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TechAngel85

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Everything posted by TechAngel85

  1. This sounds exactly like an occlusion issue, no an LOD issue. If the LOD is there and then disappears as you move, that is 99% likely occlusion. I would simply assume that the Occlusion.esp from DynDOLOD probably needs to been regenerated as a starting point; however, considering you both experienced it, I would reach out to Sheson about it as something isn't being generated correctly for that cell. This is assuming that the cell has been checked in xEdit for mods that may be adding occlusion planes or messing with the occlusion data for the cell.
  2. Discussion topic: Fine LOD by HoratioHafnaugels Wiki Link
  3. Discussion topic: HGPAKtool by monkeyman192 Wiki Link
  4. Discussion topic: No Suit Annoyances - Updated by brandoncamp16, TechAngel85 Wiki Link
  5. Current Guide is not usable with the latest game update (v5.5+) due to significant changes to how mods are handled by the game.
  6. Z is probably around your own age. I, myself, am 39. We're not that young ourselves around here.
  7. This could really be answered with a quick Google search so I'll just copy and paste it from Google: Now Step requires the Anniversary Edition of Skyrim (basically a DLC), which includes many mods from the Creation Club that Bethesda decided to officially support.
  8. Within the Lumen LUA, you'll want to reduce any "INTENSITY" for any light that is too bright for you. So with each section for each light: { ["MBIN_FILE_SOURCE"] = "MODELS\PLANETS\BIOMES\COMMON\BUILDINGS\PARTS\BUILDABLEPARTS\DECORATION\LABLAMP.SCENE.MBIN", ["EXML_CHANGE_TABLE"] = { { ["SPECIAL_KEY_WORDS"] = {"Name", "pointLight1"}, ["VALUE_CHANGE_TABLE"] = { {"TransY", "1.05"}, {"RotX", "90"}, } }, { ["SPECIAL_KEY_WORDS"] = {"Name", "pointLight1", "Name", "FOV"}, ["VALUE_CHANGE_TABLE"] = { {"Value", "80.000000"}, } }, { ["SPECIAL_KEY_WORDS"] = {"Name", "pointLight1", "Name", "INTENSITY"}, ["VALUE_CHANGE_TABLE"] = { {"Value", "21000.000000"}, } }, { ["SPECIAL_KEY_WORDS"] = {"Name", "pointLight1", "Name", "COL_R"}, ["VALUE_CHANGE_TABLE"] = { {"Value", "0.500000"}, } }, { ["SPECIAL_KEY_WORDS"] = {"Name", "pointLight1", "Name", "COL_G"}, ["VALUE_CHANGE_TABLE"] = { {"Value", "0.850000"}, } }, { ["SPECIAL_KEY_WORDS"] = {"Name", "pointLight1"}, ["ADD_OPTION"] = "ADDafterSECTION", ["ADD"] = LABLAMP }, }, }, The "model" tells you which light; for the above it's the "LABLAMP". You'll want to find the "INTENSITY" section and change that value to something less. The same goes for the "GetBlock" section at the top. These are additional lights that are added to the objects, which you can see how at the bottom of the code above "["ADD"] = LABLAMP". It will probably take some trial and error to find the intensity that works best for your system.
  9. As the saying goes, "build it and they will come."
  10. I've reached out and confirmed that Soft Shadows has been hidden due to conflicts with CS. Directly quoting: Doodlum has also stated he's okay with the linking to the hidden file, directly, for any of his hidden mods. It was an ick and went again my morals to do this without seeking out the author first, regardless if Nexus ToS allows it or not. I have reached out to Nexus Staff regarding the matter, though, because the ToS is not clear in regards to hidden pages. They allow distribution of the files, forever; however, that distribution can't happen for mods that are hidden unless a direct link is used. Getting that direct link could be challenging when the page is hidden, and near impossible for the average user who is not familiar with how Nexus links files.
  11. They are already a master. The statement just means you can't use any of those Patches without having the Step Patch - Conflict Resolution.esp file installed, which in and of itself is a requirement to use the Guide. The note is kinda redundant in that regard.
  12. I'm going to have to test this out! We were trying out a new idea for RWT to address water LOD that looked great in vanilla, but terrible with ENBSeries because it tiled very badly. Going to have to see if this corrected that issue! @CaptainKumquat
  13. We have not been manually linking to hidden mods. We might link to a file from a mod in the archive or link directly to a file due to NSFW content, but I can't recall ever purposely going past an author's hidden status. In the past, we simply told users to wait it out or skip for now. Just because we haven't encountered any issues doesn't mean they aren't there. The fact that we don't know what the issues are makes doing this that much worse. We're just going in blindly at this point. Nexus has been down so I haven't had an opportunity to search for the forum topic to try to understand why the mod is hidden. They may not show up until later in the game (I know I haven't gotten much playtime in since adding this mos, have you?) or may not be that apparent to us. Seriously, this is a bad practice! ...and I'm only speaking towards a mod that is hidden. Other cases where we link to files directly are okay because those aren't to merely circumvent the author's wishes like you have done here.
  14. If the mod has issues that the author has identified and is big enough they closed off the mod page, we shouldn't be supporting it either. I, personally, as an author would be annoyed if people were doing this after I closed the mod page do to bugs within the mod. I would highly discourage this practice!
  15. Meshes shouldn't be an issue unless they are providing a custom texture path to their own glow maps. Once the ones for Gamwich's mods are done, all the conflicts within the Guide should be covered (unless there are custom paths with custom meshes).
  16. Frankly, I have no idea why that would have been recommended. Could have been something up with testing, but nothing on our forum topic suggests any of that. I remember Rudy telling me they were going to fix all of their meshes, but that has never happened so it could have been something to do around that too. I find it disappointing that Rudy hasn't returned to all their mods to fix this. At this point, doesn't look like they ever will. On another note, Gamwich gave permission for all their mods, so I will be adding those over my "weekend" (Wed/Thus). I think that will cover all the mods in the Guide.
  17. Looks like it still has some features to go to match ENBSeries, but it's getting there.
  18. Correct. Step Guide users do not need the optional files and we're not planning on switching to these mods. Those options are provided for other users that may need them.
  19. Indeed. The variation looks better than CL and I think it does work with CL. Like @nomaddc is finding out, balancing the lighting with CW in DynDOLOD will be fun. As I've ran around the game, CL has just become a bit bland and often looks a bit off in comparison to the rest of the lighting (usually too bright). I've been eyeing Azurite Weathers and Seasons too, as a CW replacement.
  20. Discussion topic: Cathedral - 3D Landscapes and Grass Library by DrJacopo Wiki Link In reference to ... That does look a far bit better. I've noticed the Cathedral Landscapes grass can sometimes look floaty due to the shadows. It's a shame there aren't more shots of that grass on the author's page without the over-saturated ENB present because your coloring there looks much better the the author's own images.
  21. Yes. It needs v0.503+. I just updated the mod page to say as much.
  22. I have created a companion mod to resolve some of the conflicts that would be in the Guide. What I've released either has open permissions or I already received permissions. I'm still waiting on a reply from Gamwich regarding several of his mods.
  23. Discussion topic: ENBSeries Glow re-Maps by TechAngel85 Wiki Link Provides texture patches for mods with glow maps. These patches relocate ENBSeries' control of their glow from its WindowLight feature to its ObjectGlow feature. This decouples these glow maps from the window glow. In turn, this allows authors and users to alter the window glow without affecting the glow of dozens of other things that would normally get wrapped up into the WindowLight feature. This mod is meant to companion Particle Patch's "Glow Maps for ENB" optional file. Suggested Installation For testing for Step, this mod should overwrite everything, since these glow maps are modifications of those provided by (winning) mods in Step: Particle Patch ... Skyrim Realistic Overhaul Particle Patch - Glow Maps for ENB ... ENBSeries Glow re-Maps (overwrites all conflicting mods)
  24. @z929669 I think it would be good to install the "Glow Maps for ENB" Optional File for our Post-processing users. This basically decouples many of the glowmaps from [WINDOWLIGHT] and moves them to [OBJECTGLOW], where they should be. This allows ENB authors (aka, Step) and users to adjust the WindowLight settings without affecting a magnitude of other actors/harvestables/objects/weapons that are also using glowmaps and getting caught up in ENBSeries' processing of the WindowLight feature. I would overwrite SRO, but allow the rest to be overwritten (I just hid the one conflict with SMIM in this Glow Maps addon and placed it under SRO). It appears the alpha needs to be black for this to work so each mod would need to be checked, individually, and it's not likely any would be compatible with the move to to ObjectGlow; meaning they would stay connected to WindowLight unless a patch is made. This would be for ~18 objects with over 90 without any conflicts, so still worth it.
  25. I too have a custom ICC profile on my monitor from RTings. I was fortunate enough to have a monitor they've reviewed and provided a calibrated profile for. The lighting and weather sections were decided to be all or nothing for the Guide a few releases again to reduce overhead. We're already making CACO, CCOR, TCIY, and WCCAF optional, which creates multiple patches to maintain. Lighting, weather, and Post-processing are all optional for the Guide. Their sections are simply all or nothing vs providing more than a single patch for each picking and choosing the mods to install within their sections. Granted the Lighting & Weather section is vanilla-friendly so any ENB that works for vanilla lighting and Cathedral Weathers should look okay with the Lighting & Weather mods. We do use Ambiance, but it's not than far off from vanilla; which is why I keep saying 'vanilla lighting'. As for the Post-processing section, it's just a generic setup to incorporate ENB-compatible mods into the Guide. So you are feel to try other ENBs than the Step ENB. The Step ENB is simply made, specifically, for Ambiance/Cathedral Weathers combo. The grass is one of the few made to work well with Cathedral Landscapes and we've made it work with ENB ComplexGrass on our own. If there is something off with it, please do provide feedback so that we can improve it.
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