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oqhansoloqo

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Everything posted by oqhansoloqo

  1. I agree - Gamwich has recently gone on a retexturing crusade, and it's been looking excellent.
  2. My intention was not to link the download or the page, but just copy and paste the text from the download page so that people could see what option I was referring to. It just so happened that when I selected the text it was selecting the download link also. The page to the mod is listed at the top of the topic.
  3. This mod looks so much better than the "Skyrim Sunglare v4" mod that isn't even available anymore. The problem with the other one was the way the rays were in the "sunglare" file rather than part of the "sun" file. This causes a very weird-looking sunset or sunrise, because center of the rays and all the rays would be visible while the sun was going behind the horizon/other objects. It just did not look good at all at that time. What this mod, "Realistic Sun and Sunglare", does is put the sun rays into the "sun" file and then puts a moderate centralized glow effect into the "sunglare" file. It looks much more appropriate and looks good when the sun is behind objects or at the horizon. For non-ENB and non-COT I recommend the "Realistic Sun and Sunglare - Vanilla Edition - Warm colors" option. The warm color option makes the actual edges of the sun distinct from the rays around it, which overall makes the sun look the most realistic, especially at low horizon when it is usually the easiest to see the edges of the star. When you look up directly at the sun, you can always see the actual edges of the star apart from the bright rays that emanate. Obviously this is another planet, so their sun is not our sun (they have two moons afterall) so their sun doesn't have to be the same exact color as ours anyway, but using the warm colors version really makes sunsets and sunrises look awesome!
  4. It's probably because you are dragging one of the lower red-colored row lines in the clump of data... There are a few separate lines in one clump of rows. If you don't grab the row line high enough it won't work. That is probably the problem. Try to lowest row line in the correct data clump and see that it won't let you drag it (I'm guessing it won't due to what you are saying the issue is), then try the red-colored row line just above that one - try to drag that one over... keep doing that until you get to the top-most red-colored row line in the same data clump. If if doesn't allow you to drag the records over by that point then there is something weird going on. I think you just didn't grab the right row line (not high enough in the data clump).
  5. OK, I lied... I forgot that I did keep a copy of the messed up eyes. Here's what they used to look like: Was this an issue with previous DDSOpt ini settings, and should I be concerned that other textures that I had optimized previously could be messed up like this?
  6. OK, so I originally installed the Bellyaches Animal and Creature Pack - Default High Res option. I DDSOpted it - this was probably over a year ago. I got glowing white eyes in the game - looked horrid, like I had bright white blind eyes. I don't know if this was a DDSOpt issue or an issue with the werewolf eyes file in the mod package... but after much pain-in-the-ass trying to figure out why it looked so crappy, I decided to grab the default werewolf eye file from the original package again and "yeah!" it looks much better. It's been too much of a hassle to even bother going back to take screenshots of what it looked like prior to fixing it (plus I deleted the old file). Sorry, but the improved eyes look like this: mainly white (not glowing white) with odd brown bars throughout. I do have a screenshot of this. I take it this is the intended look? Now all said and done, I don't know if it was a DDSOpt issue of my own making or what. I had DDSOpt'd the file a while back before some of the newest DDSOpt .ini updates. Was there an error in the DDSOpt .ini previously that would have made the eyes look messed up?
  7. https://www.nexusmods.com/skyrim/mods/59463/ This mod looks like a great lite werewolf improvement mod that is highly compatible with other types of mods. Apparently, it was created by the same people that had made a more comprehensive "Moonlight Tales - Werewolf and Werebear Overhaul". I examined this mod in TES5Edit and could not find any conflicts at all with anything else. It does however contain scripts - hopefully they are well done. Has anyone else tested this mod - feedback?
  8. No, I don't have that mod, but you give me ideas. I do have Follower Commentary Overhaul - maybe that does it too? It's not entirely predictable though. It doesn't always happen at the same spot in the same line. One time the line may complete, and another time that same line might not.
  9. I agree. Regular forges look OK with the mod. The Skyforge does not. Regular forges have the new mesh over them that looks good and glows OK when the bellows work - would be better if it glowed brighter maybe? The Skyforge doesn't add a new mesh and with the new texture looks way too flat. The Skyforge does not glow bright enough at all with the new texture when the bellows work. It should glow brighter than a regular forge because it's supposed to be a badass forge and all. Hopefully the author will create a nice cover mesh for the Skyforge that glows appropriately. Personally, I'm going to have the regular forge files and hide the Skyforge texture in the current version. EDIT: Actually, I don't like the way the metal bars look in the regular forge...
  10. I don't think so. I just checked it again. I'm really not sure what causes it or what exactly is happening - the voice is either cutting or abruptly getting really quiet.
  11. This mod adds an odd non-interactive torch to Helgen Keep, right where you pull the lever to lower the bridge. The torch is lying on the ground and it clips pretty bad with the ground. Most of the time the only visible part of it is the flame. I think they added it to provide better lighting right around the lever, but I think it was a poor design (for the reasons mentioned). What I did is modify it in the EnhancedLightsandFX.esp plugin (actually I did it in a patch). Here's where to find the torch object placed there using TES5Edit: Cell>Block 8>Sub-Block 4>0005DE24>Temporary> Go to the bottom of the list of placed objects and then look at the 8th object up which should be Torch01 "Torch" (the FormID can actually vary...). Select it to edit. In the view window, edit the Record Flags - select "InitiallyDisabled". Then go to the bottom and edit the Z Position - change to -30000. Save. Done. Bye Bye f'd up torch.
  12. Ruins Clutter Improved has a bad spider sac mesh - ruinsspidersac04.nif. I do not know if any other meshes are bad, but this one is. You can easily find it in-game by going to the Helgen Keep cave spider nest and looking at the unsearchable spider egg sacs up on the walls. They have 3 triangular areas that do not look right. 2 of those areas are dark and not very noticeable, but 1 of them is bright and very noticeable. I resolved this by marking "hide" on the file in MO. Here are things with the offending mesh file: Here are things without the offending mesh file:
  13. I notice that often enough while an NPC is talking, their vocal lines get cut short. For instance (I am making this line up), someone might say "I like a good strong Nord woman. They don't complain about the cold." Reload... I trigger them to talk again and this time they say "I like a good strong [cut...]. They don't complain about the cold." It seems kind of random as to when they cut their speech line or not. It seems like it happens sometimes when I don't even do anything in the game that should trigger them to stop talking. Anyone else having issues like this? Although I can live with it, I just would rather fix it if possible because it's irritating and I feel like I might have to put the closed captioning on so I can read what gets cut off sometimes. I'm wondering if this is an issue with Skyrim in general or if it sounds like an issue that is a result of me using a bad mod installation or ini setting - IOW, does everyone have this problem? Thanks for the help.
  14. https://www.nexusmods.com/skyrim/mods/62506/ "RUSTIC CLUTTER COLLECTION is what is sounds like, a collection of my recent RUSTIC series of retextures of common clutter items in Skyrim." "This collection of my recent Rustic Texture overhauls includes RUSTIC DINNERWARE, RUSTIC POTTERY, RUSTIC SILVERWARE, and a new RUSTIC WINE BOTTLES retexture. 2K and 1K versions available." Sweet mod. Every single one looks great. Definite STEP consideration. Compares for STEP Testing STEP >> Rustic Clutter
  15. BTW - I did end up downloading the standard version of the DDSOpt'd vanilla textures. Good work. ;)
  16. With USKP version 2.0.9 (and the other 2.0.9 UPs), add these to the list: Quest 0001BB9B, 0001CEF4, 00094152, 000E49E7
  17. I have a GTX 770 w/ 4 GB. I decided to try ENB and higher textures, but decided that I didn't like the framerate drop from doing both at the same time. In the end I felt that I got more visually out of higher textures and lighting mods like ELFX and RLO with RLO weathers than ENB without high textures. :)
  18. I hope that there's nothing else like this in another mod - a situation where the different texture quality option packages for a mod actually have different files in them that can cause issues unnoticed by STEP. I guess we'll just have to wait until people using the non-baseline options notice issues and report them... :)
  19. Cool. I'm going to install the new one and remove the previous Skill Interface mod from my mod list (because I still had it after it got removed from the Nexus).
  20. I assumed that because I examined things ahead of time at one point after I had originally installed the baseline STEP. I had gotten a better graphics card and decided to bump everything up to HQ. When I was examining the options, I noticed that a few mods in the list had higher texture options but that those mods lacked the "HQ" marking next to them. I also read and re-read the initial instructions a few times at the top where the guide explains baseline and HQ and LQ and so forth. Taking all of it in, it seemed like "baseline" was for people with mid-range system specs and for initial installation to get a reading on the FPS. And that the LQ or HQ options were for people with lower or higher system specs (respectively). The fact that the guide did not list "HQ" when those options were available for certain mods led me to believe that those were not recommended, but that the other mods with "LQ" or "HQ" options were recommended alternatives to the baseline version. Perhaps someone just didn't notice the options for some of the mods and so they didn't mark those mods with "HQ" in the guide. I guess I assumed the guide to be more perfect than it was.
  21. In this case it's not the "recommended" version though, just the "baseline" version. STEP recommends the "HQ" option for those who can go above the baseline. In other words, I've seen other mods that have higher quality (higher texture size) options that aren't noted in the guide next to the mod as "HQ". I always assumed those to be higher quality options that are not recommended due to poor quality to performance ratio or something, since they aren't noted as "HQ" options.
  22. EDIT2: Actually here's the issue. The 1024 version does not have the candle files and the 2048 version does! EDIT3: Oops... someone beat me to that. lol
  23. Huh? That doesn't make sense. When I was examining this, I redownloaded it also to check the original mod and it was in both the one that I had previously installed and the new one that redownloaded. I think you should check again. EDIT: actually, I didn't redownload. I reinstalled... for some reason the copy I previously downloaded had candle files in it. I just redownloaded the file and now it doesn't have those candle files. I think the author must have removed them and reuploaded it to the Nexus without changing the version number. Other people had reported this issue also - in that link I gave. This is weird.
  24. Sure, for examples, just walk into Dragonsreach and go up to the main dining table and look at the candles there. Or go into the rooms to the left or right of that room and look at those other types of candles in those rooms. It looks like the texture for the melted wax base is appearing invisible, so the candles are floating in air over their holders. Other people were having this issue as well and they keyed me in to where the issue was coming from: https://forum.step-project.com/topic/2470-part-of-all-candles-drips-missing/
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