Jump to content

TechAngel85

Administrator
  • Posts

    14,559
  • Joined

  • Last visited

Everything posted by TechAngel85

  1. The interiors look a whole lot better. I didn't run around in them during my hour adventure. Your image with the sun changes the color palette, but looks more natural, imo. You normally would get the pink hues until the sun is closer to the horizon.
  2. Sounds good. I was curious because it seems the new lighting is throwing off a lot of mods.
  3. For the tiny creeks, yes. But the bigger ones and rivers got some nice flow enhancements now too. I'm not sure how they pulled it off, but the single flow direction per cell doesn't seem to be a limit anymore. It'll take the CK to know for sure.
  4. First set this to false in enblocal.ini: EnableTemporalAA=true. It's known to be fairly bad. Just a tip. Will not fix your issue. Second, as Nozzer mentioned. You have to install an ENB Preset that can be downloaded from Nexus. Just installing ENBSeries will not get to anywhere. Third, make sure you make the necessary changes to your SkyrimPrefs.ini.
  5. I have to agree with Hishy. SSE fixed a lot of things that modders simply couldn't like water flows and z-fighting. The rest will come in time as mods are "properly" ported over. The game has only been out for a day so don't expect miracles from the get-go. Got to have some patience!
  6. So this is already up to speed with all the SSE lighting changes or is it just a quick port for now?
  7. That's exactly what I'm doing for the time being. I suspect the at least 50% of the mods have not been fully and properly tested. I will not port my mod or WATER over until they're fully tested.
  8. Added ...surprised those weren't in there already.
  9. Added
  10. The one good thing about the SSE release is that it seems to raising some authors from the dead to update their mods with fixes and other things. Wet & Cold, Lore-based Loading Screens, SMIM, etc. They've all gotten a few fixes added. I'm sure there will be more to come.
  11. Just this one: https://wiki.step-project.com/Guide:Wrye_Bash
  12. Guys/gals, forget about NMM. WB is available. It's learning curve is just a bit higher.
  13. Probably never tested it since it was updated.
  14. Ah! That I can understand. Thanks for the clarification.
  15. This seems odd to me considering that the author said he wasn't going to do the work and wouldn't care if someone ported the mod and did the work. If the author isn't going to port it over why would he/she/they be sending take-down orders to Nexus? Makes no sense.
  16. I thought SkyUI was ported over? It's lacking a lot of functions due to no SKSE, but the layout is at least better.
  17. I wonder if that color palette would also affect Gamwich's Rustic Clothing because he went darker with his mod as well.
  18. That's because Boris is still running Windows XP and refuses to upgrade. :: Users have even offered to purchase him Windows 7 and he just doesn't want it.
  19. Well, it only took a new TES release to raise you from the dead! Nice to see you! The only z-fighting I had was on some LOD objects. Dragonsreach was really, really bad. This was with only the new UP installed which could have been causing some of the issues that I saw considering it was pretty much a straight port from USLEEP and can't have had much testing done. Edit: No mod manager either. Just downloaded WB.
  20. I did a run around for about an hour. I let Geforce Experience set recommended settings and loaded it up. Installed the unofficial patch from within the game to test that out. Worked. Water flows are amazing! Just watch the small creeks and rivers flowing around the bends as they should! I caught myself smiling several times while looking at this. The water itself needs overhauled. The water mods have much better textures and for some reason underwater seemed to be brown for me. The DoF is too much. It mainly operates as you are moving, blurring and softening the textures. Not my fancy so I turned it all the way down. The fog is "reflective". It will reflect and soften the light much more noticeably. Just follow a guard around that is holding a torch in the fog to see what I mean. Speaking of torches, they got the lighting all wrong. Torch light seems to be somehow connected to the camera position. Go into third person and fly the camera around. This is especially seen on a snow surface. This connection makes torches nearly useless (only tested outdoors). Speaking of snow... it's terrible. Looks like plastic at night, especially in torch light, though some added effects will benefit modders. . The lighting is hit and miss. The nights are far too bright. The fog reflective properties in the morning can make it look like it's glowing. The sky is blue! We're definitely still going to need weather mods to handle the lighting and atmosphere's outdoors. The godrays seem to be more static than dynamic. They're present regardless of lighting, cloudiness, or time of day. They're even seen on a cloudy, dark night. They are also not lined up with the moon's position so where exactly is the light source producing these rays? It's a bit odd to see the moon in one direction and the rays in the direction of the moon. No more z-fighting mountains! Now Bethesda has given use z-fighting LODs! Yay! Seriously, when I walked up to Whiterun, Dragonsreach was flickering worse than anything I've ever seen in Skyrim. Had a few other LOD object flickering as well. DynDOLOD to the rescue! Clutter! Lots and lots more clutter. Mainly in the form of flora, but it's a very noticeable difference. The density of the grass looks and feels great! I had Verdant installed in my last playthrough so this was refreshing to see. I think they've done a great job here. It looks a little more "wild and untamed". I don't know if was the unofficial patch, but several animals had difficulty attacking me. Wolves would just run around me in a circle. I should note I COC'ed into the game.
  21. Got the game (not played yet). ...now just waiting for the CK to be released.
  22. STEP has patches available that do not have ICAIO as a master. So the answer is, yes. Just remove ICAIO and reinstall the STEP Compilation. It should detect that you don't have ICAIO and install the non-ICAIO patch.
  23. Old mods...depends on the mod. Texture, mesh, and most animation mods (that don't require FNIS) should work out of the box with SSE. Mods that rely on third-party tools (FNIS, DynDOLOD, etc) and those that require SKSE will have to wait until those tools and SKSE are released for SSE. No idea about vsync. I don't expect framerates to improve. In fact, the recommended requirements are even higher than that of the original 32-bit game. It should be more stable memory-wise simply due to the move to 64-bit, though. This means tools like the memory patch and ENBoost should no longer be required.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.