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TechAngel85

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Everything posted by TechAngel85

  1. It's been updated but William is really dragging on allowing us to post the updated version which I don't understand. EssArrBee is handling the work and he's doing all the patch work for STEP. There's really nothing for him to be concerned about. It's to the point of frustration for me for reasons I won't get into, but I'm ready to drop the mod from STEP until it gets updated...which is as quick as unloading it to Nexus. You can should be able to uninstall it without any issues.
  2. Full version with JIT scripts and JawZ's DLC version. Then test with and without ELE-Lite interiors only. I actually like and prefer what ELE is doing for interiors.
  3. Does it happen in a completely vanilla setup without RS installed?
  4. If there are truly issues with your programs and MO, I would highly encourage you to work with Tannin to help resolve them instead of you two just trying to make workarounds for the issues. It would benefit the entire modding community! If any STEP member posts on that thread, I hope that you will be as civil and respectful as Spock was. We have nothing against the UP Team or the AFK Mods site. They are free to their own opinions and it doesn't effect us in any way. I posted in regardless to the first post and thread title to help clarify why STEP uses MO and to a few comments that came up in discussion to that. I don't need any members backing me up on this as it could get out of hand if STEP members that are a little too passionate start ranting away. As for this thread on the STEP Forums, keep it civil! I don't want any warnings handed out because things get out of hand. If you discuss, be mature about it!
  5. We're already ahead of you. There is an Official Lighting Pack being put together in the admin threads. It mainly just needs testing at this point and will be released separately from the Guide.
  6. Most mod updates can simply be installed. There aren't very many mods that are dependent on versions. The ones that are will be listed on the mod pages.
  7. It'll be getting one shortly
  8. Most caves and mines use the same files so this should be an issue in multiple locations. Last time I was in a cave and mine, they didn't look like this.
  9. Make sure aMidianBorn Caves and Mines is winning all but two of the conflicts.
  10. You are right in all cases on why we're considering RS for STEP. And that is how real custom lighting solutions are done, folks! Great job in putting that together!
  11. This is specular or at least the textures. I've checked into it. SRO is providing the textures: textures/architecture/windhelm/whstreetstone01.ddstextures/architecture/windhelm/whstreetstone01_m.ddstextures/architecture/windhelm/whstreetstone01_n.dds@aiyen, I thought the specular was built into the alpha channel of the diffuse map not the meshes? If this is the case, one could simply open the texture, turn down the brightness on the alpha channel and resave the texture.
  12. The patches on Nexus are for the 2.2.9 Guide and nothing else. The 2.2.9.1 patches are only available from our Github until release. You can find it if you search, but I'm not giving out the link unless the other staff agree to it, since we use that account for Dev.
  13. The biggest reason for ordering them differently would be for proper conflict resolution within the textures and meshes without having to hide a ton of textures. Most of these mod are in the Conflicting Graphics section for STEP. When we were first attempting to resolve the PMOP messages in STEP, we thought about restructuring the categories in the Guide; however, this would cause several issues due to the way the wiki infrastructure is built. It would require a massive amount of work to do it and though most of the Staff could help with some of the work, there is only one main staff member that does that does the actual dev work and his time is more sparse than even yours as the dev on the wiki has been at a standstill for months now. Which is why it probably would be best if I stayed out of it. I have the idea in my head on how it could be done for loose assets; however, implementing that is another story and is probably beyond the scope of MO. In a nut shell, MO would basically open the scripts, use a compare against the conflicting files (like the compare feature in Notepad++). If there aren't any differences, then you're good to go. If there are, then a warning will be produced. At that point, the user would have to investigate the conflicting files. This would all be for eliminating false positives when the scripts are exactly the same. However, as I mentioned, I'm no coder and would have no idea how to implement anything like that. The public side is community. The back end where dev is concerned is basically a one man show as well for us. Stoppingby4now is the only one that is fully equipped to do the actual dev work. Z can do the basic stuff but that is it for our wiki environment from which the STEP Guide runs off of. The main reason we haven't filed any reports is because of your announcement, What I will no longer do is: Add any features (unless I deem the implementation fun) Answer any requests for help (be it PM, mail or on the forums) unless it's "I want to help out with MO but I need advice" or something like that Do the german translation Fix "minor" problems or "medium" problems in the vfs system and plugins Maintain "lists" like the categories mappings, configurator settings file,... Work on the tutorials in any wayWe basically took this as you'll only be working on the main dev of MO and not any of the plugins and smaller features. Therefore, we haven't bothered you with any ideas that we may have thought up since that announcement. We can provide you with a list of the PMOP warnings in STEP if you're thinking a quick "blacklist" feature for PMOP will work.
  14. It's safe. You can follow the dev guide if you want. You just will not have the up to date STEP Patches.
  15. I was thinking more of LOD bias in the graphic drivers or in ENB. This would sharpen the textures to make them look like this when AF is used.
  16. The best way to do this would be to download the higher quality version, install it, and when asked to merge/replace/rename choose replace. This will automatically remove the lower quality version and replace it with the higher quality version while maintaining its current install order. This will work for all mods with the same name for both the high and low quality versions. For the ones with different names, do it as you described above.
  17. That is because we are currently towards the end of the next release and the Book Covers mod will be added at that time.
  18. Have you messed with any bias settings anywhere?
  19. Didn't mean "newer" script. I meant different as in added lines of code. This would be as easy as a file size check (in bytes) to check against a smaller list of default scripts. If the file size is the same, then the author has included a default script and it can be ignored. If the file size is larger, then this is probably an edited script which the author has added code to. This means it would be different from the default and thus a warning would be produced if the install order of the mod is before the conflicting default script (meaning the larger file size script would lose the conflict resolution and not be loaded in-game). Granted this is not ideal and you couldn't be 100% positive it would be correct 100% of the time; however, it would be at least a check to eliminate most false positives on default scripts which mod authors include in their mods. We've tried doing this in the past and it doesn't work due to file conflict resolution and breaking the workflow and having to redesign the categories we have now. This would be a bigger dev project for us and not something we can do right now as our main developer (S4N) barely has any time to work on the wiki as it is. We'd also have to instruct users to hide more files which is just opening the door for more and more user errors. That would not be an ideal for STEP. I want to make something clear. If we instruct user to disable the feature, this would be for STEP-only users because we have checked the files out ourselves and they are all false positives for the STEP Guide. This would be a STEP-only instruction and not one we'd knowingly recommend to non-STEP users. As far as I'm aware, this advise is not being presented on the MO Guide itself on the wiki. That Guide should remain neutral. STEP would use the MO mod page because those pages are specifically for STEP use; not public use like the Guides. If I'm wrong about the MO Guide, please direct me to where it says this in the Guide and I will remove it because it shouldn't be there. I repeat...this advise will only be for STEP-only users. ANY USER going deciding to go beyond the mods in the STEP Guide is beyond the scope of STEP and it will be the user's responsibly for turning the feature back on or for checking any conflicts with mods not included in the STEP Guide. STEP only tests and designs the STEP Guide for those mods in the Guide. As far as improving it, I would take a crack at it; however, I'm not a programmer. My language knowledge doesn't go beyond HTML, XML, CSS, and a bit of Javascript. I doubt you want me poking around at anything. Haha!
  20. No, ELE does wash out the "warmth" of the fires to a degree in exteriors. It's possible to only use the interiors module because ELE really does look better in the interiors I've been in. I'd have to hit up JawZ to find out if the standalone interior module is as up to date as ELE-Lite. EDIT: It would seem that JawZ provided the Interior Lighting module as a separate download that I wasn't aware of so if we only like ELE for interiors, then that will not be an issue. One thing to note is that ELE - Interior Lighting also removes the "smokey haze" from many interiors as in shot 17. I can provide more interior shots if needed.
  21. ELE is simple: https://www.nexusmods.com/skyrim/mods/59733/? Just download and install the legendary verison. LOOT sorts the ESPs correctly from these mods as well so no need to check it.
  22. You might be interested to know that ELFX also changes those windows and that lighting in 15 and 16 to that whiter color that is more balanced without ELE. STEP >> Relighting Skyrim >> Relighting Skyrim+ELE >> ELFX >> ELFX+ELE STEP >> Relighting Skyrim >> Relighting Skyrim+ELE >> ELFX >> ELFX+ELE
  23. Based on that video, that would be a no vote.
  24. ELE can run just fine without ENBSeries. It "normalizes" lightbulbs and adds some other tweaks. This is great for ENB authors because it fixes many lighting issues which provides a more consistent "feel" for ENBs. Before, ENB authors would have to struggle to find a balance because one tweak would make one area look great but that same tweak might make another area look "off". ELE greatly reduces that issue for authors while providing some other tweaks as well. For non-ENB users, ELE has the same effect in the vanilla lighting. This is most apparent in shots 6 and 16 above as the lighting and color is normalized to a natural lighting in both color and intensity. With ELE we also get the added advantage of the spell and torch lighting getting the same fixes.
  25. 11) STEP >> Relighting Skyrim >> Relighting Skyrim + ELE-Lite 12) STEP >> Relighting Skyrim >> Relighting Skyrim + ELE-Lite 13) STEP >> Relighting Skyrim >> Relighting Skyrim + ELE-Lite 14) STEP >> Relighting Skyrim >> Relighting Skyrim + ELE-Lite 15) STEP >> Relighting Skyrim >> Relighting Skyrim + ELE-Lite 16) STEP >> Relighting Skyrim >> Relighting Skyrim + ELE-Lite 17) STEP >> Relighting Skyrim >> Relighting Skyrim + ELE-Lite
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