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Everything posted by TechAngel85
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It would likely be a good foundation to cover anything that isn't already covered up the pipeline (ie Embers XD).
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FEEDBACK v2.2.0 - Feedback & Bug Reports
TechAngel85 replied to z929669's topic in Step Skyrim SE Guide
I'm taking a look at this. NVTT doesn't do as good as a job as I'd like. It clips a lot of the edge detail. I will work on getting the original alpha more to a black/white state that it needs to be so not as much detail is lost. -
Discussion topic: Step NoMansSky Guide Resources: Nexus Mods Please submit feedback or bug reports about the 3.1 Guide to this topic.
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Discussion topic: No Lag Leaving Planets (DIY Edition) by Silent369 Wiki Link Dropped as it is no longer required.
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- 06-models and textures
- NOMANSSKY
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Bright Waterfall Fix for ENB by (Dlizzio and isoku)
TechAngel85 replied to Kattmandu's topic in Skyrim SE Mods
They are movable statics so that would be TexGen and DynDOLOD. However, I'm not really sure if it needs to be ran or not. Considering they are movable in the distance, you may not need to. -
Bright Waterfall Fix for ENB by (Dlizzio and isoku)
TechAngel85 replied to Kattmandu's topic in Skyrim SE Mods
Section 05: https://www.nexusmods.com/skyrimspecialedition/articles/626 Gradients: https://www.nexusmods.com/skyrimspecialedition/articles/2027 -
FEEDBACK v2.2.0 - Feedback & Bug Reports
TechAngel85 replied to z929669's topic in Step Skyrim SE Guide
I want to say my testing (forever ago) revealed no difference with normalmaps. I did not test the map. In the way explained, yes, but if you understand the technique then you can understand it can be adjusted to fit the scenario. Simply make your diffuses a solid color (sheson has plugin for this) and then use the generated normalmaps (from an texture, not solid color) as usual. If the maps are used, you'll see the height in the solid colored diffuses. A simple enough test to do, but would take some time. -
Bright Waterfall Fix for ENB by (Dlizzio and isoku)
TechAngel85 replied to Kattmandu's topic in Skyrim SE Mods
Don't use it. It's most likely outdated and you can adjust this in your ENB or with the RWT gradients textures. We set the lighting influence on the meshes the balance it between non-ENB and ENB users. We further built into the meshes gradient textures that could be adjusted to allow for further customization for brightness and color. This was made for lazy users, imo, and I have never endorsed its use. -
ACCEPTED Better Dynamic Snow SE ( by SparrowPrince)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
The mod was updated with some installer changes and a few fixes. Wiki mod page has been updated for installer changes.- 13 replies
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ACCEPTED Farmhouse Chimneys SE (by Scarla/TechAngel85)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
It was likely incorporated at one point or was planned to be, but lost in the mix of things along the way.- 16 replies
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ACCEPTED Farmhouse Chimneys SE (by Scarla/TechAngel85)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
I released a small update that I worked on over the last couple evenings. @z929669 I know the Guide says to ignore the USSEP optional file, but I think that is a mistake unless it's been incorporated into the Guide Patch.- 16 replies
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ACCEPTED HD Stone Quarry and Clay Deposit SE (by skyrimaguas)
TechAngel85 replied to z929669's topic in Skyrim SE Mods
Mod Patch updated to support Majestic Mountains v4+.- 11 replies
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Discussion topic: Water Blending by doodlez, doodlum Wiki Link Just posting this to put eyes on it. I've not tested it. I don't think it's compatible with ENB, but would be an option for those that don't or are not able to run ENB presets.
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ACCEPTED Splashes of Storms (by powerofthree)
TechAngel85 replied to z929669's topic in Skyrim SE Mods
Added to OP.- 10 replies
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- SKYRIMSE
- 18-lighting and weather
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FEEDBACK v2.2.0 - Feedback & Bug Reports
TechAngel85 replied to z929669's topic in Step Skyrim SE Guide
I can't confirm right now, but don't forget to report on the mod page so that it can be tracked. I don't track things in any other place. -
Hey! Glad to hear thing are on the up for you, you also have my condolences as well. Everyone is still around besides EssArrBee. I haven't heard from him in a couple years now. I'm doing fairly well. Nothing to really complain about. Work is good, and my partner and I just closed on a house. Most of my free time has been spent painting and fixing things. The house was built in 1947 and hasn't received a lot of modern upgrades so there is plenty to do. For example, nothing in the house is grounded beside the stove because none of the wiring has been updated. I actually love that kind of work, though, so I don't mind doing it all myself. Each one of us is basically spearheading a Guide on there own, now. I don't really do much of anything with Skyrim anymore beside maintain mods once a quarter. I'm sort of over Skyrim after 10+ yrs of it and ready for something new on that front. Most my time around Step is spent handling the No Man's Sky guide. Though, I'm planning to immerse myself into Starfield when it's released.
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Discussion topic: Step NoMansSky Guide Resources: Nexus Mods Please submit feedback or bug reports about the 3.0 Guide to this topic.
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Disable Havok Script Tweak Resource (by AndrealphusVIII)
TechAngel85 replied to DoubleYou's topic in Skyrim SE Mods
It doesn't disable any static object nor movable statics. You can still pick everything up and interact with it normally. The mod updates a vanilla script to make it do what it supposed to do. There is a script called, defaultDisableHavokOnLoad. You are supposed to be able to attach this script to objects so that the object's havok is disabled when it loads. This essentially just keeps objects in the place the designer put it. Without this script, objects will often just do what they want for no real reason. This issue is seen with objects falling when loading a new cell, plates and objects on those plates rattling around, items rolling around displays, etc. I've used the vanilla script heavily for my house mod, Dragon Cliff Manor, and can confirm that it doesn't always work. The aim of this mod is to fix that vanilla script so that it actually works and stops objects from moving from their place when loaded...very similar to how the mannequin scripts were updated to actually stop them from moving. -
TESTING Assorted Animation Fixes (by Everglaid)
TechAngel85 replied to DoubleYou's topic in Skyrim SE Mods
This is probably an easy add since we don't include very many animations in the Guide.- 7 replies
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Your mod is still good. Sparrow nor myself would force mods to change due to old permissions being updated. Sparrow is now fully maintaining Just Ice so he's setting the permissions the way he wants. Most of his mods should remain the same, but the texture-only mods will likely all look like the new permissions that have been set for Just Ice.
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Disable Havok Script Tweak Resource (by AndrealphusVIII)
TechAngel85 replied to DoubleYou's topic in Skyrim SE Mods
I can confirm from my own mods and creations that this is still very much an issue. Some objects just refuse to behave. If this mod solves that, it would be a great addition. -
Discussion topic: Chicks - Mihail Monsters and Animals by MihailMods Wiki Link I'm not recommending for the Guide, but it wouldn't be a stretch to consider. I'm mainly sharing it because...I mean...just look at them!
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This is often caused by either actor render distance or by using larger uGrids.

