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Posts
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Everything posted by plaGGy
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There is also a bug regarding at eleast the piles in Gyldenhul Barrow in Solstheim. The little piles in the treasury chamber are "Piles of Harald" but picking them up results in Septims picked up.
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SKYRIMLE Skyrim Landscape Overhaul (by C0331 AKA privata)
plaGGy replied to phryxolydian's topic in Skyrim LE Mods
Hm, i dont know. Seems to be a lot of placed objects and so a lot of potential incompatibilities. Also i would like to have some before/after shots instead of just some screenshots. -
double post
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Okay, want to test this aswell. Whats your installing/loading order for MS? Still using XCE as a base? Nevermind, should read those things closer in the future
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FYI, the XCE-Folder has additional optional textures. Seems like there is a option for cleaner face and indeed in a quick comparision it looks like the dirt on the face is gone. Im sadly not into that whole stuff regarding problems of different models, meshes and textures.
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Yeah, skipped the NPC module, dont like it to mess around too much with beloved characters =). So, any suggestions for facial textures? Im about to tweak my ENB settings/mods anyway and if i can spare a few minutes i can switch between some of these and make comparision shots.
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Ah, just reread the last pages on phone: So the plan is to only use the extracted meshes cause of the vanilla/custom armor compatibility and mix them up with additional textures? Or is it also about using the default .esps? I liked XCE for its simplicity.
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Not sure, but i have an annoying glow in sunny weathers appearing in the face with WCSO, that does not appear with the XCE pack. Have done two comparision shots. First shot is with WSCO, second one is with XCE. Im using STEP:Core and an ENB, but its only fixing shadows, no bloom or what ever. The glow is 98% the same in vanilla, in fact its a bit stronger without ENB. Most settings are ultra or high. Brightness is Default.
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have you modded vanilla weathers to work with SkyLight or Skylight to work with the vanilla weathers ;)? While i like your ENB, i dont use CoT for a bunch of reasons and instead use RCRN, but i would really like to try it out with Skylight. I havent tested it yet, but i believe the weathers will be too dark since the problem occurs with vanilla weathers. Should this work?
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SKYRIMLE RCRN AE -- HDR Lighting and Weather Enhancement
plaGGy replied to Neovalen's topic in Skyrim LE Mods
Afaik there is a problem with Screenshots, RCRN and ENB. The ENB makes shots BEFORE any PostProcessing is applied. So the should look the same 100%. You have to disable ENB and take the screenshots with RCRN alone. They "should" be JPEG format in the skyrim folder. Maybe you have to set screenshot to "true" or "1" in the rcrn.ini file in the /data folder manually and disable screenshots in the skyrim.ini to prevet getting 2 shots of the same scene, one with PP and one without. The screenshot system of skyrim is horrible to be honest and ENB/Shader suites do their stuff to make it even worse. -
SKYRIMLE Height Adjusted Races with True Giants (by EvilDeadAsh34)
plaGGy replied to Lumaan's topic in Skyrim LE Mods
Its pretty much incompatible with EVERYTHING that changes races, but easy copy and paste in TES5Edit (5 minutes) will make it compatible. Pretty much must have for me, cause its an easy way to get more immersion out of the game without doing much at all. Its jsut nice to be that tall Nord woman, looking down at the woodelf man ;) -
I have looked up that mod and from what i have seen in screenshots, it just looks arkward to me.. at least without tweaking. Its washed out and grainy, which i usually dont really appreciate, but i dont like film effect and "filmish" look in RPGs anyways. From what i have seen in shots, it looks more like the character has nightvision googles than the ability to see in the night as part of his beasty nature. Maybe thats just a thing you can tweak (most likely it is) but until its worked out i will stick with Predator Vision and presets that work with it.
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Nice work! I guess you have always used the most recent version, with the ENB settings out of the box?
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I think this would make some great pack, together with a combat mod, a magic overhaul and maybe a lightweight perk mod like SPERG (or when its finished Perkimus maximus). Though no time to test it now =D But its all a mater of compatibility. There is no way that i will play the game anymore without a decent lighting overhaul and i hope its compatible But since ENBs tend to handle those things pretty well, maybe in some future :-)
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I dont think that nobody is caring about Morrowloot or this version of Morrowloot, but it literally turns the gameplay around. And changing the gameplay in such a broad stroke is nothing that STEP is used to do. Ofc, that doenst take anything away from this great mod, that maybe will find its way into one of my "New Games", now that a Dawnguard/DB version is finally available. So thanks for the information ;)
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SKYRIMLE EZ2C Dialogue Menu - configurable - better navigation and control
plaGGy replied to Kelmych's topic in Skyrim LE Mods
I think this is mainly because combat mods are a matter of personal taste. They dont fix bugs, they mainly change the gameplay. There is a reason why almost all mods in STEP are either bugfixes, textures, meshes, interface changes, animations or sounds etc. Afaik there isnt even a Lighting Mod/Weather overhaul recommend, since its personal taste and the community is splitted. If used this mod (EZ2C) for a long time, but i changed to better dialoge and message boxes just for simplicity. I like it when mods do something and stop there. No need for further configuration. I have not felt any difference, but to be honest i dont spend much attention to it either, als long as it works. -
Does this mod add as many new NPCs, houses and other majorly stupid stuff like Enhanced Towns and Cities? The performance hit from that mod is ridiciolous and the amount of stuff added or changed doenst really felt like vanilla anymore. I would really love a mod for Whiterun and Windhelm, but EToC are just not what im looking for. F.e. i really like the Falkenreath imperial city overhaul, which changes only the texture of the buildings and the outer walls to fit the lore of the city, its pretty vanilla friendly.
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Does it work for you? And if it does, which version are you using. I tried to get it worked with Phinix and Skylight, but it screwed up my game pretty much. It felt like the game couldt find a proper focus point anymore. I had lines of blurring, it looked like a zebra with blurred and unblurred lines.. if that makes any sense at all. Other prepasseffects.fx were working pretty well =/
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Just for the record, since i played around with these settings a lot in the past: You cannot use any ingame MSAA in conjunction with injected SMAA or most of ENB setting that requires DefferedRenderer=true (f.e. AO, IBL) If you set it to "false" in enblocal.ini this will disable AO, ImagedBaseLight, the new Mists setting and some other, settings per default, even if they remains "true" in enbseries.ini. Volumetric Rays are not dependend from DefferedRenderer and will stay enabled, but will still cause weird artifacts (grey, static lines in the image) when used together with MSAA and so also should be disabled if someone wants to use MSAA x2 or x4 (x8 is not recommend, almost no visable improvement but black lines above fire...). With "DefferendRenderer=false" you will keep most of the ENBs features like Bloom, Colorsettings, SunGlare, CLoudshadows, DoF, Lens, Adaption, Water, Underwater, Sunrays, Skylighting etc but be able to use 4xMSAA.
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Yeah, i know the difference between Dynavision and ENb DoF;) Was talking about a DoF/Blur effect certain snowy/rainy/cloudy weather have in either RCRN or the WeatherPatch not working when Dynavision is at Static or Dynamic since they both use the same imagespace for that particular region. Usually from what i have seen Dynavision overwrites the blur from the weatherpatch. And to use an ENB with CoT you more or less bound to use the WeatherPatch, otherwise some IDs might be looking very arkward.
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Im not sure, but doesnt the WeatherPatch use skyrims own DoF settings? And wouldnt Dynavision disable this and overwrite them with the mods own dynamic depth of field method? Or was that RCRN, have done to much testing lately to keep track of all the features.

