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Everything posted by TechAngel85
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I have posted compares in the OP.
- 32 replies
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- SKYRIMSE
- 18-lighting and weather
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I'm all for an alt for snow that matches the rest of the landscape textures. I know you and I have both done testing in this area, though, and nothing really checked all the boxes (main issue being blending LOD because none of them provide files for generating).
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That they do to some degree. I'm of the opinion that proper textures would look good with any lighting setup, though. The main one-off case is going to be snow simple because it's white and will reflect the environment color to a greater degree than any other textures in the game. I say "the game", because this is more unique to Skyrim as other more modern games don't have this issue and can render snow without white-clipping. The game has been updated here and there, but we're still working with 10+ yr old stuff at the core. The new snow shader did nothing for improving snow texture rendering. I've been wanting to revisit ELE to correct the too dark interiors as a possible alternative to Luminosity. Without CW to darken the interiors, they're going to be too bright if we switch weather mods. Luminosity has bad performance on his chart due to the design being visuals first, function second. In Jonny's defense, I don't think he was aware of the detection issues when the design for CW and Luminosity were laid out and it would have taken tossing everything out and starting from scratch. He corrected some of this with Azurite, but it has unnaturally bright nights. Personally, I've seen the nights with RAID and I love them. They are actually appropriate to the level of light; vanilla and many mods are just too bright at night. So you will need a torch on a cloudy night! I'll have some shots up later.
- 32 replies
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- SKYRIMSE
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I'm only thinking weather and maybe the interior lighting mod for templates, but only weather right now. There really isn't any need to touch landscapes (they technically have nothing to do with weather/lighting). There's been nothing that has bested Cathedral Landscapes for me. Everything else is too far off from vanilla or doesn't even includes files for LOD generation, which is commonplace these days for customizing setups. ELFX is just an arbitrary recommendation based on the author's preferences. They may have had it installed or planned to use it with their mod, but the two don't actually interact much as RAID is mainly exteriors and ELFX would be mainly interiors.
- 32 replies
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The snow is not pure white because you'd have nothing but blown-out white due to lighting. Adding a touch of grey is an easy way to reduce the effect, but it still happens even with the grey tinted snow. The game is just old and can't adjust the lighting based on the material being lit so everything is just blasted with the same amount of light. Thus you have great looking dirt and rocks with white-clipped snowy landscape. Like everything in this game, it's a balancing act. Personally the ML shots above are far too blue-shifted. It looks fake.
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ACCEPTED Complete Crafting Overhaul Remastered (by kryptopyr)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Updated mod page for v2.0- 9 replies
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- SKYRIMSE
- 10-gameplay-general
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ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Updated mod page for v2.0- 44 replies
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- 10-gameplay-general
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ACCEPTED Weapons Armor Clothing and Clutter Fixes (by kryptopyr)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Updated mod page for v2.0- 23 replies
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ACCEPTED The Choice is Yours (by kryptopyr)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Updated mod page for v2.0- 4 replies
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- SKYRIMSE
- 14-gameplay-quests
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ACCEPTED kryptopyr's Patch Hub (by kryptopyr)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Updated mod page for v2.0- 83 replies
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- SKYRIMSE
- 20-patches
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Discussion topic: RAID Weathers by OlivierDoorenbos Wiki Link A new weather mod on the scene that is aimed for vanilla-like weather (mix of fantasy and realism). It's unique in that it is the only weather mod that is focused on balancing visuals with AI detection, while other weather mods focus completely on the visuals at the expense of borking the game's AI detection (detection is based on lighting values). The goal is to provide realistic detection that is based around what you see on the screen. In other words, what you see is what the enemies sees. Judging from the screens and video, this mod should be tested, imo. It's beautiful and seems to perfectly align with Step (better than Cathedral Weathers). What will be missing from CW, if dropped, will mainly be the seasonal weather feature, tint adjustments, and the static (but beautiful) sunset clouds. Changing weather mods will force us to redo/review all of the ENB preset work. Compares For compares vanilla weather was saved and then the mods added in at the bottom of the load order. All daytime compares are at 12pm and all nighttime compares are at 12am. No "dawn/dusk" compares are provided because when the mod changes those values it can prevent a 1:1 compare during those transitional times. All weathers were organically obtained, meaning I waited until the weather happened on its own instead of forcing via console. Vanilla > Cathedral Weathers (Step) > RAID SkyrimClearTU You can see RAID's stars here a bit. I prefere Step's. SkyrimOvercastRainTU Cathedral is adding an aurora to this weather at night that is curious visible for being overcast. All have rain, though it's hard to see in the shots (all the rain is very light). SkyrimClearSN Cathedral is adding an aurora to this weather at night, as well. SkyrimSnowStorm You really can't see anything in this storm with RAID at night and a torch isn't much help. It's very realistic and maybe too much, as you wouldn't want to be out in it! SkyrimFogFF Cathedral seems to remove all but the most distant fog from this weather. SkyrimFogRE SkyrimCloudy DLC02VolcanicAsh02_A DLC02VolcanicAshStorm01 Note that this is the only vanilla weather with ash particles. Weather mods typically expand the particles to other weathers, as well.
- 32 replies
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- SKYRIMSE
- 18-lighting and weather
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ACCEPTED Realistic AI Detection SE (by OlivierDoorenbos)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
I agree. The video looks quite promising, though users will complain about the dark nights. Cathedral is horrible as far as the detection balance due to the trade for visuals.- 32 replies
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- SKYRIMSE
- 11-gameplay-ai and combat
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ACCEPTED Realistic AI Detection SE (by OlivierDoorenbos)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Only when "Show Sky" is ticked does the weather affect interiors. We do, however, the slope is slippy. If we do it for this mod, we'll have to do it for every mod that anyone has issue with and wants notes on. It's y'alls Guide now and you all can do what you want, but that is just clutter and unnecessary, imo. The context to recommendations, if any, should be in each of the forums anyway. If something isn't clear, the forums are here to ask.- 32 replies
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- 11-gameplay-ai and combat
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ACCEPTED Realistic AI Detection SE (by OlivierDoorenbos)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
My goodness what is all the fuss and blaming about? The mod isn't even a master of the Patches so you can switch in and out to whatever works for your setup. It should be noted that the weather mod is only going to determine how it works in exteriors. Interiors is going to be determined by your lighting mods.- 32 replies
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- 11-gameplay-ai and combat
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ACCEPTED Realistic AI Detection SE (by OlivierDoorenbos)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
To each their own? Can you provide two-three examples? I ask because I play stealth when I play and never have these issues, but I'm a bit more realistic with my game. This mod mainly alters detection, but vanilla detection is awful because by the time you hit a few stealth perks you are sneaking around enemies as if they weren't there. FAR too easy and unrealistic. Yes...if you make yourself known, enemies will search for you longer. Why shouldn't they? They shouldn't just walk off shrugging their shoulders when their friend takes an arrow to the head right next to them. They should be on alert for some time after that. Realistically, they should never leave an alert state from that point on. I also don't think shealth should be an option at very turn...again, it's not realistic to think that I'd be able to complete every mission as a stealthy ninja. Some variety in my strategy will be needed. Stealth, rather detection, in the game is determined partly by the player stats and partly by how much something is lit. There is an actual calculation going on to determine how much light is hitting things within the environment, including the player (player.gll in console). Go above the light threshold and you'll no longer be hidden. Do note the HUD icon isn't accurate. You can see the hidden icon and not really be hidden, if there are mods messing with the lighting too much. Interestingly enough, this calculation also determines when guards will equip their torches. Once the light level is low enough, their torches come out (I want to say this was round 50, but I can't remember for sure).- 32 replies
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- SKYRIMSE
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Easiest way to tell are the needles. Firs are flat and single. Spruces are "sided" and single. Pines are rounde/sided and are usually always in groups from the branch rather than single needles. I agree vanilla bark is more cedar/juniper-like. I can tell there are two barks from the "pines" so I'm assuming there are two species mixed throughout. Hard to tell if the branches look different on these trees from the shots, though.
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That is, again, a fir and not a pine. I agree, though. Like the aspens, the pines really are more firs. The branches are firs/spruce branches, anyway, and it would seem that T4 used firs for his reference. The mod makes more sense now looking from that perspective.
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My only issue with this is still the bark. I've never seen pine bark that looks like that before (including internet searches). The ones where I live certainly don't look like that. I've found a couple images on the net, but when I click through they're not from actual pine trees. Anyone ask where the inspiration for this bark came from? I would be interested in seeing a real-life tree (more curious than anything).
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*SOLVED* Fireplaces in Inns are glitched
TechAngel85 replied to Arel's question in General Skyrim SE Support
moved post -
V2.32 is down in the archives now so I suspect v2.33 will be the version going forward (v1.03 still remains an optional download). I'm not running the game right now so I haven't regened LODs in a good while. As for the FML fix, a) we've already decided to not use it, and b) the author removed the patch for Aspen Ablaze stating it was no longer needed since the v2.33 update.
- 36 replies
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- SKYRIMSE
- 06-models and textures
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Discussion topic: Quiverless Bound Bow by Scourgebane Wiki Link Removes the quiver when summoning and using Bound Bow. Honestly, this just makes sense to me. It's a magic spell so what's with the quiver and arrows? It makes more sense the arrows would be summoned as needed with magic, just like the bow was.
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- SKYRIMSE
- 13-gameplay-immersion
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ACCEPTED Aspens Ablaze Add-On - DynDOLOD 3 (by z929669)
TechAngel85 replied to z929669's topic in Skyrim SE Mods
Updated mod page instructions- 15 replies
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- SKYRIMSE
- 06-models and textures
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Updated mod page for latest version
- 36 replies
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- SKYRIMSE
- 06-models and textures
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ACCEPTED Skyrim Project Optimization SE (by rgabriel15/Pritster5 )
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
You can certainly use the Guide as a base to install other stuff on top of later. Most of us do that anyway. You simply have to know what you're doing and that just takes time and patients to learn modding. There isn't any specific forum to use regarding additional mod incorporation. Mods in the Guide that are required by the Guide Patches are marked, so it's fairly easy to know which mods are required to be installed with the Guide and which are optional. -
ACCEPTED Address Library for SKSE Plugins (by meh321)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Revisiting this one and prior discussion, I've moved it to Extender mod group. This was primarily done because it's required to be installed by other mods in Extenders (PapyrusUtil SE, Scaleform Translation++, SSE Display Tweaks, SSE Engine Fixes), and I agree with DY's sentiments that this has essentially become a core companion mod to SKSE.- 20 replies
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- SKYRIMSE
- 03-resources
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