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TechAngel85

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Everything posted by TechAngel85

  1. This mod is being changed out for Ambiance in the upcoming release so that should, or hopefully, will resolve that.
  2. I will have to wait a bit to find out for certain, but I believe there is no concern with the v3.98 game update and the current version of the Resource Files. I've been working a few hours a night to try to figure out the asteroids. There is limited control with them so it will be what it is. I've at least been able to make them make more sense.
  3. The only thing I really noted was, "The sweep attack perks don't do anything anymore." The mod nixes these perks from vanilla and any mod that adjusts them. A small, but not insignificant side effect as it could lead to wasted perk points and useless attacks that users have accustomed themselves to.
  4. Discussion topic: No Bloom Effect by Lo2k Wiki Link Optional mod for v2.3.0
  5. Discussion topic: True Black by Lo2k Wiki Link
  6. After diving back into the game for some time, I've discovered some changes that I'd like to make: alter asteroid field shapes as they're blotchily placed in vanilla and are far to wide spread the asteroids out more and make them generally a bit larger reduce the general color in space while maintaining nebulas (CSO Darker Space does this a lot, but it's not enough) possibly increase the grass render distance That is just a few things that I've noticed that will be within the next update.
  7. Discussion topic: Step NoMansSky Guide Resources: Nexus Mods Please submit feedback or bug reports about the 2.2.0 Guide to this topic.
  8. So discussion of this mod has come up and I did mention a while back that it should be removed after Odin Spells for NPCs was added. This mod does more than just spells now, so we should evaluation if it's still even desired.
  9. Yeah, no alpha = white alpha = full strength specular.
  10. There are several level list changes in the Guide from various mod. CACO or WACCF would be my first places to look. The potions might be something to look at toning down via patching. I've not played, played in a long time, but DY recently did a longer play and didn't mention these issues. Personally, I hardly every used potions in this game. It's all about personal play style on that front.
  11. That sounds like it's just the specular being too high on the mesh.
  12. So SoS (we need to come up with a better acronym. SoS has been taken for years and years and every time I see it I read the original...Schlongs of Skyrim )...anyway, Simplicity is basically a light version of BDS, while BDS is more complete. That's all I'm reading. In other words, I could take the extras out of BDS and basically be left with Simplicity. BDS's edited reference exist because they are either the non-snowy version of the reference in a snowy region or because a snowy version doesn't exist in vanilla and BDS has added it so that those references would blend into the snowy environments. Simplicity sounds like it skips all that and it mainly just providing a handful for fixed meshes to support multi-pass. Multi-pass will not work with an unknown number of objects for whatever reason...Sparrow always took care of that so I'm not fully aware of single vs multi-pass on the snow shader. As for the large refs in BDS, they shouldn't be an issue for anyone as nothing has been touched that actually requires the large refs to be rebuilt (running the script provides no actual large ref data to the BDS plugin). What that means is the ESM only exists to switch them out, but if my understanding is correct they should be shown for all with or without DynDOLOD.
  13. The Step Patch will need to be updated to support latest BDS changes. I guess there is something forwarded in that cell that changed FormIDs in the recent update.
  14. Yes, but we shouldn't remove it. Rudy has told me they're planning on updating their mods with these fixes so this mod will eventually be useless.
  15. I have to look at wSkeever's mod to see what is and isn't compatible. If their mod is doing things the old way that BDS did, then it's technically compatible, though may be a bit redundant..or they may compliment one another. The point is, I don't know because I have never looked at his mod. I'll have to dive into it to see.
  16. Some comparing will need to be done. This mod is an old one that may predate the Particle Patch being in the Guide. It's likely no one has bothered looking in a long time. I seem to remember DUST by Ramccoid being replaced by this mod due to Ramccoid's being more grainy/larger particles. We used to have several of Ramccoid's mods in the Guide, but they're all been replaced by other mods. I think only DROPS is left. Thanks for the reminder about the archive parsing. I normally have it on, but forgot to turn it back on when I redid my setup. It's on now!
  17. To add to what Mousetick said, we may also add masters to the Patches to force a specific load order. The Guide runs from a generic LOOT sort. We did this to make it easy on the user and this eliminated all the old LOOT Rules past Guides. Though this meant more work for us, we thought it important to make it as easy on the user as possible. As such, on thing we may have to do is add false masters to force our Patches below another mod; else LOOT sorts it incorrectly. It's just one of the many things we do to make the Guide as user-friendly as possible.
  18. I have addressed all of these for the next Guide release. I have marked Odin for the CR Patch. The CCOR records have already been removed from the CR Patch in the development version of the Patch for the next Guide release. Thanks for the reports!
  19. Yes. It's small things like item stats and weight. Nothing really significant.
  20. Yeah, unfortunately the old "list records from specific plugin" script doesn't work. It will not list all the records. I suspect it's not been updated for SE use. Manually removing the records is the only way I know of and that is descripted at Z's included link above.
  21. If I can find the time, I will update the shots once it's released. I'm still getting up my mod development environment set back up, atm.
  22. I have updated the wiki page to point to the new mod and updated the instructions for all SE Guides.
  23. SE Version of the mod is now available with cleaned textures: https://www.nexusmods.com/skyrimspecialedition/mods/71067
  24. Sounds like what we've been wanting. I didn't know the perms were open or I would have done something similar a long time ago. I've been thinking of making my own from scratch using cleaned vanilla textures, but there's not much need for it now with this out.
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