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TechAngel85

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Everything posted by TechAngel85

  1. No, not currently, but the next release may. We know how popular that mod is so we'd like to support it and Night Eye, in general. We're currently just waiting for permissions to use the code we need.
  2. The Guide is for Anniversary Edition, meaning you have to have the CC content. The only difference between SE and AE is the CC content.
  3. The soft requirements you've listed are just lighting mods that will work with any ENB setup. ENB authors list them because that's what they've used during the design of the mod. At most some light colors and placements will be different when using different options than what authors recommend.
  4. V2 is full AE. If you don't have the content, you need to get AE or don't use the Guide. Those creations don't cause any issues if you don't want to play them (just consider them extra side quests). The Patches are all-or-nothing...and nothing is going to give you all sorts of issues.
  5. The GID files are in the BSA.
  6. Hey sheson, I've been searching around in the documentation and forums. I can't find this answer as billboard3 isn't discussed much. Does TexGen handle the creation of all the billboards needed for billboard3, or do tree mods need to have built-in support for this billboard type? My tests lead me to think mods need to specifically support this billboard type. EVT comes out with two panes correct and one pane with a missing texture (purple). I've yet to test other mods. I know I've seen this on aspens and it looked great. The transitions where much improved, but I can't seem to get myself back there. Nothing is coming out with correct 3x2 panes.
  7. There shouldn't be anything in either of these mods that would blow anything up. At most, the plugin is registered and you'll get the "missing plugin" message when switching them out. You will have to regen your LOD.
  8. Why in the world are you using 8K shadows? Does that affect performance? I doubt there is an difference in-game. I use 2K and they all look sharp.
  9. There are some new bugs from this content that I have ready to go, if no one beats me to it. I just haven't been able to test yet.
  10. My only issue is the mod, itself, isn't generating anything which would put it in Utilities. What's the mod doing? It's removing vanilla grass so that user generated files will be used. Though it's affecting in-game content, this puts it closer to a Resources, imo. But you're right, it doesn't really fit into any ModGroup completely.
  11. Utilities: Mods that generate derived mod output from load-order-specific assets
  12. Is "utilities" the best fit for this one? DY has it in Bug Fixes over on Nexus.
  13. We'll have to have this one for the Grass, so vote yes.
  14. After evaluating this mod in xEdit, we need to decide if it's still desired. It's not just disabling hidden objects. It disables references that the author simply deemed unnecessary (leaves in Riften, clutter, wood piles, tickets, etc.) It has a LOT of overlap with USSEP, despite USSEP being a master. Many things that are fixed by USSEP, Lightened Skyrim opts to disable or "refix" anyway. It has several overlapping edits with it's other master, SLaWF. Some are "additional fixes" and others seem to remove things already fixed (just like with USSEP). Many edits seem to be made on a whim. Some references of the same object are moved or corrected while others are disabled...can't find the logic other than "author's choice". With this new information, I think we accept it at face value or drop it, rather than patching.
  15. Same, vote yes.
  16. I agree as it is basically just a 1:1 (and DVLaS author is recommending it). I haven't tested it, though.
  17. I can be tested, yes. 2.0, no, unless you want it in.
  18. I'm fine with this one. I don't really use horses. I'm curious if it auto-hides with iHUD, though?
  19. LR bugs will cause produce z-fighting or pop-in. The root of the issue is the altered LR loaded reference no longer matches the "supermesh" for the cell. As such, the LOD will show whatever was or wasn't there in the vanilla supermesh. It's the data that is used to build the supermesh that needs to be updated. XEdit doesn't do this on its own, but sheson has a script that will do it.
  20. Dropped and placed back into Testing. Pending it gets updated for game v1.6+, it will be re-accepted.
  21. Dropped and placed back into Testing. Pending it gets updated for game v1.6+, it will be re-accepted.
  22. Was accepted for the v2.0 Guide, but since NGIO was removed, this one no longer applies. Since v2 has yet to release, I've simply removed the accepted tag.
  23. Unfortunately, most people don't know about those, much less how to fix them. They just need to run a xEdit script on the mod that sheson provides. But I agree, this one shouldn't be considered until those are addressed (though RWT had them for years and we still had it... ).
  24. Was accepted for the v2.0 Guide, but has since been outdated by SkyrimSE v1.6+. Since v2 has yet to release, I've simply removed the accepted tag.
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