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Everything posted by TechAngel85
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Thanks. That is not the sun I created so something had to have been reverted or it's weather dependent, which I didn't set for each. I'm fine with this third image and it looks similar to the size I initially created. EDIT: ENB's issue is mainly the glare which I think I turned almost all the way down to get a rounder sun.
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I do, but again it's mainly only an issue due to the new sunrises/sunsets in CW. It's not actually an issue in vanilla, but is partly the point I'm trying to drive home. Pushing things away from vanilla simply because we don't like it is not the Step way and not in the Mandate. This is Step, not our personal setup. For Step, we can correct it a bit, especially if it's interfering with CW sunrises/sunset, but it the minimal correction to avoid issues.
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The stars are not stars and the sun is not as star in Skyrim, though.
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Thanks. Still doesn't explain the sizes listed and which corresponds to which. That sun is just way too small, imo. The sun in the game is suppose to be somewhat bigger than real life. I mentioned this in the Discord. Looks like you're trying to reproduce our sun, rather than interpreting the game's sun. The set of three across, whatever that is, looks okay. EDIT: I get the sizing now...that's confusing. Need more explanation when posting outside the normal flow for our compares.
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Idk how to get a screen capture of it, but I'm in the 100s on a 60Hz monitor.
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Could you post what the images are directly above the images. I am having a hard time understanding what is what. Like you have 4 sizes but no images in with four in a row...?
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Yes. I can verify later after dinner.
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Windows 10 and I don't have this issue.
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ACCEPTED Waterbreathing Breathless Emerge SSE (by mitchalek/Paltiel)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Updated mod instructions. Reflected in changelog. -
DROPPED Whose Quest Is It Anyway (by Fudgyduff)
TechAngel85 replied to wojsku's topic in Skyrim SE Mods
Mod now has AE support!- 8 replies
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It's not that which is stopping it then. I've spoke with Sheson and those warnings for that texture will be gone in the next release.
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That's good news! Sounds like a reasonable solution.
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I don't want you to have to design something just for this because we're doing something out of the ordinary. I thought there might be something already in place. We can easy just update it to typical naming convention. Though, this does bring into question dealing with false positives, because there is nothing preventing anyone from doing this. As far as I can tell, it's just a naming convention that has been established and followed for normal maps, however, there doesn't seem to be anything preventing not using the '_n' (as it clearly works just fine and is used in vanilla for water normals (noise layer)). I'm sure there are other mods out there that have done this, but that list is likely short.
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I'd agree.
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No. It's just making the vertex colors white. That would actually be a preferred thing in snowy regions to get rid of a lot of the artificial darkening caused by dark vertex colors. I did this manually along the roads and within the cells that had to be included, but didn't got beyond those cells. This mod would take care of the rest of it. That first image on their page explains why I did it along the roads. Dark vertex colors will also darken the grass that is above it. So if you ever see a dark patch of grass in the middle of normally lit grass, this is why. The vertex colors under that patch are darker than those around it, making the grass dark and look out of place when it should be lit by the sun.
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Calmwater.dds is from Realistic Water Two and it is a noise level that been placed on the mesh to replace the vanilla normal. SparrowPrince created all the meshes and they've been working well so far. I don't know of mesh of the top of my head, no. The warnings presents a bit of false perception and has caused one user to ask about it already. I was wondering if you could ignore it, else I expect that is not the last we'll hear of it from users. I suppose I can duplicate the texture to add the '_n' and update the meshes to simply get rid of the warning, but that would be the only reason I'm doing it...to stop DynDOLOD warning about it.
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Yeah, we changed it. Calm water texture is also used for the marshes, ponds, interior waters....lots and lots of places. water.7z These couple water textures are the only ones that I know of that don't follow the '_n' rules for some reason.
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@sheson Could you add the calmwater.dds to your ignore list for this warning? [00:00] Gathering LOD assets [00:10] Processing patches [00:16] Processing 20425 base records for 2990 object LOD and 253 dynamic LOD models [00:22] <Warning: Filename textures\water\calmwater.dds does not adhere to file naming conventions. Used by Meshes\effects\fxcreekflatlarge.nif Skyrim.esm FXCreekFlatLarge [MSTT:0009D45F]> It follows the same naming scheme used by the game for the water normals (not using '_n'), which aren't reported so I assume there is an ignore list somewhere. We simply carried this naming scheme forward to our new texture for RWT.
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FEEDBACK v2.0.0 - Feedback & Bug Reports
TechAngel85 replied to DoubleYou's topic in Step Skyrim SE Guide
Without DynDOLOD? You'll be missing all good distance LODs. You want even have tree LOD. W&C is broken with Survival Mode. The mod was dropped because it's in a state that I (who manages the mod) don't even run it. My scripting skills are not what they need to be to be able to easily fix it, but I believe there is likely a better way to accomplishing what W&C does without being so script heavy. I'm simply not skilled enough to fix it right now. I fixed this. Just need to extract the contents to the root directory. -
There's this: https://www.nexusmods.com/skyrimspecialedition/mods/64132
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FEEDBACK v2.0.0 - Feedback & Bug Reports
TechAngel85 replied to DoubleYou's topic in Step Skyrim SE Guide
Make sure you've download v3, down in the Misc Files. It's also "TexGen_SSE.INI". -
FEEDBACK v2.0.0 - Feedback & Bug Reports
TechAngel85 replied to DoubleYou's topic in Step Skyrim SE Guide
This file requires the DLC and Simple Children's plugin to be present before you can edit it in xEdit. -
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I can just imagine all the assets that don't have snowy versions... The current snowy regions of Skyrim are fairly good now so the vanilla game should be fairly well covered. Besides the mountain flowers...they're about the only non-snowy object left in those regions without a snowy version.
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Just reporting in that this fixed the issue. Thanks!

