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statmonster

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Everything posted by statmonster

  1. I don't think I agree. The important point is not whether it's true to Bethesda's intent or not but rather whether the result (in context in game) is better or worse at conveying the style the user wants. If I want a shiny clean high fantasy look and these textures provide it then I should use it no matter what Bethesda's intent was, similarly if i want a dark brooding decrepit look and the textures provide that. Of course users all have different desires, so to be effective a mod review should point out how well the mod goes in achieving a particular atmosphere, not just how true to to Bethesda's original intent a mod it. (Remember if reviews for mods for consideration in SR and SEP packs are to be included here then judging how well a mod fits to the most restrictive definition of STEP is not the principal point of mod reviews here.)
  2. Definitely not ready yet - but interesting to see what he's working on. I thought the DX 11 thing was interesting too - I wonder what that opens up for ENBs?
  3. I was just writing abut this in another thread. Sounds very interesting. However it should be noted that he has had some negative issues with the beta test of .192 so it will be a bit of time before this is ready for prime time. But still very interesting...
  4. I was looking over the ENB thread (https://enbdev.com/index_en.htm) that Boris Vorontsov maintains to talk about his current projects and thought a few were interesting. One is that it looks like he is moving to supporting DX11 technology and leaving DXC9 & 10 behind. (He writes DX 9/10 will be slower than 11 going forward.) Another is that he thinks he will be able to get around the 3.1 GB issues - at least as far as graphics is concerned - while I won't hold my breath over this it would be a big deal if he can. He also thinks his new ENB series might increase stability and prevent crashes - he's quite clever so let's hope! It looks to be very much a WIP and the new .192 is still in Beta with some issues.
  5. I think most of his are currently 2k with 1k normals, though there are quite a few with lower resolutions. Whether this will be sustainable will only be determined by testing. There is a feeling (well by me anyway...) that having small items with high resolutions is pointless - for example CaBaL's excellent armor retextures stick to 2k for the cuirasses but use 1k for boots, gloves and helmets. A 2K texture of a rabbit is pointless (it's small, fast moving and generally not examined at close range so you will never see the detail...), a 2K texture of a mammoth makes more sense... There are two ways to get lower resolution textures. 1. Where a mod author has lower resolution version download that. 2. Where they do not use DDSOpt to reduce the resolution of your main texture files aka speculars (*.dds) to 2048 x 2048 ("2k") and normals (*_n.dds or *_msn.dds)to 1024 x 1024 ("1k" or "half size"). You can go lower if you need to such as 1024 x 1024 and 512 x 512 respectively. The reason to put the normals at half sized is that the level of detail in them is not nearly as important as the main texture file in determining quality. You should also keep in mind that some (many?) authors do not compress their files which leads them to be larger than necessary so running DDSOpt an help with memory even if you do not reduce them - however this can be a a bit tricky as some files seem to lose a lot of quality when compressed - WATER for example seems to run best when it is not compressed. STEP has some very good guides to how and when to use DDSOpt - though it will be a bit confusing when you first try to dive into. Neo has been working on a keystroke by keystroke description of how to do this but as I recall at this point you really need to use the STEP guide to set up DDSOpt first.
  6. Also, it looks like he has moved some items into a separate mod altogether. Dwemer stuff has it's own mod and seems to have been expanded considerably. He also has Dragonborn stuff in another mod. Check his user profile for links to these. The same upgrade issue happened back when he upgraded from 1.2 to 1.4 - lots of people needed the old 1.2 stuff for the texture pack combiner but he removed that version when he upgraded. Leaving old files on the Nexus would have been useful.
  7. I always use Deadly Dragons 6.3.5, usually alter the settings in MCM prior to Helgen (when I'm in the prison cell using Arthmoor's LAL-AS) and rarely have a problem with the headsman. When I do it's a sign of general instability due to too many textures/scripts etc. and probably not the fault of any one mod.
  8. 1. No idea but I don't think it will work. 2. I can't imagine this would turn out well.... 3. It's not set up to do this, but you could probably copy each of the bash patches to a different storage directory and then just move back the one you needed depending on which profile you were using. Maybe... Or take the two minutes to rebuild it when you switch profiles.  (Redoing the SUM patches is the time consuming step - FINS & WB are fast.) 4. This might have some IP issues... Mod authors whose ESPs are being used might not appreciate it. It also defeats the pedagogical point of SR (not that you necessarily care about that.) It might also be hard to manage version control of all the mods or allow for customization - if you are doing you own patches you know (more or less) what needs to be done when you add or remove mods from SR. This has been looked into before (i.e,. last week...) and rejected each time.
  9. No, it's just an false error in that SkyUI is not detecting NACMIM saying it is compatible with 4.1 (It says it's compatible with 3.4 and doesn't know abut 4.1 but has no actual issues working with it.) Just turn off the error warning for maps in MCM.
  10. First - MO .99 does not seem stable to me - I reverted to the last stable version (12.8 I think). Second - you could try copying/moving all the folders in you MO/Mods folder somewhere else (storage) and then just dropping in the ones you want to use. I suggest shutting down MO while you do this but it may not be necessary. Each folder in this directory creates one mod in MO.
  11. Agree on DCO/Deadly Dragons. The Deadly Dragons NPC protection is very useful. I give Warzone a pass - rumor is that it is too big and will cause CTDs. Try Immersive Patrols for smaller battles (plus other crap/cool stuff). Civil War Overhaul looks promising but I haven't bitten the bullet yet. It really does something completely different from Warzones - CWO adds new quest/plot elements and makes the story much richer; Warzones adds some really big battles but does not really enhance the Civil War plot. Never heard of Skyrim Size. OBIS looks interesting but I'm a bit hesitant and haven't bitten the bullet.
  12. It sounds like you have your weapon stored where you want it (on hip) but that the draw is from the back and not the hip. That means you probably have the skeleton you want but not the animation you want. The draw is governed by your animation, not your skeleton, so you need to get an animation with one handed draw from the hip (and shield from the back if you want that animation). One issue you will run into is left handed actions. In Skyrim all actions are driven by what is in your right hand or what your right hand is doing. If you use a draw (right hand) sword from hip and shield from back - then anytime your draw your sword your left hand will reach behind your back - which will look goofy if you are dual wielding with both weapons stored on your hips. You have to choose if you want left hand to always reach for the back or or hip (or the vanilla animations where whatever will be in your left hand just pops into that hand). Remember - skeletons control where stuff (shields, weapons, etc.) is stored, animations control the motion used to equip (or fight with) weapons/shields/staffs/magic, etc. What action your right hand is taking governs which animation you will use. (At least if I remember right...)
  13. Left click on the item (in the column from the mod you want to copy the data from) you want to drag, hold down the key, drag it to where you want it (the cell in the column of the mod you want to drag it to) and release the key. If it's not an allowable action there will be a symbol (circle with a line through it I think) saying you can't drop it there. If you can there is another symbol. Sometimes it is tough to figure out exactly what to drag, you may have to try getting the parent of the cell (further up the page). Do not try to drag them from the left hand column with the name of the cells for that row. Instead go into a column under the mod you want and drag that cell from one mod's column to another.
  14. My understanding is that it works fine with Deadly Dragons. I ran it that way a while back.
  15. Looks epic!
  16. Organized Bandits seems interesting, the key is whether it's buggy.
  17. Do you ahve any plans to do a version compatible with ELFX? (Or is there already one?)
  18. I've heard that similar mods tend to break nav meshes and quests around Skyforge where the Companions gather during certain quests. I"m not sure if any other forges are so sensitive. This should be thoroughly tested to make sure the nav meshes, etc. work.
  19. I've just used the ones in SIC - this seems redundant if you do.
  20. I thought the effect was too subtle for clutter items. The designs were less noticeable in the video.
  21. My gut (pessimistic) reaction is that it sounds like too heavy a load for the game engine for too little reward - though hearing raindrops on the roof would be cool.
  22. Very good idea. I used the delayed start vampire mod before and liked that - being able to fine tune vampire attacks is even better and altering when other quests start is gravy.
  23. Arrows fletched with natural feathers "straight" can apparently spin due to the asymmetric nature of feathers, or so I have read. (As I understand it, the shape and perhaps asymmetric permeability of the feathers induces a difference in air pressure on the two side of the feather creating lift much the way a modern airplane wing works, but the placement of the feathers creates opposing forces which counteract any force in the horizontal or vertical planes and thus induces rotation rather than lift.) I think the effect is somewhat subtle and perhaps dependent on the skill of the fletcher. Much more noticeable is the wobbling of arrows as they bend around the bow and then wiggle back and forth in the horizontal plane as they fly true to the aim point. This is much easier to spot than the spinning on slow-motion films of arrows. The effect is much stronger on old style long bows as opposed to some of the newer designed bows. Apparently the main skill in fletching involves creating an arrow with the exact right amount of flexibility to bend as it is released "around" the bow - too little flexibility and it does not bend enough and veers off to one side, too much and it veers the other way - ruining accuracy in either case.
  24. Modding some armors while I bide my time - but sooner or later I'll get too impatient and start playing - hopefully SR LE will be more or less done by then... MO means you don't really have to start from scratch as it's so modular.
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