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TechAngel85

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Everything posted by TechAngel85

  1. Nothing from this mod needs to be hidden. It's meant to be used like a Foundation mod. Just let everything overwrite it. Else, you may end up with issues within other mods or lose their custom edits. @z929669 You now have this installing as a BSA and then are disabling the plugin...so the mod isn't even being loaded into the game.
  2. Wait for it. It's got to initialize all the mods.
  3. Yes. Yes, we do. I typically just walk/run or take a carriage. I don't like to use the fast travel unless I'm just trying to hurry through a quest because I've done it a thousand times. Honestly, Skyrim is not that big of a world map compared to some other games. As for the patch, I don't remember. It may not have needed much patching.
  4. I'm actually missing this mod a bit from playing. The days for NPCs stacking up at the doors are back.
  5. First, make sure you installed the High Preset optional file. If you double-click on the mod after you install it, you'll see an INI tab. You can click the "Open in Explorer" button to navigate to the file to open in a text editor, if you wish. From there you'll find those settings within the INI file. You'll set the framerateLimits to 59. EDIT
  6. I agree. The equivalent to this mod in our setup is likely just opting to use the red/yellow glow disable options from Embers XD.
  7. Yeah, I don't want lens effects. I always turn that stuff and screen effects off. Why? Because I play in first-person and roleplay as the character. I don't play the character through the lens of a camera, I am the character. Therefore, lens and screen effects are just gimmicky when you think about it like that. You don't have lensing effects from your own eyes. You don't have blood stuck to your view in globs and spots unless you're wearing something over your eyes...and I never use helmets.
  8. We currently haven't found an alternative that we've all been happy with.
  9. Marked accepted for next release.
  10. Yes! Marking accepted for the next release.
  11. Patch for Smooth Shores is up: https://www.nexusmods.com/skyrimspecialedition/mods/56573
  12. I have this mod patched with Smooth Shores. It was, indeed, just some texture seams to fix here and there. All were underwater besides one. Other than that, some weather records were forwarded. I've sent the patch to the author with the options of hosting it on their patch page or having us host it on the Smooth Shores Patches mod page.
  13. The author mentioned any landscape painting was done to fix texture seams, but will look into the areas where it's conflicting with Smooth Shores. As I mentioned over there, I know, personally, that Landscape edits can easily get away from you. Anytime you touch the border of another cell, both cells will be added to the plugin whether they need to be or not. If left unpatched with Smooth Shores, I doubt there will be any major issues, like holes, but there will be some texture seams (probably underwater).
  14. I think the mod is basically where it's supposed to be. What about it needs to mature? The author has marked out the DynDOLOD 3 comment upon someone and my posting that it works. The only thing left is to ask about the questionable edits to the coastline of Skyrim. I've already asked and they've replied asking for the locations. The reason is either going to be for something with the mod or just "author's discretion". Either way the edits may or may not need to be patched. We'll see the reason and the type of edits made.
  15. Okay, so I was rather curious about the Landscape edits and from what I can tell it's all bloat/scope creep. They're repainting landscape, changing vertex colors, and possibly smoothing some landscape. These are areas edited that aren't mentioned in the description and the mod shouldn't even be affecting, imo. There should have been no need to repaint landscape along the coast and mini-islands scattered along the coast. The only reason they would have had to make these edits would be if they copied far too much of the ocean floor around Solstheim to paste into Skyrim when developing, which would have forced them to make the edits. Else, it's just another example of a mod doing more than it says it does. I've asked the author about the edits.
  16. As I've played, I've noticed several dirt paths displayed having the road texture on the map, but no road in the game (just dirt). Is this intended?
  17. Guess I'm going to have to look at it. I still don't understand why they'd have to make landscape edits anywhere near where Smooth Shores would be editing to accomplish what the mod does. Solstheim is an island off the coast so why are there landscape edits anywhere near the coastline from this mod? Cell conflicts, maybe, but landscape... I suppose I'll just have to look at it to understand.
  18. So this is more utility than mod, it seems? Just seems to be for cheating (normal players) or quicker testing (authors). The only thing that is interesting to me is the Stay at the System Page fix and only because the individual mod for that isn't updated it. EDIT I can see it's uses, especially for mass testing big mods like CACO.
  19. I'm lost too. If you're here, I assume you're installing this for Step, which means you shouldn't be installing trees from this mod and you shouldn't be picking apart the FOMOD. We did a LOT...can I make that bigger...a LOT of testing and work about meshes and mesh conflicts for v2.0 to get things right. Now if you have the Guide up and running stably, and are doing extra stuff that is another story. Regardless your inquiry is not clear.
  20. That's a bit harsh. What activity of theirs are you looking at? They've commented/replied to users this month on the mod page so the mod hasn't just been sat and been forgotten about. They may simply be interested in working on other things or they may not see any issues with the mod and are just letting it ride (DY confirmed no issues besides expected conflicts with other mods). Some of the information may be outdated, and if so lets inform the author rather than just talking about it/him? That's something we used to do regularly for authors but for some reason have gotten away from it. If it would benefit all in the community, why not take the 5-10 mins to write a PM? I still do this all the time and as an author myself, I appreciate users sharing real issues with me (emphasis on 'real'). They've already credited someone on their description for pointing out some bad information so I think they'd be receptive. I haven't tried the mod out, yet, but it looks great from the shots. Red Mountain looks connected to the land from the shots, but it's probably just the angle. The Smooth Shores conflicts can be handled via our Smooth Shores Patches mod, if need be. Kinda of surprised there would be landscape conflicts, though, as I thought this only effected LOD.
  21. They can all got in the Cleaned Masters. If you desire to separate out the CCm you can put them in a separate one and place it below Cleaned Masters.
  22. That is interesting. You should just move them all to the game's Data folder where they should be. You'll clean the dirty ones and those should save to your xEdit output mod, if the setup was followed correctly. From there just follow the Guide and move the cleaned plugins to their mod listing.
  23. My guess would be something up in the INI settings. If you haven't looked there yet, our BethINI setup is designed to work partly in combo with our LOD section (along with other things). So I would visit there. @DoubleYou would be your man. I've tagged him so he will be along when he is able.
  24. That's not Step you have installed so you're issues could be stemming from your other mods.
  25. I know. I maintain RWT with SparrowPrince. Like I said, I'd need to look to see why it's there before outright deleting it. Probably just needs to be removed, but I'm not going to say that 100% until I look to see what is going on with it.
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