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TechAngel85

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Everything posted by TechAngel85

  1. I agree. It was never your responsibility to make compatibility patches for those mods. Those mods messed with too many vanilla mechanics. It's those author's responsibility to make patches, or better yet, new versions which are designed better and more compatible with vanilla game features and mechanics, in turn, Immersive Citizens and other mods. Those authors need to go the extra mile to give their user base what they want....compatibility. Even Arthmoor knows this. His latest versions of Cutting Room Floor and Bring Out Your Dead have been updated to work better with vanilla mechanics by pointing to NPC references rather than editing the NPC records themselves (or something along those lines). This update made those two mods made them 100% compatible with Immersive Citizens and all other mods that change NPC records. I'm happy to hear that your time will not be taken up by trying to make those mods compatible. This makes more time for you to focus on Immersive Citizens, itself.
  2. Using the FOMOD I made, yes.
  3. Not sure I follow. I thought it was integrated fairly well; better than Dilemma.
  4. I can think of...well...two reasons. Price is the first since AMD tends to be less expensive. The other is for AMD users to get Nvidia cards for specific features of those cards. I can see an AMD user running a mid-range Nvidia card as just a physics processor.
  5. Tannin, as I understand it, has been working on making MO 64-bit compatible. There is a lot of work he can do to simply convert the program to 64-bit architecture and then when the game releases and he has it, he can do the game-specific work to add the game to MO. How much of the pre-work he's done? Who knows!? I've been waiting for quite a while just for the next update that will fix an issue in the FOMOD installer. Seems like things are slow, but who knows. He's hasn't released much about his plans in a good while.
  6. This video explains why I have a hard time with the quality that Bethesda releases their games. They simply seem to be a several years behind the curve. Assassin's Creed Syndicate is a new release for the console and PC. It has stunning visuals that won't bring your system to it's knees and it has dozens of NPCs active at once with little to no performance impact. Bethesda...good for you for sticking with your own engine. Shame on you for being several years behind the curve. All these "fancy lighting" effects that you're just now introducing and pushing as great improvements have been around for several years now. Nice try, but you'll have to do better than than to impress me. I pray the new engine is at least 64-bit. If it's not... :facepalm:
  7. For reference I'm testing with STEP:Extended so I have Relighting Skyrim installed. ENB installed but disabled. I've tried a few of your Quality presets. The High preset seems to work pretty well and eliminated most of the stripping over my previous values posted above. The only stripping I could still see was some vertical stripping on the side of rocks/mountains in the near to mid range. The Ultra preset has some stripping issues: The Super preset gave me a laugh : Here are my shadow related settings:
  8. I've not checked out shadows in any great detail, but I know DY has put many, many hours into the Wiki. They are the most complete sources of information on the INI settings to date (much like our ENB related guides). I wouldn't be so quick to dismiss the information they hold. However, if we can expand out knowledge, then that would be great! Here are my current settings: iShadowMapResolution =2048fShadowBiasScale =0.1500fShadowDistance =5000.0000I will test a few of your presets to see how they work out. I know without ENB, I still have some good o'shadow stripping with my current settings at mid-range.
  9. This is all assuming you don't run an ENBSeries Preset... :: I run ENB AA combined SMAA on medium or high preset and never have a single jagged edge in my game. The performance cost (on my system) isn't much either. Transparency AA should not be used with Skyrim. It will sometimes cause transparent walls and doesn't play well with some transparency in meshes; leaving visible lines around the edge of the mesh. This is most easily seen around fires/braziers.
  10. This is a common issue with new driver releases. Boris will tell you to just roll back the driver until ENBSeries is updated for it.
  11. I don't think they realize that. I've tried to explain it several times, but have given up. It's not worth my time trying to do so. There are several aspects to take into account...fps, refresh rate, monitor's display lag, the display technology... It's never been "30fps is good enough for gaming". It's good enough for movies and TV...not gaming....depending on your monitor. Hence why I left this discussion a while back.
  12. Make sure mouse acceleration is off in your INIs. To remove the DoF, open enbseries.ini and disable it under the [EFFECTS] sections.
  13. OP updated. Three more mods have been accepted for next release.
  14. I've put this into section H for the time being. Here's my reasons: This is not a fix. It really doesn't fix very many bugs. It does fix a few but the majority of the mod enhances or changes NPC behavior. So the Fixes section doesn't make sense.The is not a Gameplay mod. This mod doesn't affect how you play the game. It only affects how you interact with NPCs. So the Gameplay section doesn't really fit either, but it could go there when looking at other mods placed within that section.This mod does make massive overhauls of NPC (character) behavior. Therefore, it seems to best fit within the Characters and Creatures section.That's my logic anyway.
  15. Accepted for STEP:Core v2.2.9.2. This mod replaces When Vampires Attack and Run For Your Lives. It also replaces the "Go Home" feature in Wet & Cold. Early adopters will need to uninstall the aforementioned mod and disable the Wet & Cold feature in the MCM menu.
  16. He's probably just taking a break. Major mods like this take a lot of time and effort from the authors. He's still active so give it time. The work that has already been done is amazing.
  17. This is going to be one of those must-have mods like SMIM. You can, but you just shouldn't play without it installed. ::
  18. No, the placement of the extras are predetermined like they are in vanilla. With that... Accepted for STEP:Extended v2.2.9.2. Legendary version. Early adopters, install Cutting Room Floor patch until we determine if we'll cover this with the STEP Patches or not.
  19. I've had this installed so long I forgot about it. It's has two Staff votes and more from users. Accepted for STEP:Core v2.2.9.2. RUSTIC DRAGON CORPSE 2K file.
  20. Anyone else get time to test this mod? I've had it installed for a long while and love it.
  21. I'm voting this a yes for STEP to replace The Paarthurnax Dilemma. Just need one more Staff level member to say yes or a couple Testers/Contributors/Moderators approval.
  22. After playing with this for some considerable time, I'm recommending it for STEP:Extended. I don't feel there is anything wrong with the vanilla implementation. This mod simply adds more options and features, so I'm inclined to put it in Extended rather than Core. The new options and features this mod does add are seamlessly integrated into the game. It's integrated so well, you would never know this wasn't in the vanilla game if you hadn't played both.
  23. Having this installed for around 20 levels worth of leveling, I'm recommending this for STEP:Core. The only reason I can think that it might not make Core is because of the magnitude of the edits to NPCs which causes conflicts with any mod that alter town and/or interior architecture and/or object placements. Either way, this is STEP material!
  24. I have no experience with this on Win10. Try giving the shortcuts admin rights.
  25. Looking at the video, I see a lot of the same that has already been discussed. Some improvements, a lot of the same. Environment lighting is generally bad regardless of the new "effects". The new effects are nice, but could still be improved when comparing to other modern titles and ENB effects. Shadows are still a joke. Most objects didn't even look like they were casing any shadows at all. AO is very generic from what I can tell. Water is better than vanilla Skyrim, but still room for improvement there. A ton of work will be going into re-texturing the game by modders because there are some detailed textures, but most of the environment is low detailed and blurry textures. I did notice some hair and fabric movement in there so maybe they've stepped up the physics system....that is a much needed improvement over the system in Skyrim. Looks like particles probably got an upgrade as well. I don't think we'll really be able to tell how many improvements have been made until the modding tools are released and we have some knowledgeable people diving into the workings of the game.
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