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TechAngel85

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Everything posted by TechAngel85

  1. Update instructions to reflect recent discussions around Lanterns and Glorious Scaffolding.
  2. Added v2 instructions
  3. Simplified instructions by only listing changes to the EngineFixes.toml file.
  4. That's for when you are copying at higher levels vs a single record, as it copies "deeper" than the level your at. For example, you can use that to copy the entire Sub-block of a worldspace vs one cell at a time.
  5. Added v2 specific instructions (just changed the file downloaded to support AE)
  6. Right-click > Remove But you really should forward the record into a new plugin to make changes. In the left pane, right-click on the record and select "Copy as Override into...". A window will show. Select a new ESP/ESL. Name it. Now make your changes to remove the material.
  7. It's a well known issue with the snow shader. The only way to fix it is to reduce the angle the snow is applied to the object, or removed it as you mention. You have to do that via plugin. It's fairly simple to do once you know what the objects are. First find the object, then just lower the angle until the issue is resolve. Else remove the material, but it won't be snow covered. Here you can see USSEP doing just this to part of the Gray Quarter, but they are increasing the angle and changing the material to a different one:
  8. Exploding clutter is an havok issue, as is the moving stuff on tables. This will always be a bit of an issue when sitting (you or NPCs) at tables, though. Not sure why but my guess is the collision box about the NPC/player causes it when sitting.
  9. Wiki page is missing FOMOD instructions. How is everyone installing this one?
  10. Awesome! This was because a conversation I started due the fires being all the same size regardless of the embers used. Vanilla has varying sizes. This was likely the cause of much of the clipping too. I only discovered it due to the house mod I work on. All the firepits in it became blazing infernos after Embers XD was installed.
  11. I think that was added by mistake. We've never installed the Lanterns from SMIM.
  12. No sails. I think traditionally most windmills had some sort of sailcloth, but Bethesda opted out of that. In my opinion, I think adding sails would be considered a stylistic change. When in doubt go with vanilla, especially for the the Guide.
  13. Probably. It's all speculation and venting, though, unless someone can have a chat with Todd. They're being WAY more open about development since being acquired. Compare Starfield vs any of their past releases. They will usually tease the name and maybe give you a small hint of details, but Bethesda has traditionally been completely hushed beyond that until six months before the game releases. Starfield, under the MS umbrella now, has not followed suit. We know and have seen way more from Starfield than we normally would have.
  14. I've only seen issues from newbies because they're not familiar enough with MO. To me, that says more of an issue with not knowing how to use your mod manager vs not knowing how to install the mod. I'd be fine with an alternative, but I don't agree we should be dropping mods simply because they aren't normal installations. The author is long gone, at least in regards to this mod. They're still active, though, according to Nexus activity. I reached out to them a long time ago about making a FOMOD for the mod and never got a response.
  15. I would have discovered it eventually during patching.
  16. Hmm...I don't ever recall seeing this with any of the ENBs I've used. Must be very specific...
  17. I think some of you are forgetting they reencoded the game with newer tech...they couldn't have released it as a DLC.
  18. Why exactly? Because it's slightly harder to install? Do you have an alternative in mind?
  19. https://www.nexusmods.com/skyrimspecialedition/mods/59540/
  20. There have been several with the red channel that are just horribly artifacted. Sometimes the blue is too, but never to the extent of the red. Mara has actually been the worst of the lot so far. I agree. They almost look cartoony. The problem is not taking enough care to test and test and test when upscaling. No two textures fit the same set of models or combinations. Too many just batch process and call it a day. A good upscale is going to take some time and a lot of testing. I'm almost done with all of them, just 2-3 left. Just finished Mara: Vanilla > Shrine of the Divines > My Upscale
  21. Vanilla > Shrine of the Divines > My Upscale
  22. Vanilla > Shrine of the Divines > My Upscale
  23. Yes, both. I tried to retain the metal texture through the upscale. The normal was broken down into channels and each one upscaled, then reassembled. The red channel in vanilla is horribly artifacted so I attempted to remove most of it, which added noise to the channel. I decided to keep the noise to add more "texture" from the normal. Likewise, the alpha is a bit noisier too, but still nicely detailed. It wasn't easy finding the right combination of models to use to fix all of this and still retain vanilla style. Edit: I'll going through the rest of these and see how they turn out.
  24. I spent way too much time play around with this today, but my upscale results: Vanilla > Shrine of the Divines > My Upscale
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