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TechAngel85

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Everything posted by TechAngel85

  1. Yes, it should be final. We're converting all the Guides to TOC format and moving away from headertabs.
  2. Yeah, I know. I have a list.
  3. I asked. He's taken down all of his mods for personal reasons but said if his opinions ever change then he would consider our offer.
  4. Mine was my own mistake of loading the game on top of a corpse which was causing my PC to bounce very quickly or some other funky physics. I don't actually have any z-fighting issues. Once I moved off the corpse it was fine.
  5. NoxMentis has responded on Unknown Enchants being hidden: So, looks like this will be another mod that will be removed from the Guide.
  6. Yeah, no worries, but thanks for the update. Tis the season so I've not expected much from myself nor anyone else. I've been staying fairly busy myself. Enjoy the holiday and congrats on the new job. Things will kick back into get in 2 to 3 weeks.
  7. Tintmasks are just black backgrounds with specific areas highlighted in white. In this way they behave very similar to specular maps. I've not seen one that highlights the neck seam area in white meaning there would be no highlighting of the neck seam (as there should be because of its location on the body) and, thus, no way to use tintmasks to high those seams. Most of the overhauls I've used for reference when researching don't actually include any tintmasks either. One of the things I have yet to figure out is how the game applies the different colors to the skin. I can only assume it is a real-time render and not a texture overlay since I've yet to find any such overlays. This would mean it's even more important to get the seams sorted out properly. Everything I've seen leads me to TexBlend for this if I can get the correct files made for it. I have a post on the mod's forum asking for help from the community on this (the author's mailbox is full so that option is out).
  8. I wouldn't even know where to start with the invisibly NPCs. I would probably just deactivate anything to do with NPCs that include an ESP file. Just texture replacers wouldn't cause that issue. I'll look into the tintmasks, but sticking with vanilla is preferable to custom tints. EDIT: As far as I can tell, tintmask are just highlighting certain areas of the skin to give better definition and there is nothing that highlights around the seam on the neck. Think...highlighting the collar bone to make it look like it is higher than the flat texture; thus, giving a natural appearance of definition in that area as light hits it.
  9. Does anyone know how to use and create custom files for TexBlend? I'm thinking this is the solution to the seam issues; however, custom files will need to be made and I've never touched the tool until a couple hours ago.
  10. Updated OP with newest release. This one just reduces the shine a bit. Let me know if it's still too heavy. Please test in-game. The change is hard to see in the compares.
  11. Invisible NPCs is going to be on your end. These are direct vanilla replacements so it's just replacing the textures from the vanilla paths. There hasn't been an update in a long time, but I have been working on it a bit today and will update it later. So far I've reduced the shine on the skin a bit and made it more even. I don't want to reduce it too much since there's suppose to be a bit of a shine to it. However, I like the improvements. I'm also looking into the neck seams on darker races. It's very tricky because as soon as you mess with the colors and blending you end up with neck seams being very visible. It has to be an exact blend which is incredibly hard to do. I really wish the bodies and heads were within the same texture file. Would make editing these far easier. I've taken some compares been vanilla, current version and the update that I'll be posting later. I'll add them to the OP when I post the update.
  12. If it doesn't come back it wouldn't be a big loss imo. I have it disabled most of the time anyway because of the wall of text it produces on first loads. This makes this mod a hindrance when testing. EDIT: I've contacted author. Will update once the author responds.
  13. Yes, this mod is up for removal since it's no longer available.
  14. True, but in his defense I added that acronym after he asked what is was.
  15. Thanks, I'll look into what that mod is actually doing and come up with a custom solution for this mod. Windsong Skyrim Character Overhaul (WSCO). It is the textures from that mod, which this mod used as a baseline. Much work as been done to the textures though.
  16. Ah, that weather system is making my work a lot harder! haha! Been trying to take some compares for the ENBSeries INI Guide. I've been using JawZ's preset for most of it, but it's not set up properly for a lot of the settings and for those, I've used Vividian Vanilla. I'll try editing the weather INIs to grabs some compares.
  17. I did a lot to actually cleaning up the textures, but I'll have to test the shine compared to vanilla. Planning on working on this a bit today.
  18. While I'm here, do you know if the Cloud Shadow parameters "Opacity*=1.0" actually change anything? I've tried them at 0.0 and at 1.0 and there seems to be no difference.
  19. I'll take a look at your support files and compare them to mine. EDIT: You should see our latest finding on iPresentInterval as your support files are out of date for this: https://forum.step-project.com/topic/6532-new-step-vsync-settings-all-step-users-affected/ EDIT 2: Okay, turns out this was being caused because I loaded up the game standing on a dead body. I changed my position and all is good. Our INI settings were mostly the same and you've included a lot of settings "=1" that isn't in the default INIs but would be the defaults for the game anyway so I skipped most of those. I only changed a few. All is good.
  20. STEP has permission. Individual users do not. This is the first I'm hearing that these are too shiny. In what weather and time of day, is this being experienced? ?s there an ENB involved? This is developed for vanilla Skyrim first and ENB second so it will not cater specifically to ENBs. If there happens to be an issue with one ENB because the author ramped up the specular in the ENB settings, there is nothing that can be done. In fact, these textures don't even have an alpha channel for specular so "shiny" shouldn't be much of an issue.
  21. I've installed the latest Vividian Vanilla and included the new textures for clouds, mists, etc. I have the worst z-fighting on mountains that I've ever seen in my experience with Skyrim with these textures! I assume you don't have this issue. Care to share what you do to combat this? I'm using SMAA and have the enblocal.ini matching yours (all but the memory section which is set up for my system).
  22. I have noticed the one on the whiterun walls that is in the second image you posted. It's an LOD texture I think because it corrects itself when you get closer to the wall.
  23. yep looks like corruption. Z will have to investigate. He did the optimization.
  24. That plugin is not needed unless you plan on changing your character to a larger degree after the character creation screen. I personally do no install it as I have no use for it.
  25. Same as mine, so that shouldn't be causing an issue. I personally do not notice any stutter when the framerate drops down. It could be a system specific issue.
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