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TechAngel85

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Everything posted by TechAngel85

  1. It should be possible to create just a "flow correction" plugin that has the WATER ESP as a master and nothing more than the flow correction data in it. Yeah, it's another plugin, but...eh...some people will want it and some will not.
  2. Only other options would be Copy or Google Drive.
  3. If I'm not mistaken, flow direction can be changed in the CK; however, the default flow depends on the water model used.
  4. New version out: 3.7.2 Only change was adding a 2K version for Suped-Up Stalhrim. STEP option will default to the 1K version.
  5. Moved topic. Not support, but rather an announcement. I'm glad they're doing it. Even if it'll cause some headache. This late in the game for modding Skryim, it's too much of a hassle maintaining separate files for each DLC. There's lil excuse not to have all DLCs by now because they go on sale for pocket change. Check the seat cushions on the couch, clean out your car, or dive into the penny jar and go purchase the ones you don't have people!
  6. It's about time! STEP has already switched over the the Legendary version. If you don't have all DLCs, then you can't use any of the STEP Patches. Many authors have gone this route and now I expect many others will be playing "tag along" with the UP Team to make their mods Legendary as well. It's too much trouble at this late stage of the game to have to maintain separate patches.
  7. Yes, you'd get a CTD. However, EssArrBee has already made a version with ELE removed. It'll be uploaded either before or with the next release which will be in a few weeks most likely.
  8. I didn't get to play today. Was doing compares and that fomod and then other stuff around the house. But I agree. Add this, drop the other.
  9. These two mods are basically just lighting corrections. If you don't like them, you don't have to use them. ELE may be a part of the STEP Patch though. We really should rethink that decision since many users will be using different lighting mods.
  10. Does it cover the Rift as well? Might as well test it out.
  11. The slight movement changes are because they are actually moving (swaying in place). Hard to get precision shots from afar. After seeing these in game, I'd be fine with either SMIM or this mod, but one thing I'm positivity in agreement with Ess is that Better Bones has to go! It will be dropped regardless of the outcome of this mod's inclusion. To get compares like these all you have to do is enter 'tcai' in the console to turn off the combat AI. Do this at the main menu before loading your saves. Then enemies will stop in place when you approach and sometimes get in a fighting stance, but never attack. If you're loading a save, they'll simply remain in place from the save. This makes it easier to take compares of enemy NPCs. I also spawned a couple of those skeletons to get more coverage.
  12. Added my compares to the OP. The real compare here is between SMIM (yes, SMIM actually provides 'fixed' vanilla textures) and SKELETON. Even Kajuan says on his mod page that the vanilla skeletons were already quite good and all he really did was change the tint a bit and add in some more detail switch is (by his words) only really visible up close:
  13. The only thing I'm worried about with Decrease that Grass is the grass part. We're going to be comparing some grass mods so I'm not sure how this would effect the results if we used Decrease that Grass.
  14. Compares added to the OP. To get the sharpness and clarity you see in the videos, you'd have to use the 4K version. This is the 2K regular version so you still have those tendons like you do in the vanilla files.
  15. ...you're weird though. Haha! Just playing...maybe less coffee for next time...
  16. Oh. I typically refer to the mod rather than the author because the mod name will be known well before the author's. I only know a handful of author names.
  17. Not yet. I've just completed the Thalmore Embassy so you're further along than I am; however, I don't have this installed because Paarthurnax Dilemma is a master to the STPE Patch so I'd have to get rid of the patch just to test this.
  18. Yeah, and the Rift is not covered by this mod at all because they're still everywhere there. This might be what you are referring to. It's still better than nothing.
  19. Added compares to OP. Hagravens are found in various places and with various lighting conditions so I simply just spawned a few and took some shots.
  20. Compares added to OP.
  21. Added compares to OP. I tried to take shots in the same environment where you're going to see the falmer (Deepwater Crossing in this case).
  22. STEP would never use the 4K version. 2K would probably be the max.
  23. I'm also getting some different lighting in current STEP for certain interiors vs when I tested it overwriting all mods in STEP, so you might want to give it a good look over to make sure all lighting changes are being forwarded. I know some of this might be because of Cutting Room Floor because you said you left those changes from that mod in place.
  24. I don't think you forwarded the fog distances in the patches. I noticed this a while ago.
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