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TechAngel85

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Everything posted by TechAngel85

  1. That's exactly what I'm saying.
  2. Correction. Not completely included, but overwriting ELFX will cause possible light flicker. There are 3 meshes that are not in conflict. Now we need to decide if we want light flicker or UVed roofs. I'll grab some shots... STEP (ELFX/EFLX Fixes) > Whiterun Mesh Fixes
  3. Included in ELFX - Fixes, dropping from testing.
  4. I'll take a look. This mod's page has some guidance too that was helpful and aligned mostly with where I was going myself. The biggest thing is figuring out if the authors used other mods (like SMIM or ELFX) as their base assets for their edits (reading descriptions, searching forums). We have a couple mods not accounted for (MM and CL) so those I'm just letting take priority. Correct. It's just meshes. *sigh*... The changes from the meshes from different mods are merged together, thus making a "patch" between to the two because it houses both changes from both mods. (No, it's not a plugin patch, but a patch nonetheless. Going to have to broaden your scope for the term "patch" beyond being "plugins".) This "patch" would overwrite the other two mods, thus providing a mesh that works with the two mods, harmoniously. As for comparing...well, I'm done telling you that you can't compare all this in the traditional way. So yes, not much though. You're just going to have to do it yourself to see for yourself. I'm sorry if you lack the knowledge to understand what some of these meshes are doing. I've already explained it in the way I know how, elsewhere. No worries, meshes took me a while to understand too and I still have to bug Sparrow about things. I'm slowing getting through the mods in testing, but it's the bottom two in your list. I'm just going one mod at a time to get the order right.
  5. You have some old stuff in there that's already been dropped...or should be if not. Here's my current based on author recommendations for overwrites combined with my own knowledge (I don't have everything that is in testing yet as I'm trying to sort this all out because there is so much): For this mod, I'm still figuring out the instructions (working on it now), but it's essential so that the edits from the overwrites are forwarded...so you get got mod's changes. So yes, essential. Even with the current mod list there are patches to install. Note the mod list is not set to my current order, but should be changed.
  6. I would like to vote this one in. I think it's imperative given the mesh replacers we've already approved and given the ones in Testing that will also likely be approved...this mod is essential for compatibility.
  7. Oh, that was like way back when the page was created, my dear. It's just never been caught until now.
  8. Okay, removed that comment about allowed deviation.
  9. I didn't add any templates, did I?
  10. We're now providing adjustments to the grass lighting, which is specific to the "Brown Tundra" option. Users installing the Green option will likely find the colors off with our adjustments. For these reasons, the instructions should no longer allow deviation from our instructions. Agree/disagree?
  11. Updated instructions to remove hiding the files.
  12. Updated instructions to hide wrfieldgrass01_n.dds file as it is missing an alpha channel causing blown out specular on objects using the texture.
  13. Yes, but we can't use that so I was just show what hiding it would look like (vanilla). Obviously the fix would be getting Starac to provide the corrected texture. Until the, we just need to hide the normal from SRO.
  14. SRO Texture with... SRO normal > SRO normal w/alpha added (did it myself) > Vanilla normal
  15. I'll grab it when I get to that point. Not planning any ENB work right now and am skipping all ENB options during this run of the Guide.
  16. That would work, if it's the alpha. Vanilla has an alpha. I sent a PM to Starac. The vanilla normal is 1K and that red channel is nothing but artifacts. Would likely look, okay, but likely blurry too.
  17. If you're referring to our ENB, then it's only operational for Clear weathers. I would hold off on installing it with v2 until it's more complete.
  18. For the record, if this simple texture fixes everything it's because SRO is missing an alpha channel on the normal map. @Starac
  19. *smh* There seems to be a lot of missing cleanup and I'm barely down the mod list. This stuff is going to get lost and forgotten about it it's not done right then and there. So we need to update this mod page to remove the hiding of the 07 mesh or all of them , add a new mod page and forum for aMidianBorn Buildings, and then provide whatever instructions for that mod too which I'm not certain of... The aMidianBorn normal has a fairly strong grass pattern in it that likely matches its diffuse. If there aren't obvious twigs etc, then it will likely be okay...just a bit different pattern in the grass.
  20. There is a hotfix on the mod page for this mesh. Was it tested? Also need to know what was decided about this so I can continue down the list. aMidianBorn Buildings hasn't been added to the Guide so I'm not sure what was decided here.
  21. Updated instructions The option for ENB should never been installed. It updates files that are not in use by Step, nor do the files apply to our setup. Removed it from the FOMOD, removed the ENB flag, and added CR flag.
  22. Marked required by the CR Patch due to including ELFX file paths for fixes.
  23. Seems like praises all around for this one. I'll vote yes for inclusion.
  24. I see no reason not to add this one. It's kind of hard to get good compares because the mod is mainly adding reflection/specular to the metal parts so they look more metal vs plastic. This is best seen during movement, but look at the metal: SMIM > SMIM + Quality Addon Handles, hinges, and chest Chains on rack (some UV fixes here too). Handles/Wood on dresser It's a subtle thing. Yes vote from me.
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