. British English.
  20. In my current game the ingredients seem fairly random. I also don't see any parameters in the individual ingredients that affect how common they are. I looked at a sampling of the ingredients and compared the 4 effects in Skyrim with the effects on the same ingredient in Oblivion. At least for the sample I looked at the effects seem fairly similar to those in Oblivion. Since Skyrim has more effects (e.g., Fortify individual magic schools) than Oblivion had, a certain degree of difference is necessary for balance.
  21. A.2: That's tough. Let's try: "fixed textures": The number of corrupt textures that have been fixed, this are currently textures which are too short (few bytes missing at the end). I found one or two of those, I don't know which software creates these truncated textures."fixed files": A remnant of NIFopt, will always be 0. Refers to repaired models mostly."planar (1x1) textures": The number of textures which have only one distinct value. These textures may be converted to 1x1 size without loss. Though seems not all hardware likes that. Haven't yet understood what's the real cause."i/o delta": This is the global incoming to outgoing delta. Say you process a BSA, then it takes the size of a file inside the BSA (possibly compressed, then it takes the compressed size), and does the processing and writes it into another BSA. The sum of those differences is that value. If a DDS is not touched it still is possible to get i/o deltas != 0 because the zipper in BSAopt/DDSopt is about 10% better than Bethesda's. If you decompress a compressed BSA to directories, this delta is likely positive (out is bigger than in)."tex delta": This is only the recorded change in size from changes to texture-formats, resolution and mip-maps.What exactly do you want to understand? The DXT artifacts (DXT3 vs. DXT5)? Why normal maps in DXT sucks? Some texture mod authors (e.g., Isoku) provide uncompressed tangent space normal maps; this is the case for all of Isoku's mods I've seen. Are uncompressed normal maps preferable to the compressed ones that DDSopt creates? One example of truncated textures is in DSI High . DDSopt reports all of the normal maps as being truncated. Interestingly, this is the only Isoku mod for which DDSopt reports truncated textures. Â There are a few other mods that DDSopt reports as having truncated textures (in addition to Soul Gems Differ and DSI High) ; if you want a list of these let me know.
  22. It wold be interesting to try it along with Character Creation Overhaul when making a new character to see how helpful these two mods are. Race Menu certainly sounds useful.
  23. EZ2C Dialogue Menu - configurable - better navigation and control provides improved control of dialog boxes, similar to that provided by Better Dialog Controls. The EZ2C mod provides configurability of some of the control and display including fonts, text color, etc. Currently this is done with a config file (dialoguemenu.cfg) but the author said they are looking at changing this to use the Mod Configuration Menu, similar to the approach used by SkyUI 3.0 and some other interface mods.
  24. These are all new ingredients, not textures that replace vanilla ingredient textures. The texture quality isn't nearly as high as those for ingredients from the Skyrim game, but they are all better than the equivalent textures for these ingredients in the Oblivion TES game. The ingredients are small, so ingame the only place that you can see the ingredients in any detail is in the inventory screen. This is more a gameplay mod than a graphic mod.
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