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TechAngel85

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Everything posted by TechAngel85

  1. No, bFloatPointRenderTarget=1 is only if you're running a preset, which you aren't with just purely STEP.
  2. Did you follow the mod page instructions? https://wiki.step-project.com/ENBoost#Recommendations If so, please post your enblocal.ini. Also what OS are you using?
  3. Sounds good, Ess.
  4. Vividian ENB - Performance version is light weight. The vanilla version will keep you close to a vanilla style look.
  5. Grant is right, you do need different patches for each profile. I mentioned to try the waiting because ICAIO can cause this issue as well. I've seen it myself when I loaded a STEP profile on a vanilla save.
  6. Sounds like you loaded up a previous save. Go indoors and wait for 24hrs. Test the game then.
  7. That would be nice, but navmeshes are one thing that simply can not be forwarded from using xEdit. The UP Team would have to do the work themselves. I know I've seen mentioned that Riverwood was already complete covered by USLEEP, but Shurah did his own for his own reasons, I'm guessing. You are right that he has excellent user documentation. Very detailed. Shurah, like myself and others, is also part of the RS Team that will be redoing Relighting Skyrim from the ground up so the focus will be split a little, but my focus is always split as well. I have a list of 7 or 8 projects going at once. When I get tired of one, I which to the other to break up the flow and keep things fresh.
  8. They can't be used together. ENB is more powerful and feature-rich than ReShade. Once Boris gets the FO4 version up to speed, you'll see a lot of those ReShade presets fade away.
  9. Are the weapon sounds positional in vanilla?
  10. I can say this from by last play being a ranged bow users. I was leveling that skill too fast. At level 22 I could one-shot a lot of lower level enemies like bandits. An arrow is only going to kill you in one shot if you're hit in the head or heart. An artery hit will kill in one shot, but only over time. Not instantly. I don't like the thought of a big increase every few levels. Leveling should be gradual. As you use the skill more often, you would slowly get better over time; not all at once.
  11. I'm just going to put this out there and this is not to oppose anything that Shurah is saying but to convey information from the community. I've been in talks with some very good modders who really know their stuff, both on forums and in PMs. From those talks, I'm 98% confident, unless Shurah releases any unknown knowledge, that there is nothing more to navmeshing than what we already know and that is documented. I will recant this statement if any knowledge is given that proves otherwise. This would mean that more mods are compatible with ICAIO than what is led to believe when it specifically comes to navmesh conflicts. Now a disclaimer here. I have NOT personally verified any of the mods that Shurah lists as incompatible. There may be markers hidden by objects, vanilla markers moved in them, or even bad navmesh edits that would definitely make those mods incompatible but I haven't checked this. From what I'm gathering from all these modders is that, as long as the navmeshes allow the NPCs to get to the markers that another mod adds (ICAIO), then it doesn't matter which navmesh from which mod wins the conflicts as long as the edges meet up at the cell borders so NPCs can cross the borders. I said this in another forum, but we could all navmesh the same area and all our navmeshes would conflict and be slightly different, but that doesn't mean one is better than the other. They could all work just the same and get the job done. That's not saying that neat navmeshes don't have their place, they should be neat and properly done. City overhaul mods are likely not compatible due to interfering with the markers and NPC routines added by ICAIO. This is due to added buildings, objects, and structures, as well as, because of moved or removed vanilla objects. If you move a grinding stone over a bit then you'll see an NPC grinding in mid-air with ICAIO installed. These changes should also ensure they're not interfering with any quest related routines. In my opinion, city overhaul mods need to be made from the ground up with ICAIO compatibility in mind. I think fixing them in their current forms will be just a large of a challenge that you might as well start over. That's just my opinion, though. So in short, unless proof is provided, there is no ground-breaking revelations to be had here. It's just business as usual. I am glad to see that Shurah made some changes in the latest release to make the mod more compatible with a few other mods, though. Still waiting to see if he'll be using the script to clear the alias from dead NPCs. This will go a very long way in making ICAIO more streamlined by cleaning up the aliases that aren't used or needed anymore.
  12. DepthBias...can't remember, but it came from testing. The difference here is so small, you'll likely not notice any difference. MinShadow is set at 16 because anything higher could cause missing shadows for the smaller shadow casting meshes. PoolSize, bad math? Not enough sleep? Haha! This can be set to even higher numbers, but the difference in 560 and 564 isn't going to matter. I think this was added in because of an issue of getting stuck and the game freezing in certain areas on the Citadel. I really need to play this game again. I don't think I've ever finished it 100%. Actually, I had never seen that video before. Thanks for the link! Looks like he's using mostly the same setting as I am in the Guide. The AO is user choice. Not everyone can handle the performance hit from it, though that is unlikely with any video card that is GeForce 500 series and up. Some of the 400 series could probably even play it without issue. The Guide was made with I had my laptop with a GTX480, so the AO would be a nice addition. I have touched it in a very, very long time so it would be good to go through it again.
  13. The mods lists are the mods that are included in the Compilation. No need to download them. We've combined them for you into one mod. Also, if you can't select the Extended patch, then look at the opening post of the Compilation topic.
  14. Isn't the menu for DSR rather simple?
  15. SMIM question is for selection of other mods in the installer (like BDS). WATER question is...well, if you want to install WATER. If you answer no, the installer will skip the main WATER section and just provide a couple WATER optionals that aren't dependent upon WATER being installed (like Sir Crabalot which is a mudcrab follower).
  16. If you can use xEdit to remove a master, you should be able to see what the plugin is doing by browsing around the records.
  17. That issue should be fixed in The Ruffled Feather unless someone reverted it when updating the mod. Fixed it myself.
  18. I have no idea what you're talking about the sounds not being positional. If you have floating terrain, then you need to run DynDOLOD again. Something is messed up. STEP doesn't support ENB Presets so we don't test for such things. The particle patch will fix the glow.
  19. You would have to have the authors permission.
  20. Completely know what you mean. I'll have some vacation coming up and I am soooo ready for it!
  21. I would say that if there are some recommended changes that will better balance the game, then we should offer that as a STEP option. Then, base the rest of the "roleplaying themes" off this balanced option. I agree that some balance is needed in some areas like sneaking and enchanting. I would keep in mind those that for alchemy, we have Complete Alchemy and Cooking Overhaul in testing.
  22. Wrong place to ask. You'll need to contact that author. Papyrus logs are not always "errors" even those they say "error". Most of them are just messages for the authors so they know what is going on with the scripts. The log is more for mod authors because all it contains are prints from the scripts running. Unless you know how to edit the scripts, you might as well forget about the papyrus logs. EBT is just a little spamy with its messages.
  23. I'm going to try once more in the morning. I'm off tomorrow so I can monitor it.
  24. His official forum is right here on the STEP forum so just ask over there. He's a moderator of the forum and all (Z had him set up incorrectly on the MO forums, but I corrected when I discovered it).
  25. Bet Mator could work that feature in. The real test is to have it patch STEP and compare it to our own patch to see how it handles everything. My hands are going to be full the next couple of months and this is your territory, so I'll follow your lead where I can.
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