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Everything posted by TechAngel85
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Thanks! That did help! In fact, I've figured it out. Turns out the authors didn't delete anything. The CTDs originally reported were fixed by users deleting the scroll meshes. The authors simply disabled havok on these scrolls that are stacked and told everyone they deleted them. Come on, guys! For real?! Anyway, now that it's sorted out, I can update the mod really quick with the fix incorporated. Thanks for the help you guys!
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Can I filter as I described? To show only the records that are different or missing from one plugin vs the other? If so, what options allow me to do this? The filters are the one thing that I still find confusing.
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No. Just a change in the Guide structure, really.
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All the videos are linked from the mod pages on the wiki (when you click the Detailed Information links). If you weren't going into the mod pages, then I completely understand that you found the entire process difficult.
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Oh, bummer...because I've used that and still can't find what they've bloody deleted from the mod! Starting to think they really didn't and just said they did. There are more edits in the CTD Fix than what they say on their very lacking changelog and, in fact, there is an extra nif in the statics in the CTD Fix...not a missing one...however, this file does not exist in the mod so it's referencing something that doesn't exist (Jaggersfeld\Miscellaneous\HCDawnbreaker.nif) There also seems to be a completely NULL reference in the statics for both plugins... What were these authors doing?! Guess I'll just have to wait for one of them to respond....three weeks and still waiting. Well, if you want a feature request, there you go! It would be nice to be able to filter the compare to only what is different from the two and have it highlight these differences so that you can find them very quickly and easily. I'm only familiar enough with TES5Edit to be dangerous. EDIT: Okay, it looks like they were going to replace the Dawnbreaker sword in the display with a custom one. They've went through and referenced it where it needs to be but, but seems like they never actually created the nif file.
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Is it suppose to filter everything that is the same/different and highlight it for you or something similar? I can click through the tree but it just looks like the basic information you get when you load both plugins; showing you the conflict data. I was expecting it to filter the results and highlight the differences like most "compare" options do in programs such as Notepad++. Am I missing something or this is just how it works?
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I did that, but it didn't seem to do anything but load the other plugin into the program. What am I looking for?
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DROPPED STEP Texture Compilation (by TechAngel85 and the STEP Team)
TechAngel85 replied to TechAngel85's topic in Skyrim LE Mods
The only ones that are coming to mind right now are for Trees HD. You may or may not want to hide the files we say to. I don't know, to be honest. It'll take some experimenting. That statement is a bit old, but might still be true. The trees from SFO are probably the most intensive part of the mod. -
Is there a way to apply filters to find what the differences are between to plugins? For example, I'm trying to find out what the differences are between main Jaggarsfeld file and the RLO version. I'm assuming for the RLO version they simply upped some light values. I'm also trying to find the difference between the main file an the CTD Fix optional file. I've been exploring and playing with the filters but haven't come up with anything useful. They say they removed a NIF from the CTD Fix optional, but I can't seem to find what they've deleted. The filters for xEdit are... ...confusing! I simply what to compare then to see the differences in the records or if one plugin is missing something that the other has, etc. TIA!
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DROPPED STEP Texture Compilation (by TechAngel85 and the STEP Team)
TechAngel85 replied to TechAngel85's topic in Skyrim LE Mods
Sounds about right, note that some mod instructions were built around SFO. I'm curious why you chose not to install it. You can still use Decrease Those Plants with SFO. -
Remember be saying to search for GamerPoets? For the Patch section: STEP Patches - We're creating an installer for this that is dummy proof. The installer will tell you what you can install. No knowledge needed. Will be released next version of STEP. Bashed Patch - Video is here Dual Sheath Redux - Video is here Better Shaped Weapons - this one should be easy Fores New Idles - Video is here DynDOLOD - Video is here So, are you not going into the mod pages on the wiki because all the videos are there on the mod pages...
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Nope, if you've installed all the mods, then you only need the STEP:Extended patch.
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Microstuttering in 3rd person running/horseback riding on good rig
TechAngel85 replied to scorpgul's question in General Skyrim LE Support
Just out of curiosity... Have you made sure your DirectX is good? Download and install this: https://www.microsoft.com/en-us/download/details.aspx?id=35 -
ACCEPTED Bring Out Your Dead (by Arthmoor)
TechAngel85 replied to stoppingby4now's topic in Skyrim LE Mods
Yeah, Arthmoor did a great thing by making this more compatible. The Patches will need to be updated accordingly. -
SKYRIMLE Jaggarsfeld Extended (by TechAngel85)
TechAngel85 replied to TechAngel85's topic in Skyrim LE Mod Author Topics
Version 1.3 released: Dawnbreaker Fixed I spent the better part of a day trying to figure out the issue. Here's what all changed: Switched out Dawnbreaker weapon model for the 1st person model and this was causing the issue. Objects in displays must be static objects so they will maintain their position no matter the circumstances! Because of this change, if you're using a mod that adds a sheath to Dawnbreaker such as Better Shaped Weapons, then the version you'll see on the display will be the sheathed version. There is no way around this. It's fixed now so if you don't like the sheathed version on display, you'll just have to deal with it or reinstall the mod providing the sheath and choose an unsheathed option.Switched out the Meridia statue from an activator version to a static version. No idea why the authors put an activator version here.Dawnbreaker Activator: I found the base script for the activator was using the wrong weapon which was most likely a result from duplicating the activator when the original authors were building it. I also encompassed the activator box around the entire sword and deleted the collision box since it's now no longer required. Lighting Changes / Updates Reduced intensity on the lights on the Paragon display because I felt with the extra light added in v1.2 it was too bright.Reduced intensity on several of the lights in the Hall to reduce/prevent lights/shadows flickering.Re-designed the lighting on the claw display to make it more unique.Repositioned all lights in the Hall and added a few light sources and lights to fill the gaps which are at the front of the Hall. I'm sure you'll notice. This provides far more natural and realistic lighting which has been buggy me, but I'm sure at least one person will say it's too dark now. It looks fine on my system. I'm running Relighting Skyrim and ELE Lite - Interiors. Additions Added proper steps to the back of the walkway going to the garden. This was really bugging me and there was a noticeable gap where you could see the end of the walkway texture. I also adjusted the landscape in this area a bit to match the new steps and updated the Navmesh to reflect. Miscellaneous Changes / Fixes Fixed missing direction material on one of the mountain textures. This is not anything anyone will notice...just fixes an annoy error while loading in the CK.Painted new landscape texture under the front stairs leading to the cabin. The grass clipping through the stairs in this location was annoying. You really wouldn't have much grass growing under there anyway with it being in shadow all the time.Removed collision boxes from bookshelves in cabin. You can now view, read, and grab the books on the shelves without having to go into the menu. You will still have to go into the menu to place books, though. If anyone has an issue with books falling off the shelf, please report it! I'll finish cleaning these bookshelves up later.Increased the size of the braziers on top of the pillars in the Hall by 10%. I did this because the amount of light being produced didn't match the sources available.Updated the texture for the Trophy Hall door. It's now a nicer 2K texture! Thanks to Arrioch for letting me use his textures in Jaggarsfeld!To do this, I made a custom mesh from the vanilla one and set a custom texture path for the textures included in Jaggarsfeld Extended. The reason for doing it like this was so the only area effected by the new texture is Jaggarsfeld itself. The vanilla game will not use this texture! So if you like it and want to see the rest of them in the vanilla game (which installing the standalone mod by Arrioch will affect the Trophy Hall's look as well), go check out the Credits section on the Description tab to find out where to get them!Fixed Navmesh inside the Hall. It was pretty messy in there! Followers should be able to get around easier now. This will be the last release for a while as I stated above in my previous post. All in all, it was a fairly big release for it to be mainly just fixes. -
This alters the landscapes (by adding objects and altering mountains) so you'd need to do a compare against this and current STEP. Basically a landscape compare. I'm fairly burnt out doing any compares, atm, which is way I've switched gears and have been working on my own mod for a while. I'm taking a short break from testing for STEP. So, if anyone else wants to take up that mantel, feel free.
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I can understand the Patch section being the most difficult. It's in that section which users must use tools they are most likely unfamiliar with and intimidated by. With that said, this section probably the most critical section of the Guide since it will make all the mods work together. Without it, users have the Guide just like it was back before this section existed...cluttered with conflicts and issues that were never resolved by STEP (mainly because we didn't have the knowledge to do so back then). STEP is, in fact, the most stable it has ever been. As a result of getting the Guide to this point, we had to make it more difficult than simply tweaking INIs and installing mods like it used to be. I agree with you those past versions were very simple to install, but they had issues most users were unaware of, even issues the STEP Team was unaware of! Fact of the matter is, users need to learn these tools in order to maintain a stable, modded Skyrim. Any mods that are installed on top of STEP should be looked at for conflicts and those conflicts should be resolved, else users could end up with a broken load order, which leads to broken mods, which ends with a broken Skyrim and an unpleasant experience. The rest of the Guide is essentially the same as it has been in the past....tweak INIs and install mods. Some users want it to get better and more simple from their view point. That is great and I think we've proven that we can do this with the right feedback. But those users have to provide that detailed feedback; else all we hear is complaining that the Guide is too hard and are left with nothing to do but say what I'm saying now...give good feedback or suck it up! Yes, that is rather blunt but what else does anyone expect us to be able to do when we have no clue what details of the Guide these users are talking about? This isn't directed solely at any one person, but to all users who are providing this unproductive feedback. It's simply not useful information. We need details!
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GeForce Experience - Skyrim Recommendations
TechAngel85 posted a question in General Skyrim LE Support
Hello all! I just wanted to make a quick post about GeForce Experience's new recommendation for users with higher end cards. To long to read: Don't optimize unless you know your system can handle it. GeForce Experience has been bugging me the last couple days to optimize my Skyrim settings. MO users really do not have to worry about this since it'll change the default INIs and not the ones in your MO profile. However, there is one change it is recommending that I want to warn inexperienced users about since they might not be aware of it. That is this: Resolution: 2715x1527 DSRSome users might see this a say, "wow! I can run my Skyrim on really high resolution and get really great graphics!". Don't be fooled! First, what is that "DSR" at the end? DSR = Dynamic Super Resolution (click the link for detailed information). In a nutshell, DSR renders your game at a higher resolution than your native one and then down-scales it back to your native resolution. So, if your native resolution is 1920x1080, DSR renders the game at 2715x1527 and then down-scales it back down to 1920x1080. Why do this? In a vanilla game, users can do this safely to achieve better and cleaner graphic detail than they would be able to achieve without it. However, GeForce Experience does not take into account a modded Skyrim which requires more power from the GPU than the vanilla game. Should you do optimize your settings in GeForce Experience? That is entirely dependent on your personal system. If you have this option, then Nvidia says your card can handle doing this in the vanilla game. You may turn this on to test it, but expect a performance impact and most likely a significant one. I do not recommend trying this on a modded game unless you have a graphics card with at least 3-4GBs of VRAM. There ya go! -
SKYRIMLE Jaggarsfeld Extended (by TechAngel85)
TechAngel85 replied to TechAngel85's topic in Skyrim LE Mod Author Topics
New update coming this evening (if all goes well). It'll have some exciting changes/fixes so stay tuned! This will be the final update for several weeks because after this I'm going to start working on the follower support which will take a while. Up till now, I've only been doing fixes to the mod. The follower support will be the first real addition and with it, the entire sub-level will be redesigned! I'll post my plans when I have them finalized. A quick update on the authors: I still have not heard from either of them. I've sent both a PM on Nexus; however, neither have even read them after several weeks. If they're not going to work on Jaggarsfeld at all, I'm hoping they're turn it over to me for all the work I've put into fixing it. If they do, I hope to remove the Hearthfire requirement from the mod. After playing Hearthfire for a while now, it's seriously lacking. I would like to remove it from Jaggarsfeld so those users without it can still enjoy this wonderful player home. -
Well, it certainly looks nice, but I will not be comparing landscapes for a while since we just did a massive landscape compare for v2.2.9.1. Someone else might feel like picking it up. If you like it, simply use it. It's just textures so there shouldn't be any issues with STEP.
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Thanks! I try out these new settings. Mine where probably tweaked for ENB but I haven't been using one since the last release due to doing a lot of testing and working on my own mod.
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Quick question: Who are you recommending these for? All users? All screen resolutions? The reason I'm asking is because I have mine set to the below without too much issue: bShadowMaskZPrepass =0 bDeferredShadows =1 bDrawLandShadows =1 bDrawShadows =1 bShadowsOnGrass =1 bTreesReceiveShadows =1 iBlurDeferredShadowMask =3 iShadowMode =3 iShadowFilter =3 iShadowMapResolution =2048 iShadowMaskQuarter =4 fInteriorShadowDistance =3000.0000 fShadowBiasScale =1 fShadowDistance =5000.0000 fShadowLODStartFade =200.0000You're also missing some in there that deal with shadows which some people will end up asking about: bDrawLandShadows =1bShadowsOnGrass =1bTreesReceiveShadows =1fShadowLODStartFade =200.0000
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As I suspected, it was something unique to your system. As for the answer...no clue. I've only ever played on a single monitor.
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That's correct. I'm going to remove those lines from those pages since MO is our official mod manager. Those line should not be there anymore.
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So, you didn't understand this from the Guide? Where are you seeing that is says WB users should delete the files rather than hide them? I'll take care of that immediately. The only time you use WB during the STEP installation process is at the end for the Bashed Patch. You'll never use it for any other purpose so don't even open it unless you're making a Bashed Patch.

