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Everything posted by TechAngel85
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Before I get asked what I mean by "greens" I mean the levels: Original >> After tiny tweak to the levels All I did as a tiny shift in the green and red levels. It's small but it'll be more noticeable in-game after processing. It could probably use a little more than that and a slight bump to it's contrast...I'm going to stop before I go off making an alternative texture. I have other things to focus on.
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I actually like this solution as well. I'm actually not bothered by it on the wall map. It adds some variety. By the way, this is not a "cut off". If you look at it closely it's the how the author decided to do that edge. It's just "torn" rather close to the land's edge. Upon closer inspection, though Gamwich's coloring is dark and needs to be let up on the greens, the artistic style is closer to vanilla than HQ Paper.
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SKYRIMLE Skyrim Reloaded - SKGE (by Alenet)
TechAngel85 replied to Thallassa's topic in Skyrim LE Mods
Our setup for ENB is only for the use of the ENBoost feature. The effects from this mod and ENBSeries are outside the scope of STEP. We've played with the idea of having an official Pack which would be for lighting and whatnot, but we need the Pack wiki structure completed before that happens. -
SKYRIMLE Skyrim Reloaded - SKGE (by Alenet)
TechAngel85 replied to Thallassa's topic in Skyrim LE Mods
This isn't something that would be in the STEP main guide. Best for a pack. -
Mod Organizer 2 Discussion and Feedback
TechAngel85 replied to TechAngel85's question in Mod Organizer Support
Probably false-positive, but a report to Tannin might be helpful. I'm not a programmer so I don't know what can be done to prevent that. -
SKYRIMLE Skyrim Landscape Overhaul - Stone Walls (by Xenophobe3)
TechAngel85 replied to Fantomax's topic in Skyrim LE Mods
I've tracked this one a few days ago. Looks nice. -
Question on permanent Buffs/Debuffs
TechAngel85 replied to Epharcelis's question in General Skyrim LE Support
It's not The Ruffled Feather, but the rest I'm unfamiliar with. Have you tried disabling them one by one to see if it changes? -
SKYRIMLE Skyrim Reloaded - SKGE (by Alenet)
TechAngel85 replied to Thallassa's topic in Skyrim LE Mods
I haven't had any time for testing. All my free time has been put towards modding, specifically Jaggarsfeld which the next update is nearly ready. Once that's done, I'll be more free for other things...maybe. -
Time to do something! I'm now being contacted on other outlets (Facebook for now) about the slow or inaccessible wiki. Plus 3 pages about this and reports over it. Whatever needs to be done we should discuss it here or in the Admin forums.
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SKYRIMLE Jaggarsfeld Extended (by TechAngel85)
TechAngel85 replied to TechAngel85's topic in Skyrim LE Mod Author Topics
Building this quest has made me want to pull my hair out. I had a script compiling issue that took all day to work out. I'm finally in business so that was a day wasted. Well...not entirely. I am getting really close to having this quest completed which will fully integrate Van into the mod as a fully rounded out NPC. I still have the aliases (which I don't quite understand yet) and objectives to work out, as well as, getting the rest of the dialogue in there. I do have him talking and interacting though...getting so close... -
Free (or Cheap) Games & Giveaways
TechAngel85 replied to EssArrBee's topic in General Game Discussion
Cool! Grabbed it! This is why I love the PC...so many free games! -
Yeah, it's happening during the daytime, but the problem is that S4N said he can't check it in the daytime. If this is all resource related and not software, we may have to start looking into new server. Can only wait for S4N to check it out.
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STEP v2.2.9.2 Official Bug Reports
TechAngel85 replied to TechAngel85's topic in Step Skyrim LE Guide
Yes it is. That is intended. They are hosted there now with permission as there are some changes coming with that mod. -
I've just completed a round with this guide. I've sectioned off the information better, added missing information, corrected old info, and corrected the writing style to be more of the third person.
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They have been slow today. I've been updating some content and loads take a while.
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No rights are signed over for mods that are listed in STEP. The STEP Guide is essentially just a list of mods. The rights stay with their authors. If an author, for whatever the reason, wished for their mod to be removed from the Guide, we would comply even though we really don't have to since what we do falls under freedom of the press/speech. We do it out of respect for the authors. This was once done with Starac's mod SRO. Any mods contained within the STEP Compilations are included with permissions from their authors and the rights for those mods are retained by the author. If an author reversed their decision to allow us to include the mod in the Compilation, then we would remove the mod from the Compilation and place it back into the main Guide. For mods which are turned over to STEP for whatever reason, they are converted to Open Modding and can be used by all. We will retain the original files and authors are allowed to use the assets from those mods to fork them out or use them in other mods. These are different from the mods listed in the Guide. These are mod the authors handled over to STEP for us to do as we wish with them. This has only been done with a few mods, but we have agreements with a few authors that if they retire from modding that we would take on their mods. Finally, any mods produced by STEP are released as Open Modding. They are free to use by all for any reason. Currently there are very few of these assets. Mainly the STEP Patches.
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Doesn't appear to be, but I don't know if that's something that we can customize or not. If it is, either I don't have access to it or can't find it.
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You kind of have to take the entirety of the agreement into consideration and that is only a small part of it. I will be opening a topic in a restricted forum for it soon. Staff will have access and a few invites will be sent to mod authors asking if they'd like to take part for review, feedback, and development.
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Run it once, open the game, and then close out of everything. It should create any missing files so you can edit them as you need. It's been a while since I've run the injector version so it could have changed from this behavior, but try it to see. Also, yes, the injector version's EXE has to be ran before you run Skyrim. This is the way the injection works.
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Thanks. I'll get it added. It was probably missed when the patch got an update.
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Not had mine either. Nothing should be implied so if something needs stated, it should be added. Credit to original author is handled elsewhere in the agreement.
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This is how it now reads:
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Thanks, I like this!
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Are you using MO's "Internal" FOMOD installer? If not you should be. Settings>Plugins>Fomod Installer ...both should be set to "true".

