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TechAngel85

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Everything posted by TechAngel85

  1. Thanks for the update. Someone must have fixed the oblivion tag before I got to it. I did go ahead and add some relevant tags, though.
  2. I've always assumed that it has to do the custom weathers, but who knows? I'm probably wrong.
  3. Thanks, I haven't actually worked on this project in a long time. The dark elf issue will have to do with tints, at least that would be my first guess. This only provides the base skin texture. The game changes the color of that texture based on race. This can have some strange results and is the reason some character overhauls are race specific.
  4. No, it only applies cubemaps to the windows that were created from the interior. Sounds like the author put a lot of work into it.
  5. Awesome! Going to go download it.
  6. He says he did this by editing the farmhouse meshes. So far they are SMIM and ELFX compatible. He also claims that all farmhouse textures are compatible (besides windows) because the meshes are the same for most of the farmhouses, he's only altered the windows on the meshes. I've installed it for my personal playthrough and will be testing it the next time I get a change to play.
  7. Discussion thread: Actual Windows - Farmhouses by Majk360 Wiki Link This mod allows the exterior of the windows to appear as though they're see-through...just like a normal window should be. Specifically from the author: What is this black magic??? Realism enthusiast like myself are drooling! Author said he hopes to expand the mod to include more than just the farmhouses too!
  8. Cool. I seen your thread post about the different options. Currently I'm running this with STEP:Extended. Was thinking about using it for the compares on the INI Guide because with the default ENB everything is kinda drab with a grey haze over the whole scene. Not ideal for compares.
  9. I'll have Phazer set up the channel for you guys and then you can figure out a day/time that work best that you can all three sign on. If I'm able to join at that time I will. Someone will have to be sure to log the conversation.
  10. Lets wait and see how both Aiyen and Matso feel about Mumble vs IRC and then we can take it from there.
  11. If a IRC is used, it would be best to create a new and temporary one that can be used just for this project. I don't know if new channels are easy to set up and trash later when they're no longer needed, but it would be best to keep it separate from the rest of the chatter. That would keep the chat focused and on point.
  12. Thanks, but that preset is way off from vanilla coloring. I'll have to play around to find one that matches if JawZ doesn't plan on providing one. Vividian ENB comes with it's own preset for LoS so I was hoping for an integrated fix, but if I must experiment I can. The reasons for wanting as much intergration as possible is because I've put a stop on my ENBoost ENB project that I had been working on behind the scenes to watch how this develops. It's so similar to the idea I had that I'm thinking it might work as a replacement for my own project, but it's going to have to work with all of STEP to do so.
  13. Ermmm....no. STEP has not had a preset for this for over a year now seeing that 2.5 is over a year old. Some peeps are out-of-date...like a year out of date! Haha! But a preset might still be needed for ENBs. I'm unaware of how that works exactly as it just sounds odd that the lights from LoS would be render differently than the rest of the lights in the game.
  14. Created a thread for this as I'm really keeping my eye on it's development! Current issue with Lanterns of Skyim: Vanilla >> LoS Lanterns are red. This is the default mod installation without a specific "preset" which should retain the vanilla colors. Might have to suggest a preset if this isn't able to be fixed via the ENB settings.
  15. Discussion thread: ELEP - Full Vanilla Customizable ENB by JawZ Wiki Link This preset was created for both modders and end users who like the overall look of the vanilla lighting style but found for certain things to look a bit off. As well as for those who are struggling with the over the top perofmrance killer ENB presets. Features: The focus on this preset is to fix the vanilla lighting while at the same time offer you, the end user, new tools to customize an ENB preset. It's focus is not to overhaul the look, so the overall visual style found in the original game is kept intact.Customize Skyrim imagespace and imagespace modifier values such as White Level, Brightness, Contrast, Saturation, Bloom Scale, Bloom Threshold, Color Filters for regular visuals, special events ("being attacked by a Spriggan" effect) and Night Eye, all three separate from each other. And they all have controls that separated between Exterior Night and Day as well as Interior Night and Day.I have normalized and corrected the pitch black shadows caused by too high contrast values, while still keeping it at a very similar amount of darkness that you can see in it too. Color range have been increased thanks to that.Bloom have been customized to not make everything hazy or make colors look inverted. It will only cause a slight "light aura" on very bright surfaces such as snow, the sun, reflections and similar stuff. And not in a intrusive or immersion breaking way. Have a look at the sample images in the gallery section.Nights are slightly darker in the ambient/"shadow" lighting but fully visible compared to vanilla shadows.Night Eye effects functions as it does in vanilla, but now you can customize it's look with a simple color filter.Visuals are close to vanilla so any type of lighting mod that works and looks good without this ENB Preset, should look good with this preset. However I can't guarantee that to a 100%, there are always something/somethings that can look a bit off. But even if it does it would most likely only require small amount of tweaks to compensate for that visual difference.Separate Readme files explaining all the files different commands, in very simple terms so there hopefully will not be any confusion arising.Assigned the min and max values to all the commands to their appropriate level to not cause any faulty render/pixelation or any other issue related to using a too low or too high value.
  16. We also need to add into the instructions to hide the fieldgrass01_n.dds normal. This was #11 in the compares that everyone agreed looked better without the TB normal.
  17. Yes, I can remove it from my load order without a crash.
  18. It's like the message says, it's in Beta and I haven't seen Tannin improve upon it any within the last several releases. It's a good feature to tell you to investigate potential issues; however, that's about the extent of it for right now until it's improved upon. We've personally checked the possible issues it claims with a STEP and found them to be non-issues. I suspect that will be the case in many situations and in some situations, like yours, it might even be more harmful. The feature also doesn't take into account that some mods are placed in a specific location for resource conflict resolution. For us to get rid of the messages in STEP it would take reordering twice the amount of mods it is claiming in conflict or more because we have to also keep the resource conflicts in the proper order. This feature is only looking at scripts and nothing else as far as I'm aware. My advice is to not reorder your mods but rather simply investigate the issues and see if there are actually issues with the order or not.
  19. Tested, can not confirm. I have no issues in Papyrus for this mod.
  20. I'll have to enable the logging and check it out to confirm.
  21. omg omg omg! Next video you should do some compares of before and afters!
  22. Vanilla >> TB v1.4d Icicles are a good improvement; however, can't say I really like the slabs. A lot of the snow is removed and specular really reduced which I'm not sure is desirable. They also don't look as "rugged" but more smooth.
  23. I'll have to download the new version and quick travel over to Windhelm and then the college to test the icicles. The mountain slabs, I'm unfamiliar with exactly which texture that is on the mountains but can figure it out easily enough.
  24. The main issue in-game with the icles was not the bumpiness but that it was causing "zerba striping". This was probably due to the normal not matching the texture. It's just one of those that needed to be hidden because the result in STEP wasn't good. As for the mountain slab normals, those were hidden so long ago (when we were using Snow and Rocks) that I don't even remember why they were hidden. The reason should be somewhere on this thread or maybe the changelogs say so in one of them.
  25. The Mumble server is a great reason and it would benefit you three that are discussing the FX files and how you want to implement them; Aiyen, JawZ, and Matso...of course all would be welcome to join. I'm glad Z posted this here, bc I was going to ask him if it would be okay to use it since it seems you guys need a private chat/voice chat to get things ironed out. Whatever gets ironed out in the chat, can be summarized on the thread for all. Just let me know and can provide the detail and you all can pick the best time. Late in the evenings seem to always work better, say after 9PM CST. If we're not all U.S. based it can be more challenging but worth the effort as it gets things done in a short time.
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