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Everything posted by TechAngel85
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ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
TechAngel85 replied to darkside's topic in Skyrim LE Mods
Okay. If it helps any, here are the three messages produced regarding CACO: <Note: CACO_TreeFloraChokeberry01_KRY "Chokeberry" [TREE:1D42340A] LOD not found Textures\Terrain\LODGen\Complete Alchemy & Cooking Overhaul.esp\byohhouseingrdicegrapes01_0042340A.dds> <Note: CACO_TreeFloraWormwood01_SF "Wormwood" [TREE:1DA10142] LOD not found Textures\Terrain\LODGen\Complete Alchemy & Cooking Overhaul.esp\florawormwood01_00A10142.dds> <Note: CACO_TreeIronwood "Ironwood Tree" [TREE:1D5A9810] LOD not found Textures\Terrain\LODGen\Complete Alchemy & Cooking Overhaul.esp\Ironwood01_005A9810.dds> -
Download the CK and play around. There are a ton of good videos on YouTube. Also, jump into xEdit and start learning to use it efficiently. Those are the two biggest tools used for modding. Nifskope is also handy to learn when dealing with meshes and texture placement on the meshes. Here's a good starting point for the CK: https://youtu.be/gDKivlGmia4 Here's another one of my favorites: https://www.youtube.com/user/DARKF0X127/playlists Here's our (unfinished) xEdit Guide: https://wiki.step-project.com/Guide:XEdit
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ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
TechAngel85 replied to darkside's topic in Skyrim LE Mods
This method did not work. I suspect you'll have to rerun the whole thing or save the DynDOLOD.esp at the end. I'll save it and see what happens. At most I'll just have to redo the entire thing. EDIT: Nope, saving the ESP didn't work either. -
ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
TechAngel85 replied to darkside's topic in Skyrim LE Mods
Best looking version so far. Black outline is almost entirely gone. I would call this one a winner for the next update. Just need an LOD now. -
ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
TechAngel85 replied to darkside's topic in Skyrim LE Mods
Thanks for this! I worked all day yesterday on updating my own mod so I'll test these out and provide some shots this evening after work. This is what modding is all about to me. Modders helping modders simply because they want to improve something that is already great and expecting nothing in return. Just wish the entire community felt this way. -
Transparent as it the texture has transparency parts. In Skyrim this is the foliage, fires, some spells, and some other miscellaneous textures like shack roofs. I don't know of much more than that.
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SKYRIMLE Vivid Weathers - a complete Weather and Visual overhaul
TechAngel85 replied to Mangaclub's topic in Skyrim LE Mods
Anyone running Vividian ENB with this now? I'm curious about the performance (particularly the Vanilla version). I have no performance loss with this mod except for in some foggy weathers which can drop me into the 45FPS range for a few seconds at a time before it comes back up. This happens when you "pass through" what I assume is the volmetirc fog since it's is a visually thicker looking patch of jog. I'm a be concerned, for this reason only, since with just Vividian Vanilla ENB I stay mostly in the 50s. This could mean a few seconds drop down into the 30s in foggy weather, which would probably be jarring. -
SKYRIMLE Jaggarsfeld Extended (by TechAngel85)
TechAngel85 replied to TechAngel85's topic in Skyrim LE Mod Author Topics
Version 2.1 released I've updated the mod to v2.1. See the changelog on the nexus page. -
STEP v2.2.9.2 Official Bug Reports
TechAngel85 replied to TechAngel85's topic in Step Skyrim LE Guide
I've known about these for a while and do clean them, but they won't hurt anything by not being cleaned from the DLC either. -
Check the OP of this topic to verify and you have to answer "yes" to the two questions it asks.
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STEP Compilation Eligibility: Core or Extended?
TechAngel85 replied to JareX's question in General Skyrim LE Support
You're mistaking Realistic Ragdolls & Force with Ragdoll Paralysis. With CACO, you should disable Ragdoll Paralysis. Not Realistic Ragdolls & Force.- 5 replies
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- SKYRIMLE
- compilation
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For another lighting mod to be compatible with RS, it would have to start with RS as its base and keep it as a master. This is because RS "fixes" most of the lighting in skyrim. If there are two light sources, there are usually two light bulbs in RS, whereas vanilla would only have one light bulb located between the two sources. RS also corrects bulbs by placing the correct light with the source. For instance, vanilla has torch lights placed at braziers. RS corrects these lights to be fire lights. It may not sound like much, but these types of lights have different settings attached like flicker rates, hues, etc. So for any mod to be compatible, it would have to use RS as its foundation and build upon that.
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Dynamic Distant Objects LOD - pre 2.xx
TechAngel85 replied to sheson's question in DynDOLOD & xLODGen Support
Wow... I'm working with JawZ (and team) on Relighting Skyrim - Remastered and that is so not the right way to do intensities. Their way of doing that could actually cause some issues and affect performance negatively. -
Dynamic Distant Objects LOD - pre 2.xx
TechAngel85 replied to sheson's question in DynDOLOD & xLODGen Support
I'm using the FX glow and candles options on medium settings and have not experienced and issues with it. Whiterun actually looks beautiful at night! I'll be taking some shots and recommending it be turned on for the next release of STEP. -
Cleaning vanilla ESMs - wrong TES5Edit settings?
TechAngel85 replied to JUNKdeLUXE's question in xEdit Support
It's fine. That happens in some circumstances that we haven't fully figure out yet. Just right click on Overwrite and choose Create mod to make the cleaned versions a mod and put them where they're suppose to be in the left pane. -
ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
TechAngel85 replied to darkside's topic in Skyrim LE Mods
Here's the shots of these textures. Still off, but better. They still look cel shaded to me and I think the issue is that you can see the black outline around the edges as if they're not completely covering the mesh so you're ending up with a bit of a black outline from the black background in the image. -
These mods should have topics (threads) in the Mods forum. You should push for their inclusion in their individual topics.
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ACCEPTED HD Stone Quarry and Clay Deposit (by skyrimaguas)
TechAngel85 replied to torminater's topic in Skyrim LE Mods
It is accepted for the next release.- 30 replies
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- SKYRIMLE
- 06-models and textures
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ACCEPTED aMidianBorn Book of Silence (by CaBaL)
TechAngel85 replied to EisDrache's topic in Skyrim LE Mods
Look at the Guide and mods in testing. Several have been added already. -
ACCEPTED HD Dark brotherhood door (by KinderBueno)
TechAngel85 replied to EssArrBee's topic in Skyrim LE Mods
We have emails/PMs out to many, many authors for this reason, but most seem to be MIA and we only include the mods which we've obtained permission to do so.- 7 replies
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- SKYRIMLE
- 06-models and textures
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DROPPED Skyrim Weapon De-LARP-ification Project (by MadCat221)
TechAngel85 replied to Neovalen's topic in Skyrim LE Mods
No, there are still around 30 weapons this mod is providing that Better Shaped Weapons does not. -
ACCEPTED Timing is Everything (by kryptopyr)
TechAngel85 replied to vfxninjaeditor's topic in Skyrim LE Mods
I'm not sure how far ahead, but I'm sure I do. -
ACCEPTED Timing is Everything (by kryptopyr)
TechAngel85 replied to vfxninjaeditor's topic in Skyrim LE Mods
Here's the information you may need for the Thalmor settings: Thalmor Squad: Min Level - This is the minimum level you must reach before Thalmor Execution Squads will be sent after your character. Default: 8 Thalmor Squad: Quest Requirement - Checking this box will prevent Thalmor Execution Squads from coming for your character until after Diplomatic Immunity or until after taking Whiterun as a Stormcloak. Default: off The first I've left to the default and I'm level 13 so that shouldn't be an issue. The second setting I have enabled (on). This is the one that I would be looking at and I'm suspecting. Though, it could very well be a vanilla bug, too. It's been too long since I've played that quest and I don't have a vanilla save to test it on, though I could create one. It'll be a bit before that can happen.

