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oqhansoloqo

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Everything posted by oqhansoloqo

  1. Noobsayer - I found this post by another person on the Nexus about sorting the masters for No Snow Under the Roof: "I wouldn't touch the master order for the plugin with bash. After doing so, TES5edit shows some corrupted worldspace records, just leave the order as it is. Add: Same thing happens if you change the master order with TES5edit, save it and reload the mods with TES5edit. So do not touch the master order, it will cause some damage if it isn't done by the creation kit which I would leave for the author, if he feels like it's worth the effort." Is it possible that he is correct about this, that it can only properly be done with the CK, and not with TES5Edit? Just checking on that to be sure that nothing was overlooked. EDIT: I apologize to everyone here. I had previously posted a link to this forum on the mod's Nexus forum, because I felt that it would be of benefit to Prometheus as well as the Skyrim modding community. I didn't foresee that it would have created the issues that it did. I actually thought that it would have helped everyone to communicate better.
  2. Yeah, me too. Why would I be banned from the file though? I was incredibly supportive of the author and the mod.
  3. MushRush - I don't see any pretending going on... I actually think it's the opposite - people are being pretty honest here about their thoughts. Maybe that's why some found it to be insulting. Noobsayer - Clean with TES5Edit in the way that the TES5Edit Guide recommends for mods ID'd by BOSS as having dirty edits, right? Sorting the masters is also to be done in TES5Edit, correct? Would you say that the USKP conflicts are minor and that No Snow Under the Roof adds more than takes away from the conflict? Appreciate your help, Noobsayer. :)
  4. Damn. Does anyone know if the last few versions of his mod can break anything in a saved game if they are removed (or moving from one version to the next)? I know that when I upgraded from version 2.1 to version 2.2 DG + DB version I got a warning while loading my saved game. Or if the mod is not removed - does it break anything particularly important if I were to leave it installed? Appreciate the feedback from whoever has an answer to these questions.
  5. LOL - well, he's reading these posts over here, btw.
  6. Noobsayer/(Rusey?) Do you mind sending Prometheus a private Nexus message with the instructions you put in the forum? Maybe he missed that one/forgot about it amidst answering other posts, since it's got a bit of detail in it.
  7. I think the author is just a little sensitive about all the time he put into his mod. And it looks the mod has gone through a number of revisions in a relatively short period of time, so maybe part of his irritable attitude about the endorsements issue was sleep-deprivation. I also think that the author may also not really be familiar with how some of the tools that people are asking him to use on his mod work.
  8. Nice - Prometheus just put out a new version - 2.2. I haven't been able to see the additional content yet, but I appreciate the author's continual efforts in improving the mod. Although I didn't confirm this, the author had said that they had BDS working properly with the previous version 2.1. After some people suggested to the author to use TES5Edit on the mod, the author appears to be using that tool as well now with version 2.2. I suspect it won't be long until the author figures out how to do some kind of SMIM patch for the ropes also, since supposedly it would be a fairly uncomplicated mixing/merging of the author's farmhouse meshes with the 3D ropes farmhouse meshes in SMIM? (from my understanding of what I hear from others)
  9. I don't know why, but for some reason the forging animations were messed up until I started a new game. And it only happened when the FNIS output "mod" was enabled in MO.
  10. What does it (NSUtheR) do to them?
  11. Still looks better than without the mod though (IMO). What is the problem with SMIM that everyone here keeps talking about? I have SMIM installed and didn't notice anything strange-looking with NSUtheR (but I'm not as savvy as the people around here). I get no conflicts in Mod Organizer with both mods installed either.
  12. Hello, I finally got my installation of Skyrim modded sufficiently enough to be happy to actually start playing the game. It's basically STEP Extended with a few extra lighting and snow mods, along with some planned STEP 2.2.9 mods. I created a new game then saved it. Quit out, did something very minor (that I don't think had anything to do with animations) to my mod list in Mod Organizer (MO). Re-created my bashed patch, FNIS Output "mod", and DSR Output "mod" (following STEP Extended instructions) and then continued on playing from that saved game. I got to Riverwood and used the forge. My forge smithing animations were very messed up (this new STEP Forum will not allow me to upload pic attachments to show). Basically, I was holding a metal bar by the hot end and banging the top of the anvil but holding the bar on the side of the anvil (smithing for retards). Still holding the bar while pulling the rope with the same hand/arm too. Afterwards, I read somewhere that anytime you run the FNIS generator you have to restart or it'll mess up your animations. So decided to test this - I started a new game and took my character immediately to the forge... It worked properly. This sucks, especially with minor changes to a mod setup that normally would not require a new game creation. What did I do wrong, or is this just how the FNIS generator works?
  13. The Better Dynamic Snow (BDS) incompatibility issue isn't so bad because BDS is no longer part of STEP Core or STEP Extended. There is an alternative mod to use instead of BDS anyway: Snow Shader Fix (https://www.nexusmods.com/skyrim/mods/51495/?). Supposedly there are some issues with that mod and they are being investigated, but it is a much simpler and less invasive mod than BDS. Supposedly Snow Shader Fix is compatible with No Snow Under the Roof, and it gets rid of the awful-looking white paint (YES!).
  14. My thing is, if there is a light source on an NPC within my active zone (I assume the active zone is basically the uGrid settings. anyway, I use 5 uGrids in order to prevent events from occurring and missing them due to them occurring too far away for me to notice) I would like to see it from as far away as possible, instead of having their light suddenly pop in on me as I get close. How does increasing the LOD for light lower the texture quality? I haven't noticed a difference.
  15. SkyrimPrefs.ini - change the "fLightLODStartFade=" value to something like 12000. Skyrim.ini - change "fLightLODMaxStartFade=" value to something like 16000. Make sure that the one is a greater number than the other one. This controls how far away you can see emanated light. Not how far light emanates from a source to brighten it's surroundings, but how far away you can see the light on the surroundings. It's important to have the one setting lower than the other, otherwise there will be no fade effect as you reach near the limit of the visibility of the light and it will just cut off - the fade effect is a nicer transition. I highly recommend changing these settings in order to be able to see nearby activity at night. The default is WAY too close. What is SO strange is that I can't find ANYONE on the internet talking about this setting, yet I discovered it and find it to be an immense night-time improvement. You can see a group with a torch far off in the distance at night, like you should. Or see that a tower open to the exterior is occupied (if the person occupying has a light source). Perhaps using an ENB changes the way this works, but I do not use an ENB and find this setting modification to compliment my usage of a mod that makes nighttime very dark.
  16. What I ended up doing to remove a lot of the shadow striping was set this in skyrimprefs.ini: fShadowBiasScale=1.0000
  17. I figured out what the deal with the torch light was... In fact, I don't understand why STEP doesn't recommend altering this: SkyrimPrefs.ini - change the "fLightLODStartFade=" value to something like 12000. Then Skyrim.ini - change "fLightLODMaxStartFade=" value to something like 16000. Make sure that the one is a greater number than the other one. This controls how far away you can see emanated light. Not how far light emanates from a source to lighten it's surroundings, but how far away you can see the light on the surroundings. It's important to have the one setting lower than the other, otherwise there will be no fade effect as you reach near the limit of the visibility of the light and it will just cut off. I highly recommend changing these settings in order to be able to see nearby activity at night.
  18. You know, even though it is very contrasty... I'm actually considering using it in my setup for a few reasons: it makes night time dark like it should be finally, but at the same timemakes you harder to find by NPCs in that darkness so you aren't at so much of a disadvantage, keeps light sources bright and doesn't darken them, seems to work nicely with RLO Exteriors, has a weather patch (so weather affects darkness levels), has a moon phase patch (so the moon phase affects darkness levels), and also has a few darkness levels itself (so you can pick an option that is slightly brighter than complete black). It's compatible with Lanterns of Skyrim, which is also important. Supposedly ELFX Exteriors is not. I don't know any other mod that does what this one does and has the same compatibilities as this one. I still think that there is slightly too much contrast during the day and I'd like to see that tuned a bit. I also don't like how the mod handles the carriage ride at the beginning of the game (and there may be more situations that don't look right - as I haven't tested the mod thoroughly enough yet). Overall though, it does a lot of things that I have yet to find in other mods that are available (without going the GPU-heavy ENB route). One issue I noticed though - I don't know if it's this mod or not, but it seems to me that the torch light from NPCs carrying torches is not visible from a fairly short distance away. IOW - an NPC can be holding a torch at night and I see it when I'm say... 100 feet away, but once I get to say... 500 feet away (or whatever relatively short distance) I can no longer see the emanated light, but just the torch itself. I don't know if this mod controls that or another mod or an .ini setting, but if it's this mod the distance at which the player can see emanated torch light should be extended. It's important because it's useful to know if someone is nearby by their light emanations, before the player is right next to them. Does anyone reading his have any ideas about this? Is it this mode or another one I might have installed, or ini setting?
  19. lol - oops. sorry, didn't realize the purpose of this section of the forum properly.
  20. https://www.nexusmods.com/skyrim/mods/48257/? Anyone want to test out this mod? Apparently, it's similar to ELFX Enhancer.
  21. Is it me or is this mod way too contrasty? It's nice to have more defined shadows during the day than vanilla, which looks washed out in a lot of ways, but the shadows in this mod during the day just look nearly pitch black. What about the carriage ride? - you can hardly even see the faces of the people you are riding with. The shadows just seems off balance... There needs to be some tweaking done for daytime shadows. The colors look washed out during the day too - a little overly bleak. This mod still needs some work. I like the idea though, very much, because I can't stand the way vanilla nights are. What was Bethesda thinking when they decided to make them so bright? It makes it not fun... This mod makes daytime shadows WAY too dark though. EDIT: Actually, not sure, but I just installed Realistic Lighting Overhaul (Exteriors and Weather) alongside and the colors don't seem so washed out/bleak (or maybe I just got used to it?). I'll have to take screenshots and compare... EDIT2: Yes, according to screenshots it is slightly more colorful with RLO Exteriors running in tandem. I also feel that the carriage ride looks 'slightly' better shadow-wise. Still not right though... Does it really make sense that you can see the landscape and the other carriage as well as Alvar (or whatever his name is) better than you can see the people right next to you? Nope.
  22. I did what you said and it toned the issue down quite a bit so that it wasn't very noticeable, but didn't get rid of it. It created other issues though. I can't attach any images because apparently there's a limit on the KB one can use in a thread (rather than each message), so unfortunately I cannot add more photos here to show what I'm talking about... but I originally had my iBlurDeferredShadowMask set to 1. Things looked great except for the shadow striping. Then after I set it to 5, the shadow striping looked better (not gone), but everything else glows strangely now and objects look blurred - not as defined. Is there a different solution?
  23. Anyone know what is causing the striping issue? It seems to happen on a lot of textures in my game - they are giving me strange striping effects. Sometimes it seems to be that at an exact certain distance the striping effect disappears - if you look at the Mountains.jpg attachment the rocks in the center of the screen show the point where the striping stops/begins. But then other times I can walk right next to a striped object, like a rock face, and the stripes remain. It's not just rock faces either. If you look at the Buildings.jpg attachment it occurs on structures as well. Easiest to notice on the wooden end wall of the building to the distant left, but it's also happening on the wooden poles in after a certain distance. I have DDSOpted everything mentioned worth doing in the DDSOpt Guide. Could that be what is causing this or is it something in my skyrimprefs.ini settings?
  24. I'm a nobody here, but I agree with vfxninjaeditor. Even with some of the abrupt transitions, it's much better than the vanilla implementation. Even if it's not perfect yet, it's still better at the stage it's at.
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