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TechAngel85

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Everything posted by TechAngel85

  1. No need to rerun DynDOLOD unless you've installed things that require new LODs. Character replacements do not fall into that category.
  2. No idea. This wouldn't work FOMODs, but that's probably not what you're doing here.
  3. This has been added to the ENB Guide under Troubleshooting.
  4. If anyone wants to do this work and post your findings, please feel free! The Staff seem to be rather busy lately with a lot of work like this taking a back seat to other priorities.
  5. You never know what to expect around here. We like to discuss and will discuss just about anything! Haha!
  6. Carts flipping is usually a havok issue which is caused by vsync not running or not capping your framerate if you choose not to run vsync.
  7. Personally, I simply have it installed multiple times using different names. DynDOLOD - Core, DynDOLOD - Extended, DynDOLOD - Mage, etc. The TexGen and DynDOLOD output files are similarly renamed for each profile.
  8. I thought about that when replying, but came to the conclusion that it would muddy the instructions and create more steps so I went with the archive approach instead.
  9. Sorry, I had planned on doing it last weekend, but real life got busy and my free time has been spent doing things for STEP and The Ruffled Feather. I'm aiming for this weekend again, but no promises. This release we'll only be a test file. I will not be replacing the main file with it until it's fully completed.
  10. Good grief, can't users just follow the rules? ESPECIALLY the rules around money?! DarkOne's recent post clearly explains why those rules are in place. It'll be a shame to loose this resource because of a stupid decision on the author's part.
  11. Weird... I'm never noticed any bug shadows, but then again I don't really stand around and do any "bug watching". haha!
  12. ZPrepass was removed in the 0.277 binary.
  13. You only want to enable that as a last resort. It's called "unsafe" by Boris for a reason. ::
  14. That is true and I'm changing that in the instructions. We were having them archive the TexGen output to install those files but then move the files from the DynDOLOD as you described here. So I'm changing it to both steps creating archives for consistency. Also, with archives you have a chance to rename the mod on installation, whereas you don't with your method. This is handy for multiple instances of DynDOLOD installed (I have 3).
  15. Performance? Not much at all on modern machines. The idea is that these bugs are so small that having them cast shadows is a lil over the top. They're small enough that you're never going to notice the shadows unless you're a screen archer so why have the users hardware calculate shadows for something that is never going to be noticed? If shadow casting in on and you didn't see shadows in your testing shots, then that just goes to prove my point about never noticing them. It might help lighten the shadow calculations for lower-end systems, though.
  16. 1. The problem with rewording this is, since TES5Edit is a portable program, I can't say "it's found in this location" because the user could literally have put it anywhere on their computer. The user is simply going to have to know where they extracted it and currently have it located. They should know this information because they have to know it to add it to MO's executable list. Any suggestions? 2. You don't know how to click and drag? Click the Docs folder and drag and drop it on top of the Data folder. It will not do anything to your game by not doing it. It's just so you have the DynDOLOD documentation to reference. 3. Are you a native English speaker? The wording might could be simplified here a bit for non-Native English speakers, but for English speakers I don't see where there would be a misunderstanding. I'm still finishing up the images for the last step so maybe whatever you did or didn't do will become clear.
  17. I think they're looking for the "why" not the "how", in regards to STEP recommending it, and more of any explanation than "some mods might not work" Greg probably answered that above, though. The hows are in several places. If it's not done, it's because users haven't read those source materials, like the MO wiki.
  18. I think the author was saying that you can't use his textures with the 101Bugs meshes. I would personally rather have proper meshes than a few extended bugs in the game. The ants are never noticed. The others I'm hoping that Kryptopyr covers in her mod and if not, there are some alternatives. After looking deeper into 101Bugs, I'm not liking how that author did a few things. @Kryptopyr Can you confirm or not if these meshes have shadow casting turned off or on?
  19. Those mods in XCE are simple uninstalls since they are just meshes and textures. As for installing CBBE, I don't know what is involved in that. Did you have time to look as the DynDOLOD page? I would like your opinion on whether that is easier to follow or not.
  20. Just use Boris's tool: https://enbdev.com/download_vramsizetest.htm He still runs WinXP too so you'll be fine. Subtract 170 from the number it gives you from the DX9 executable.
  21. You can add any of those replacers to STEP. Just uninstall the XCE and Improved Footwraps for Females and mod away. They're not in STEP do to deviations from vanilla. We'll have a female replacer for STEP similar to Better Males soon enough. Some mesh work is being done for it right now, actually. There won't be any nudity with it though so you might want to go with CBBE or UNP. Keep in mind a lot of these female body replacers also require specific armors made for the new body meshes.
  22. Some of the RAM is probably reserved. Use Total Available Graphics Memory - 170 (for Win7...for Win8+ minus 350). https://wiki.step-project.com/Guide:ENBlocal_INI/Memory#VideoMemorySizeMb
  23. You're probably right about that. I hope it comes through okay because Skyrim HD is a major component for the landscapes for STEP.
  24. Well for future reference for everyone, I found to things funny about the textures (this might just have been the mod I was using and not vanilla) This in the blue channel (I think) of one of the normals I was using (modders resource) And the black area in the thigh that I mentioned above that just required painting over. So if anyone does some texture work, be aware of these two things. ...now back to the meshes! Corrected statement above
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