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TechAngel85

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Everything posted by TechAngel85

  1. I have finished updated the Enblocal INI section using Keith's document as a reference: https://wiki.step-project.com/Guide:ENB#tab=Editing_Enblocal_INI Much as simply expanded upon but a few things were completely redone. The [MEMORY] section should be very well documented (summarized) and more actuate now. As well as some of the other parameters in other sections. I do have one question though... Here you say to set "iPresentInterval to 1". I was under the impression that if any other Vsync besides Skyrim's native one is used that iPresentInterval should be disabled by setting it to 0. However, here you're suggesting to have both ENB and Skyrim's Vsync enabled together. Is this an issue or a non-issue?
  2. I understand very well how textures are mapped to meshes and what normals do. I have worked for hours with this stuff for the STEP Female Overhaul. The point here is that SRO is not the change you think it is. When you compare the textures it's basically sharpened HRDLC textures (heaven forbid if Starac ever sees this post of me saying that). Guess I'm going to have to explain this point with pictures... HRDLC >> SRO As you can see the textures are nearly identical. All the important lines, height, and features of the texture are there and is the same. HRDLC >> SRO >> Terrain Bump Looking at these three you can see that there is no difference in the lines and features which is what you really what to pay attention to because that is what has to match the texture. They all match up to the textures very well. The difference from HRDLC to SRO is that SRO is simply a bit more defined. The difference in the first two compared to TB is simply some of the colors. What you have to know about normals is that the colors basically represent height and detail. The more broad and intense the more defined the texture will appear (of course there is more to it than that but this is normals 101). HRDLC is nearly flat and kinda boring. SRO brings out more of the height and detail of HRDLC by sharping it up. TB takes it even further than SRO but the end result, as far as the "color texture" matching the normal, is the same. They all match both textures above. I'm not concerned about SRO in the slightest because it's textures are all basically the same when you compare them against HRDLC. The only ones I might want to look into would be the the normals that are overwriting other mods besides SRO, like the couple conflicts with SFO. I'll look into it further for those few conflicts that aren't with SRO after I get some sleep.
  3. If that is the case, the issue is going to be specific to the ENB you're using. First make sure all driver and game AA is turned off. If it is and it's not fixed, then I would point the author to this thread or repost this on his/her thread on the Nexus page. Most likely it's an issue with the ENB settings (possibly Mist or fog settings).
  4. I take it if you disable the ENB (Shift+F12) while in-game the pillars of light return to normal?
  5. STEP 3.0 is nowhere in sight and no one even has a clue what that would entail. The next release will be STEP 2.3.0 which will move Extended out to an official Pack. There is currently no time frame for this either. We're in the process of working on a lot of things. For now, you're best bet is to install STEP and then install the Packs that interest you. There is absolutely no reason that you wouldn't get a stable game as long as you follow the instructions.
  6. It was being kept because one of the staff that had contact with the author stated that the author was planning on reuploading it. That has yet to happen and it seem that it may not.
  7. It shouldn't be an issue as we've used it in the form it's in for a very long time now (multiple releases) without any issues. One thing you should be aware of, if you want to help out we always require documentation and proof. Any user that brings up a potential issue should be prepared to provide evidence of issue. We also don't accept, "I looked at it in photoshop" type of answers as proof. Textures always look different in-game due to rendering. Users can't just say, "i think this might be an issue" and then expect Staff to figure it out. Most of the time it will go ignored unless it's a potential major issue because there are only so many of us and we're all doing this project on our free time and around our normal lives. So when posting about issues and anything else such as mod suggestions, etc, please be prepared to go the full mile and see it to the end. Those users that do so are the most helpful to the project as it's as much community driven as it is Staff driven.
  8. Do you have any specific examples of this with comparison images or is all this just your thoughts on the matter?
  9. If you're using SFO 2.0, then you're not following STEP:Core properly...which can lead to issues like this.
  10. We've talked about this before and for individual mods, it will be up to the user to DDSopt the textures themselves if they need the extra VRAM space. These are essentially 4K textures so user can decide if they need the extra space and DDSopt or not. This is discussed starting on this tab of the DDSopt Guide.
  11. Thanks! I'm off this weekend so I'll most definitely go over it with a fine-toothed comb! I'll also add your intro into the ENBoost section. What's there now has simply been pulled from other sections. I've, thus far, only added in the headers.
  12. Thanks for the heads up. I'll add that!
  13. What does that pic have anything to do with the STEP Female Overhaul? What resolution are you playing at? I think it's fairly clear you haven't read this thread, but I understand, it's massive. The overhaul is aimed to being a straight vanilla replacement and nothing more. There won't be anything "fancy" in it like the hair and makeup you see in that image. It'll only have some replacement textures and some fixes. The texture itself is straight from Windsong (with a lot of my tweaks and fixes) and the original is 4K. I can provide it at that resolution if needed.
  14. I wouldn't think it would be the installation; however, lets rule it out anyway. Could you post a screenshot of your expanded file tree in MO for Uncapper?
  15. What do you mean by "performance hungry"?
  16. While I wait for feedback from keith, I've created a new section for ENBoost and will be completing it this weekend. Once complete, that Guide should also be in a completed (until any addition feedback is given and I have a chance to add to the Troubleshooting) and I'll be moving on to the ENBseries INI Guide.
  17. You can't compare and judge a texture by looking at it in Photoshop/Gimp...
  18. @STEP Female Overhaul https://forum.step-project.com/topic/4772-nsfw-step-female-body-replacer/?p=94856 And as hishutup said, just load these texture after better males. It'll probably work fine just you'll have to test to find out.
  19. You can send that my way if you like. It'll be a while before I'm able to use it, but I would most likely put it to use eventually. Right now I need to finish up the ENB Guide and then move on to the ENBseries INI Guide (a few ENB preset authors are helping me out on it). Also, a more detailed list would be welcomed once it's updated and released. Thank you for your hard work!
  20. This mod was updated for those that aren't tracking it.
  21. I agree with that assessment. That's why I've stuck with Vividian Vanilla for my ENB of choice and why it's perfect for STEP. In the future, I wouldn't mind attempting to make my own preset that would be a "Skyrim climate based" ENB that would "feel" like a cold environment as it should. Although Phinix Natural ENB already does a pretty darn good job at this. I have too many ideas floating in my head...need to focus on task on hand...ENB Guide. EDIT: Speaking of ENB Guide, ELE is being featured as an ENB Addon: https://wiki.step-project.com/Guide:ENB#tab=ENB_Addons If you read it, JawZ, and anything sounds off, please let me know and I'll correct it. Most of it is summarized from your thread on ENB Dev. You can provide feedback here: https://forum.step-project.com/topic/5951-enb-guide-overhaul/
  22. I think that feature would be great for our ENBoost users. I've actually have some plans in mind for those users and that would be a great addition. As for the images above...not knowing what and where all the light sources are, I prefer Version 1 and Version 2 the best.
  23. Yes, the De-LARP mod simply slims the weapons making them thinner and more realistic in shape.
  24. I agree with the noise. It's a very easy way to add a bit of grit but isn't always the best answer. I noticed Alduin had quite a bit of noise in the shots on the mod page. As for texture size, Aiyen is right. 8K is way too much. 2-4K is just right though as Bellyaches uses 2-4K. Too much detail can be a bad thing and we've turned down texture replacer in the past because of that very reason. If they're too detailed they stand out amongst the surrounding textures and look out of place. Of course, I haven't tried these in-game yet so take what I say on that notion.
  25. Would like to see this tested up again Bellyache's, which is what we're using now. It looks very good.
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