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TechAngel85

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Everything posted by TechAngel85

  1. Yes, you can. Open console. Type in "tgm" and hit enter. Close console and game on!
  2. So basically, Skyrim was not designed for players that like to play as mages and magic related quests seem to have been a second thought by Bethesda. Gotcha.
  3. I couldn't imagine what for... I don't have a floppy drive and I rarely use my CD/DVD drive anymore.
  4. Correct. DarkOne was strictly against it which is why that automatic STEP project never took off.
  5. Do you recommend running full ELE-Lite for users not running the ENB? I'm curious because I've never run the exterior module for ELE in a plain vanilla setup because it washes out the colors too much without an ENB to compensate.
  6. Copied from previous post (now with weatherIDs). I few observations where improvements could be made. I'm running the default settings and INIs are set properly. Installed is Relighting Skyrim and ELE - Interiors. Distant LOD color is off from the fully rendered colors for the trees (using DynDOLOD for distant LODs) (weatherID 0x00012F89)(Skyrim_Cloudy_Pine_Forest.ini): The glow of the fires is far too orange and is reaching into the "fantasy" realm. I'm not sure if ELE -Exterior would help to correct this or not. Have yet to try it. (weatherID 0x0000081A)(Skyrim_Clear_Pine_Forest.ini)
  7. No, I'm running without the ENB. But I just installed it to simply grab the correct weatherIDs. I'll copy over my previous post with weatherIDs attached in a moment.
  8. Something seems amiss. ENB is returning 0x00000000 for the current weatherID.
  9. Seriously!? ...that's dumb. Haha! :: Okay, time for feature request to Boris.
  10. Any of you know what needs to be enabled to get the ENB GUI up? I assumed it worked regardless, but I'm only running ENBoost and the GUI will not open for me to be able to grab the weatherIDs. My enblocal.ini for reference:
  11. I suppose I simply need to see it in action. :: From what you just said, it sounds very similar to the automated STEP project that was being developed a while ago.
  12. Apparently, this mod adds in a new tree in which you can harvest nuts from. I was not expecting this. It looks a bit out of place with the surrounding textures of the other flora. Bark is good. Leaves...don't really fit in.
  13. This has been tested? Because the below reads that you need one of the mentioned mods: I'm just wanting to be certain here.
  14. I thought about the weatherIDs after the fact. I'll have to go back to a previous save to grab them. I also noticed during the opening sequence while running through Helgen that the sky was completely cloudy and grey, but the sun was still lighting up everything as if it was a clear day, so the lighting is off there as well. I think the same weather plays for that scene every time so should be easy to check.
  15. I agree, but unless I've read the Convenient Horses mod page wrong, it too requires a follower mod install for the option to work. I can't really speak to this though because I rarely use horses in skyrim.
  16. I few observations where improvements could be made. I'm running the default settings and INIs are set properly. Installed is Relighting Skyrim and ELE - Interiors. Distant LOD color is off from the fully rendered colors for the trees (using DynDOLOD for distant LODs): The glow of the fires is far too orange and is reaching into the "fantasy" realm. I'm not sure if ELE -Exterior would help to correct this or not. Have yet to try it.
  17. Nah, there are only three mods accepted for the next version right now. It's just nice to get these out of the way little by little. I've added most of the mods in testing to my current mod list though for my new playthrough.
  18. I'm going to be installing this for my playthrough instead of Convenient Horses to test it out. I think this could be a better option for STEP seeing that it has mostly the same features, but is less script intensive. I also like the horse model/texture overhaul that comes with it.
  19. I certainly though it was "vanilla game values" and I read the mod page too. That might be worth a name change because anytime "vanilla" is used, one assumes "default game values" not "default mod values".
  20. Marked for Testing.
  21. I can't speak much to this mod's features/usefulness/issues. I rarely use horses in Skyrim. The other staff will have to chime in. But this is one of those older mods that I'm surprised hasn't been replaced or streamlined yet. Just from reading the descriptions, Immersive Horses sounds like the better option, imo.
  22. This will only replace LOOT for the users who use the service. LOOT will remain a strong presence in the community. I doubt this will replace any of the STEP process either, though it could be a source for us to use for things like conflict resolution, LOOT rules, etc. We manually check for these things anyway, but this could be a "helping hand", so-to-say.
  23. I was asking because of the "with automatic correction options". To do this I assume there would have to be some integration with the mod managers unless it's just done on the website and the user would then have to manually correct the load order in the mod manager of choice. Of course this integration could be possible to do with MO via the plugins (with the right skills) or by adding it as a third-party app. It will be interesting to see how everyone turns out and comes together. That is for sure!
  24. It is always best practice to start with all the mods you are planning to use before starting a new game and keep them during the entire playthrough. With that said, most mods can be added to a game-in-progress, without any issue. The main ones to avoid are overhauls mods that overhaul things other than just meshes and textures. Overhauls or changes to things like NPCs, perks, gameplay mechanics, etc should be added very carefully. When in doubt, ask the author! Texture and mesh mods can be added or deleted at any time without issue. I don't see any issue with house mods either.
  25. So this will be a mod manager as well?
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