
JudgmentJay
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Everything posted by JudgmentJay
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https://skyrim.nexusmods.com/mods/31629 This mod is still very early in development, but basically it stops rain (and snow in the future) from falling through overhead objects like roofs, tents, etc. Unfortunately it seems like a very tedious process to implement and has to be hand-placed at each trouble spot so it will take a while, but hopefully this one goes all the way to completion! There have been a few other mods of this type on the Nexus but the authors seem to lose interest pretty quickly. Definitely one to watch.
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SKYRIMLE No empty tag on empty containers
JudgmentJay replied to JudgmentJay's topic in Skyrim LE Mods
If anyone's curious, if you're using any mod that installs hudmenu.swf, they key prompt and the diamond next to "Empty" will still appear. Other than that it works great. -
SKYRIMLE No empty tag on empty containers
JudgmentJay replied to JudgmentJay's topic in Skyrim LE Mods
I'd have to try it out in-game to see how it feels. I'm more excited about getting rid of the key prompts assuming it works. That part is completely standalone by the way. -
https://skyrim.nexusmods.com/mods/31463 Gets rid of the word "Empty" if a container is empty along with the accompanying diamond icon. It also has a standalone optional file to get rid of the key prompt/keybind next to the action. I'm not sure if the key prompt removal portion of the mod will work alongside STEP's interface mods, but someone should test it out! If nobody has by the time I get home I will. EDIT: The key prompt optional is packed in a .bsa along with an .esp. It's basically just transparent image replacers so it can be unpacked and installed as loose files without the .esp.
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I'm confused as to how that's relevant.
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Not sure what to tell you. If both the texture and normal are high resolution but it still looks low resolution in-game, the only thing I can think of is bad UV mapping. Windhelm is probably the worst place in the game for stretched textures.
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If they still look low resolution even with a high resolution texture + normal, then refer to my previous post in this thread. It's most likely a mesh problem.
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I'm confused... does the puddle still look bad even with the 2048x2048 normal from SRO?
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The problem is not the texture, it's the mesh. There are tons of stretched textures in Windhelm and until someone fixes the associated meshes (nobody has), they'll look like crap regardless of the quality. I was hoping that this mod would eventually get around to fixing Windhelm, but it doesn't look like it's being worked on anymore.
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MTichenor released a compilation mod for his SkyRealism series: https://skyrim.nexusmods.com/mods/31328
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ENB settings - transparency of water
JudgmentJay replied to rootsrat's question in Post-Processing Support
Surprised nobody's answered this yet... ENB has a bug with transparencies when you have SSAO enabled. Water is the big one, but also weapons and such can become transparent under certain conditions. It looks like Boris is currently working on solving this as the latest versions of ENB have fixes for water transparency. You'll need to wait for your ENB of choice to be updated to one of the latest binaries or just disable SSAO. -
Not many people know that though. They only know that the 680 beat the 7970 at launch. And yes, I am bored at work.
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I want to buy that so badly...I could not resist grabbing two for myself ... I should have them in a couple of hours if UPS doesn't suck (they often do suck though).Are you gonna RAID them? I hope you're gonna RAID them. Convince me that I should create SSD RAID 0 on my system (see link to specs in sig) ... I thought data transfer rates were capped by SATA (II I think for my mobo)?They're capped, but raid0 = 2 channels = double the bandwidth (on paper).
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Pretty sure there are several. The thud sound is one aspect of this mod that I use which is all sound files: SILENT Skyrim - Quieter Interface - No More UI Cartoon Noises The mod description page outlines what sound files do what. I use all of it except for the Nirnroot, spell fail, and the perk menu ones.
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The particle patch and WATER only share 2 meshes, neither of which involve wet rocks.
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Particle patch should be installed last and you should avoid overwriting any of its files.
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Yeah, I don't recommend using driver-level SSAO for this reason. I was just throwing it out there since it's not a well-known fact!
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nVidia Inspector and nVidia Control Panel change the same things, but Inspector has many more options. Also, I'm not sure if it's still the case, but in order to make SSAO work from the driver level, you have to set iBlurDeferredShadowMask to 0 in SkyrimPrefs.ini.
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Tree problem in clean STEP install
JudgmentJay replied to YuMMz's question in General Skyrim LE Support
Nope, but when I disable the diversity .esp I see the violently-shaking trees. -
Tree problem in clean STEP install
JudgmentJay replied to YuMMz's question in General Skyrim LE Support
It's not TPC. Did a full TPC install today over a vanilla Skyrim and there were no issues. -
Tree problem in clean STEP install
JudgmentJay replied to YuMMz's question in General Skyrim LE Support
Try loading the diversity .esp last in your load order. -
Tree problem in clean STEP install
JudgmentJay replied to YuMMz's question in General Skyrim LE Support
Yeah, I'd completely remove SFO and reinstall it. -
Tree problem in clean STEP install
JudgmentJay replied to YuMMz's question in General Skyrim LE Support
It's Skyrim Flora Overhaul. Make sure you have both .esp's from his mod enabled and that the SFO - Expanded Diversity .esp is loaded after the main one. The trees are supposed to sway a bit obviously, but if you don't enable the Diversity or have it in the wrong position in your load order the trees will shake rather vigorously. -
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Seems like kind of a pain to go through each one by double clicking like that. What about TES Texture Pack Merging Utility? It revealed a messed up texture in a mod I was DDSOpting earlier, and it has the nifty feature of copying one of the two textures, so if any textures are corrupt you can click the Copy button for the non-corrupt texture and it saves a copy of it in the application's folder. Once you're done you can just drag the textures folder in the application's directory and overwrite your optimized texture folder and merge them, thus eliminating the bad textures. A side note... so even something like this should theoretically be OK in-game?