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TechAngel85

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Everything posted by TechAngel85

  1. Discussion thread: Mage Outfit Texture Overhaul by Rafuel and Alexandriel Wiki Link An overhaul of the vanilla mage robes. The textures are a 2K/1K mix and have added details and subtle changes for the different schools of magic. https://www.youtube.com/watch?v=bjW437n3oKc This is a vanilla-like HD overhaul for the mage robes. The robes are in the vanilla style but will added detail which I think adds some more uniqueness to the robes and is just beautiful. It's more of something that I would expect a mage to be wearing. This is definitely STEP:Extended territory and maybe even Core. I'm starting a mage character this weekend so I'll have these installed for that!
  2. Any news on this, Crystal?
  3. Yeah, common problem. For some objects the collision boxes are too big and this will stop of lot of arrows in their tracks by hitting "air". Does this happen while out in the open and in sneak?
  4. If you have Transparency AA enabled anywhere, disable it. That's the first step. If that doesn't fix it, you'll have to tweak the ENB or report it to the author because the ENB settings are too intense and are lighting up the edge of the mesh/texture.
  5. Welcome to the STEP forums and thanks for taking the time to jump over here to ask. I want to, yes. I'd like to have a display for every unique item in the game. There is a problem in doing that though. Since the Trophy Hall is loaded all at once, there is a bit of a load for just that one interior space. I have thought about this and being able to add more stuff to the Hall would likely require a bit of a redesign with some sectioned off spaces so that I could put some occlusion panes to prevent performance issues. This is currently not in the plans, but is something that I've thought about.
  6. Yes, just replace Skyrim HD with SRO.
  7. I agree. I don't think reading books should up your speech skill, but with that said, there are plenty of users who would probably like this mod.
  8. Thanks for all your testing on this! I'll see about adding a note.
  9. Krypto, this should rule out the activator theory: The fact that the game ran fine with the default spawns from this mod suggests the number isn't the issue. It's more likely the meshes themselves. However, as it's pointed out, this might be a fringe case because we would have had far more reports if this was a common issue since this mod has been in STEP for a long while.
  10. Issue with animation mod or FNIS?
  11. This has always bothered me and is why I don't like to use a torch. Marked for Testing.
  12. So you're saying disabling (hiding) that folder fixes the issue? If yes, we're back to by original statement that it's either a mesh issue or an activator issue. Activator issue is ruled out with the ESP-only run without issues. That only leaves issues with the meshes which is proven if disabling that folder fixes the CTDs. That's 26 meshes to check against vanilla meshes to see what is off. This is not my area of expertise but comparing I can do.
  13. I am right before the college quests in the game on my new playthrough. I need to add this to check it out, but my current character isn't aimed anywhere close to being magic focused. Playing a Ranger/archer PC. My first playthrough was as a mage. I want to do that again so I might wait for that character. Might be fun to start it this weekend.
  14. FF has a new "refresh" option that I took advantage of that is basically like a fresh install. Usage went up to 1.1GBs. I think this is just FF being FF.
  15. Ah, okay. I'll discuss with Ess, then. I thought there was a list of objects that were manually added to fix floaters like this because I knew Ess was asking for them during the STEP testing of DynDOLOD.
  16. Found a hovering tree (look at cursor). I'm running version 1.41 (I think) on Medium.
  17. I have a few of these hiccips too. Mainly while loading new cells. I've simply gotten used to it. I actually don't need to run ENBoost but do it anyway, just in case. Seems like there could be some optimization to do in the ENBoost code since my memory settings have been rock solid for long time now.
  18. I can confirm. It looks like they all both cast shadows and receive shadows. I'm running out of time today before having to go to work. I'd be interested in seeing a version of just the shadow casting turned off to see if that fixes it for you, Saviorsrd. If I had more time, I'd do it and send you the file to test. If it worked, that means the bugs would still be shadowed if they were under an object casting a shadow on them and wouldn't look out of place. However, if this all comes down to shadows, then perhaps your shadow settings are off in your INIs. @DY, Mine are not optimized via DDSopt and I'm not experiencing any issues either so that would seem to rule that theory out.
  19. That's what I was asking. Why would Bethesda and other modders apply shadows to bugs? I see no benefit beside making sure they are "shadowed" while under a tree or another shadow for the sake of realism. EDIT: They definately shouldn't be casting a shadow! They're too small to make any difference in the game. Stuff like that would be for screen archers, imo.
  20. @SP His "vanilla" run through shows that it's not other mods. Just this one. Why would anyone put shadows on the bugs in this game? Seems to me they would be too small to be able to make any noticable difference. @Saviorsrd Of course you'd hide the textures as well as remove the entry in the ESP. Easily done with the STEP Patches with just a couple minutes work. :: I'd rather fix the mod if it's something simple rather than getting rid of it. I reproduced your runs both with a fully modded game and in vanilla. No CTDs. No issues at all, actually. Were these runs on a new game? I'm wondering if you have any mods that increase spawns for anything that might have been baked into your save and still lingering about for your runs.
  21. The activators I can investigate in the CK. The meshes, I wouldn't know what to look for if something was wrong about them or not. I know animated meshes can cause some CTDs and other issues if not done properly. If it's as simple as one or two meshes causing issues, those can be hidden and the mod kept without issue besides the "unbalanced" ingredients...which can be address in the STEP Patches or by the user themselves. I wouldn't want to get rid of this mod simply because a meshes is messed up. Hide it and done.
  22. I played these games but RPGs were more my cup of tea. Final Fantasy, Wild Arms, Zelda on Nintendo, etc.
  23. Ah, I didn't see that. I'll have to try that. The only things I can think of are those things i mentioned above. Which version is being used?
  24. I don't see anything in this mod that would cause issues. There are no conflicts in STEP. It's mainly just textures and meshes; although a messed up mesh can cause CTDs. The ESP is where most of the action is and it's mainly just a bunch of activators, some formIDs, and the alchemy ingredients. All needed for this mod to work. I could possibly look into the activators in the CK to see if anything is funky with any or them vs vanilla ones but that would take a while. So the only theories I can come up with to check are: Bad meshesIssue with activator Personally, I've not experienced any issues at all and a VRAM spike could be anything with this game. That sounds like simple cell loads. Do those spikes occur without this mod in the same scenario walking the same paths?
  25. I tested with the path provided ( Meshes\architecture\windhelm ) in a STEP install and there are no conflicts for "WHlanddead1.nif" nor "WHlanddead2.nif".
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