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TechAngel85

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Everything posted by TechAngel85

  1. Doesn't CACO have something like this already?
  2. I have patched all the AYOP files that required it. These new patches will be included with the next EBQO update. For now, I've uploaded it as a release candidate version on EBQO's page. @z929669, you can handle it however you like for the Guide. I don't know when I'll get around to working on the rest of the EBQO update, but I wanted to push these out there. Any scripts should just be overwritten for now until I can look at them. EBQO usually adds location stuff to them so changes can be merged, if needed. It makes it easier if the edited source scripts are available.
  3. Looking more close, it's not really feasible to just convert the SLSR Patch. I will make a note to work on a proper VLC Patch; though, I'm not sure when it will be available. Yes, grass LOD does hit that hard. It was the standard to skip it and not use it because of that hit. As more powerful cards have become the norm over time, we now have grass LOD as the default for the Guide. We consider that as long as your FPS minimum is within the 40-50FPS range in exteriors, then the game should be perfectly playable.
  4. I could probably make a dirty patch, pretty quickly by just reusing the Snowy Landscapes for Snowy Regions patch for now. I have the records forwarded that need to be patched for VLC, but a proper patch to check everything over will take some time.
  5. Development Discussion topic: Vanilla Landscape Corrections - VLC by Step Modifications Wiki Link Status Currently in non-development. Bug fixes and new reports will be addressed as needed, but no more than once per month. Curators and Testers are encouraged to submit bug reports to Nexus as issues are found during gameplay.
  6. Holidays is currently under development for an update. The update will include: Upscaled textures capped at 2K because no one needs 4K textures for clutter sized items New lantern assets matching the game better, which uses Dragonborn-style lanterns Incorporated fixes and updates as they are found ENBSeries compatibility Address bugs as able
  7. Discussion topic: Holidays by isoku Wiki Link
  8. Developmennt Discussion topic: Holidays by isoku Wiki Link
  9. RS is currently under development for the next major version release (3.0). The first major change with this release is the reintroduction of Just In Time scripts from Just In Time Remastered. They were once included in a version of RS for Skyrim LE, but were eventually removed due to various limitations with the old scripts causing them to be messy to implement. However, Just in Time Remastered fixed all the issues and more. These scripts allows our team to add additional lights without encountering light limit issues. Relighting Skyrim v3.0 is also taking a new design direction regarding the lighting. The following changes will be the standard going forward: Originally, unused light sources (candlehorns, chandeliers, etc.) would be disabled and removed from the space. Going forward, RS will replace these unused light sources with copies that don't have a flame. This new approach will keep interiors even closer to vanilla. Most interiors will require a revisit to reset light sources to their original positions, so they can be switched out with their unlit versions. This will be completed over time and several releases. More compatibility with ENB Particle Lights. RS's original design is to place lights on top of the light source. The issue is Particle Light meshes usually have their lights in the same location. This creates an overly bright light that can be hard for ENB authors to compensate for. To address this, any redesign will have bulbs placed near light sources, but not directly on top of (exception for shadow bulbs). Bulbs will never be too far away to appear as a "floating light", though. RS has always meant to maintain a vanilla style; however, over time there has been some straying from this path in the form of light references being changed from the vanilla reference to a matching 'Default*' light reference or custom one. Going forward, any of these changes will be reverted back to vanilla light references, with exceptions to correct inconsistencies. This ensures mods that alter the light colors, etc. will remain true to their intended visual appearances. This includes removing the 400+ custom "JZ*" lights that were from an abandoned feature. The initial release of this new direction will cover all of Riften interiors. We wish to start with Riften because the area hasn't been retouched in previous releases and several of the interiors will greatly benefit from the Just In Time scripts.
  10. Development Discussion topic: Relighting Skyrim SE by JawZ/Step Modifications Wiki Link
  11. This is a nice find that I didn't know about. It does seem to align with lore's moon phases, which would make it a good fit for Step. The most complaints are about the length of time for moon phases; leading to some believing the mod isn't working. With reading how the mod works, I agree with wSkeever that it's likely they did not play long enough for a change to happen. Also, some have incorrectly tried to use timescale to make the phases change, but its not tied to timescale. From wSkeever's replies it seems to be tied to actual playtime via the start date of the save file. Fortunately, the phases can be sped up via the INI for those who find the default timing too slow. Since my last two character's have been Khajiit, I appreciate this small detail. I'm going to mark this one for official testing. I've also changed the tagged group to Gameplay-Immersion. Fixes, originally tagged, makes sense on the surface. However, there is nothing really broken with the vanilla moons; even if their moments aren't aligned to lore. Since Fixes is meant for actual game fixes, this mod aligns better to the Immersion Step Mod Group.
  12. Not bad. There's some things I like and some I don't. ELFX has always been on the warmer side of color tone and the author did the same here; changing most of the cool, vanilla tone to warm (blues to reds). Some of the decisions they made on the changes aren't what I would have done. Overall, it's stylized as other ELFXs are but still looks really good. I was wanting to do a "RS" sort of treatment to the game, but have still considered it a bit early for such large overhauls. xEdit isn't even 100% with the game yet and the plugin formats are still a bit of a concern. Frankly, I'm surprised to see this released due to those reasons because they have to have been working on this for a long time, likely before the issues with the plugins were known. I feel the author may aware of this as ELFX would have been fine to uninstall at any time for other games but has mentioned in the comments that it's unknown if it will cause issues with Starfield.
  13. The missing brazier is from RS because RS removes one of them, if I remember correctly. So that reference is likely in conflict with RS and needs to be disabled. It may be worth specifically filtering for any conflicts between this mod and RS in xEdit. EDIT: I checked and there are quite a few conflicts that were never addressed between RS and Fires and Embers Clipping Fix. Mainly that RS disables and removes some assets that Fires and Embers Clipping Fix is restoring. The fire in Whiterun is one such asset.
  14. I've created this topic and added a testing tag to keep it from being forgotten. I have observed several users considering it odd that Step hasn't moved over to Azurite. I know Johnny and was around when he was creating Azurite; getting feedback from the discord community during its development. Originally, Azurite was skewed a bit more toward fantasy vs realism like Cathedral Weathers and Seasons. It had a purple tone to it in many weathers, by design, and was mainly geared toward ENB users. Since that time, Azurite as matured into Azurite II (Azurite Weathers and Seasons), which seems to have shifted away from much of the fantasy color toning. As it stands, Azurite could be tested for the Step Guide. Please be aware that this could be a large undertaking for us to do. Much of the SE Guide's lighting is built around Cathedral Weathers and Seasons and the Step ENB is entirely based upon it. It could be that moving over would be an easier task with few changes. However, it could also mean a lot of changes, especially for the ENB. We will leave this with an unofficial testing tag to remind us that some users desire this change. We'd also like more feedback from our users on their thoughts about Cathedral vs Azurite.
  15. Discussion topic: Azurite Weathers and Seasons by DrJacopo Wiki Link Azurite is meant to be the successor of Cathedral Weathers and Seasons. All of Johnny's previous knowledge was poured into this mod and built from the ground up using it. It's one of the few that uses filmic tone mapping to control white clipping; allowing bright scenes without washed out brights (like on snow/ice). It includes Cathedral 8K Galaxy with improvements and Cathedral Weather and Season's sunrises/set textures.
  16. This is intended as the universal asset should be included with the Patch. The issue is with the lanterns from LoS when combined with ENB. Since LoS adds a light with the lanterns, they become far too bright with ENB's added particle light. The universal asset is a lantern that will not produce a particle light, thus fixing this issue. EDIT: I see @z929669 left out this asset in the new file on Nexus. It will need to be updated unless he found another fix for this I wasn't aware of.
  17. That's likely an error. I can update the mod. Quick fix.
  18. I think you're post got overlooked. I didn't make the patches this time but can take a look over the next couple of days. @z929669 may be able to answer faster.
  19. As of this release, there is only one mod that hasn't updated for Worlds Part 1, so pay attention to the red bar at the beginning of the mod rows and skip this one mod for now.
  20. Version 2.3 is pretty solid as it is now. There shouldn't be any major changes between now and the release, which is planned to happen in the next 1-2wks. The only issue with using it, is you won't have the updated Patches and ENB files, but if you wanted to get a start on it, it should be ~99% complete.
  21. Solved It's caused by AI Overhaul and has already been reported to the author. This issue can be seen in the Bee and Barb and Silver-Blood Inn.
  22. Discussion topic: WAVY Waterfalls Effect by Yuril Wiki Link
  23. Thanks for this! I have verified and added instructions for this to the mod page.
  24. I've tested this mod and it works well. Doesn't seem to have any plugin conflicts, so an easy add. Thus, making it accepted for the next release unless there are any nays amongst the votes.
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