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TechAngel85

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Everything posted by TechAngel85

  1. Yeah, with MO2 the Archive tab is just informational now. Users wanting to get rid of dummy plugins will have to go back to extracting their BSAs. I really don't see the need for the Archive tab at this point. The same information can be found in the Data tab.
  2. It's in the Bug Reports topic: https://forum.step-project.com/topic/12252-step-v2100-official-bug-reports/?p=210100
  3. Update to the latest version (v2.1.1).
  4. There's been another report of this using the latest WB build. That user's solution was to use an older build of WB to generate the Patch. This needs to be reported to the WB team.
  5. Are you using this for modding SSE? Are you using the newest version of WB? If the answer is yes to both, then that message is most likely caused by WB's new feature of detecting plugins which have not been properly ported to SSE...meaning they still carry Form 43 in the plugin header instead of Form 44 that is for SSE. That's my guess anyway.
  6. To me it looks like it's the issue I explained above. The mesh on the left might not be terrain but is using the terrain texture, which would explain such behavior. Did setting that parameter to false fix the problem?
  7. The STEP Compilation includes: 020 Decrease Those Plants021 Decrease Those Plants - SFO040 Just-Ice050 Moss Rocks080 Suped-Up Stalhrim
  8. I get the same error. Haven't seen any reports on github nor any chatter on the Discord channel about it. I still see the archives listed on the data tab so I'm assuming all is well with the base install I have and it's just MO tossing out an error for that feature.
  9. You need to set FixParallaxTerrain= under the [FIX] heading in enblocal.ini to false. Else, you'll have to use a texture overhaul that supports terrain parallax.
  10. Should be safe
  11. Yep, that's exactly the reason it casts the shadow as it does. The lightbulb has been moved to be in the middle of the chandelier rather than below it as it is in vanilla. In nearly all cases, this is how the mod will move these lights and in most cases it looks natural because the candles are above the fixture, meaning some light from the fixture would be cast on the ground. Then, you are limited with what you can do with lights in the game. They, themselves, are not built to be very realistic. ELFX gets around some of this by using more lights than normal design would allow...this is why they have to edit meshes to prevent mesh flickering, whereas, RS works within the limits of the engine....because changing meshes creates a compatibility nightmare with some mods. Yeah, that lightbulb is likely a bit too low in this case. These are things to report to the author, JawZ. Else, you can make a simple patch which changes the Z values for these lightbulbs, which will lower or raise the lights. That's going to be your only options besides removing the mod. JawZ was working on a remastered version of RS with a team (myself included), but I haven't heard from him in quite a long time. I'm not sure that project will ever be completed as it was a very large undertaking. However, minor things like these just need to be reported as they are a really quick fix.
  12. This isn't an issue, it's how the mod works. It removes most of the interior "fake" lighting. Most of the ambient lighting in the game is way far off from what would be considered natural and "realistic". ELE and RS aim to fix this by providing more natural ambient lighting combined with light that is emanating from a source. Combining ELE and RS fixes pretty much all of these issues. No longer will caves with no light source magically be lit enough to see in the dark! Granted the mod touches nearly every light and space in the game so such a large scale mod will likely not be completely polished in all areas. This is true for all the lighting mods. Some people don't like that much realism in the game, but these mods' positives usually outweigh their negatives for most.
  13. Thanks for the report. It's going to be removed as a requirement from the next release.
  14. Sounds like a missing master. Check your plugins tab in MO to see if you have any warning icons.
  15. They're most likely patching it with their custom conflict resolution patch in LOTDR.
  16. I would start by running BethINI to make sure your INIs are good. Rarely is the cause of problems the graphics driver.
  17. Are you using the latest ENB files? (v0.325)
  18. Added.
  19. @rockey999 I have merged your two posts together. Please only post in one location. If you're unsure of where to post, simply choose the best option and a moderator will move the topic, if necessary.
  20. From working on RWT and WATER and from what I know, that would be an issue with the engine rendering the reflections. Yeah, Bethesda (or whichever studio did the conversion to SE) borked the reflections up. They are still rolling out a fix here and there with their Creation Club updates so we can only hope they're able to fix it. Until then, ENBSeries v0.324 and newer now includes a fix for tree reflections, but some mods will require an update for this fix to work. The alpha channel of the textures where the cutoff happens (aka background) has to be set to 0 (aka 100% transparent). This will allow ENBSeries to mask the backgrounds when rendering the reflection. Keep in mind this is just for trees, atm.
  21. Are you sure your antivirus isn't being overly zealous? You can add the entire Skyrim directory to your exclusion list.
  22. First, you should install the DirectX Runtimes to ensure you have everything you need to run the full ENBSeries suite. Second, once you make the switch, redo the DynDOLOD process to ensure any changes made are captured and patched.
  23. The reason I asked is because if you're not reaching the system RAM limit which causes crashes (3.1GBs), then you can leave ENBoost out. It's been known to cause some stutter issues on some systems. My guess is this is likely due to extra latency from adding in another process (enbhost.exe) and the moving of extra data from the process(es) to the game. In reality, this is taking less than a second (or should), it on some systems it's noticeable as a stutter; especially when crossing cell borders. I have not personally experienced this on my custom system, but it has been reported by others. I have also found I can run without ENBoost without issue. If you're using a lot of high resolution textures, you might not be able to do this, however, the STEP Baseline seems to not need ENBoost on some systems. It'll be hit or miss on your own system, but it's worth a try. Just uninstall ENBoost and monitor your RAM for a while. If you get a crash, check the chart/log to see where your RAM was at that time. If it never hits over 3GBs, you'll likely not need ENBoost.
  24. Yeah, I'm going to change my guide over to MO2 or Vortex eventually. Been hoping Vortex would be out soon or that I would get into the beta. Neither looks like they're happening.
  25. The files should be the same across all resolutions so any instructions would apply to all resolution versions of the mod.
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