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Everything posted by TechAngel85
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ACCEPTED Static Mesh Improvement Mod (by Brumbek)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Update instructions to reflect recent discussions around Lanterns and Glorious Scaffolding.- 6 replies
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- 04-foundation
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ACCEPTED Address Library for SKSE Plugins (by meh321)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Added v2 instructions- 20 replies
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ACCEPTED SSE Engine Fixes (by aers/Nukem/Ryan)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Simplified instructions by only listing changes to the EngineFixes.toml file.- 28 replies
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Added v2 specific instructions (just changed the file downloaded to support AE)
- 32 replies
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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:
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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.
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ACCEPTED A Clear Map of Skyrim and Other Worlds (by DoubleYouC)
TechAngel85 replied to z929669's topic in Skyrim SE Mods
Wiki page is missing FOMOD instructions. How is everyone installing this one?- 85 replies
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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.
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- 06-models and textures
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ACCEPTED Ruins Clutter Improved (by raiserfx)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
I think that was added by mistake. We've never installed the Lanterns from SMIM.- 12 replies
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ACCEPTED Flickering Meshes Fix (by nicola89b and gururaj20000)
TechAngel85 replied to DoubleYou's topic in Skyrim SE Mods
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.- 64 replies
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DROPPED .NET Script Framework (by meh321)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
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.- 31 replies
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DROPPED FAR - Forgotten Argonian Roots (by redtox)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
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.- 28 replies
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ACCEPTED kryptopyr's Patch Hub (by kryptopyr)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
I would have discovered it eventually during patching.- 83 replies
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ACCEPTED Word Wall Transparency Fix for ENB (by wSkeever)
TechAngel85 replied to Mousetick's topic in Skyrim SE Mods
Hmm...I don't ever recall seeing this with any of the ENBs I've used. Must be very specific...- 6 replies
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DROPPED .NET Script Framework (by meh321)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
I think some of you are forgetting they reencoded the game with newer tech...they couldn't have released it as a DLC.- 31 replies
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DROPPED FAR - Forgotten Argonian Roots (by redtox)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Why exactly? Because it's slightly harder to install? Do you have an alternative in mind?- 28 replies
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JS Shrines of the Divines SE (by johnskyrim)
TechAngel85 replied to DoubleYou's topic in Skyrim SE Mods
https://www.nexusmods.com/skyrimspecialedition/mods/59540/- 21 replies
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JS Shrines of the Divines SE (by johnskyrim)
TechAngel85 replied to DoubleYou's topic in Skyrim SE Mods
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 replies
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JS Shrines of the Divines SE (by johnskyrim)
TechAngel85 replied to DoubleYou's topic in Skyrim SE Mods
Vanilla > Shrine of the Divines > My Upscale- 21 replies
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JS Shrines of the Divines SE (by johnskyrim)
TechAngel85 replied to DoubleYou's topic in Skyrim SE Mods
Vanilla > Shrine of the Divines > My Upscale- 21 replies
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Awesome!
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JS Shrines of the Divines SE (by johnskyrim)
TechAngel85 replied to DoubleYou's topic in Skyrim SE Mods
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.- 21 replies
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JS Shrines of the Divines SE (by johnskyrim)
TechAngel85 replied to DoubleYou's topic in Skyrim SE Mods
I spent way too much time play around with this today, but my upscale results: Vanilla > Shrine of the Divines > My Upscale- 21 replies
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