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Everything posted by TechAngel85
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GUIDE v4.0 - Feedback & Bug Reports
TechAngel85 replied to TechAngel85's topic in Step No Man's Sky Guide
There are lots of mods in the Guide. Which one are you referring to? -
GUIDE v4.0 - Feedback & Bug Reports
TechAngel85 replied to TechAngel85's topic in Step No Man's Sky Guide
Thanks! There is a redirect somewhere that hasn't been documented to easily fine it, yet. I'll have to do some digging. @z929669 can we get these redirects added to the Step Portal or the individual game portal pages? That would be very helpful to just click a link to update the redirect. EDIT: Got it fixed. -
Step NoMansSky 4.0 Guide (No Man's Sky: Voyagers) Supports game version: 6.01+ Guide Link | Changelog | Feedback & Bug Reports | Nexus Link The entire Guide has been updated to reflect the latest state of modding No Man's Sky.
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ACCEPTED Worldspace Transition Tweaks (by AndrealphusVIII)
TechAngel85 replied to DoubleYou's topic in Skyrim SE Mods
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.- 80 replies
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- SKYRIMSE
- 17-locations
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Discussion topic: Fine LOD by HoratioHafnaugels Wiki Link
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- 06-models and textures
- NOMANSSKY
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Discussion topic: HGPAKtool by monkeyman192 Wiki Link
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Discussion topic: No Suit Annoyances - Updated by brandoncamp16, TechAngel85 Wiki Link
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- 07-sounds and music
- NOMANSSKY
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Discussion topic: Step NoMansSky Guide Resources: Nexus Mods Please submit feedback or bug reports about the 4.0 Guide to this topic.
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GUIDE v3.5 - Feedback & Bug Reports
TechAngel85 replied to TechAngel85's topic in Step No Man's Sky Guide
Current Guide is not usable with the latest game update (v5.5+) due to significant changes to how mods are handled by the game. -
Z is probably around your own age. I, myself, am 39. We're not that young ourselves around here.
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Im new what is SE exactly
TechAngel85 replied to BrokenPegasus138's question in General Skyrim SE Support
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. -
GUIDE v3.5 - Feedback & Bug Reports
TechAngel85 replied to TechAngel85's topic in Step No Man's Sky Guide
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. -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
TechAngel85 replied to Neovalen's topic in Unsupported Game Guides
As the saying goes, "build it and they will come." -
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.
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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
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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.
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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!
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TESTING ENBSeries Glow re-Maps (by TechAngel85)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
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).- 13 replies
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- SKYRIMSE
- 21-post-processing
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TESTING ENBSeries Glow re-Maps (by TechAngel85)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
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.- 13 replies
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- SKYRIMSE
- 21-post-processing
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Better Community Shaders or ENB?
TechAngel85 replied to framx2l's topic in General Skyrim SE Discussion & Support
Looks like it still has some features to go to match ENBSeries, but it's getting there. -
ACCEPTED Relighting Skyrim SE (by JawZ)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
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 replies
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- SKYRIMSE
- 18-lighting and weather
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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.
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- SKYRIMSE
- 06-models and textures
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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.
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- SKYRIMSE
- 06-models and textures
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Yes. It needs v0.503+. I just updated the mod page to say as much.

