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TechAngel85

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Everything posted by TechAngel85

  1. This is truly weird... Try moving BOSS out of the Steam directory just to see if that is causing some weird issue. Also, where did you install MO? Both BOSS and MO is outside of my Steam/game directory and this setup is working.
  2. This is with the ESP active or use running the textures/meshes? PS: I'm still setting up my system. I forgot that it takes two days to optimize, archive, and install everything...
  3. Working for me. As Neo asked above, are you using the default mod directory for MO or a custom one?
  4. Use BOSS GUI.exe instead of BOSS.exe and click "View Log" after it runs if it doesn't automatically open. When clicking "recognized plugins" in the log, you should see all your mods listed.
  5. I agree with that assessment.
  6. Arthmoor isn't at fault in this one. Even he said he doesn't understand the technicalities of it and only says it has something to do with the lighting. I have personally never experienced any issues either and if you're planning on expanding the mod I say we keep it. Besides there is no way of telling which of the other 129 mesh fixes the USKP actually incorporated. The only things we know for sure is they didn't incorporate 20 of the fixes. There very well could be more.
  7. NightStar, one of the guys working on the USKP project replied saying that the work is final so there isn't any more distant decal like updates coming. I would like to hear SP's input on this as well.
  8. I'm stilll planning on some better shots when I get set up to mod test again if anyone wants to wait on voting. The vote might be reset when I do since there is really only one comparison to go off of.
  9. I've received several "504 Gateway" errors today which I think is the server timing out. I've also noticed the site running slowly (taking a while to load). It's not my connection because the rest of the Internet is speedy as ever. Just a heads up. Might be nothing.
  10. I agree. Someone could probable provide the fix from the 2k version (shrink it to 1k using DDSopt) for the author so all they have to do is upload it.
  11. I received a reply from Arthmoor: So there you have it. I replied with thanking him and asking if the excluded meshes are planned for USKP; however, for now they aren't include for the reason he gave so it'll be up to us to decide if we wish to include Distant Decal Fix or not.
  12. @Gremlin & Wormheart, DSR is a complicated mod that I suggested was too complicated for STEP in it's current form; however, it was added anyway. I had always left it out of my install but the first time I decided to try it out I received CTDs too (and I'm not a novice at this). I'll be leaving it out until a better explanation of it's installation is developed on STEP...2.3 possibly; possibly I'll never install it because I've never missed the feature it adds. @Steveley & Quitch, STEP realizes that TES5Edit could be integrated much more and it will be in small baby steps starting with 2.3. We don't want to do too much at once because new modders could quickly become overwhelmed by a guide similar to SR due to its complexity. There will also always be a STEP guide that is aimed towards new, inexperienced modders no matter how complex STEP becomes in the future.
  13. These are a good start; however, when you do texture compares the order should always be: vanilla >> pure mod 1 >> pure mod 2 >> pure mod 3 >> combo of mods >> etc This way we'll be able to compare against vanilla which is the original art style and intent of the game designers. I think it would also be best to take a couple shots up close and then a couple from an open space within a cave. All shots from each compare should be the exact same angle/view and without any lighting mods since they are not included in STEP and including them in shots might skew the outcome. Also, use the 1k or 2k version for each mod as STEP will never include an 4k version of any mod and including this in the shots could skew the outcome as well. From your provided shots, I can already say I'm not going to like Hectrol. The walls look like they've been "scratched" out instead of naturally formed and even if the caves are man made Hectrol is just too far from vanilla. Personally those couple shots of Hectrol are ugly, IMHO. I'll provide some shots in a bit so you'll know what we're looking for too. (Visuals are always better than text IMO) EDIT: I did a mass uninstall in WB and now my saves will not load (which is to be expected) so I'm going to take some time to set up MO for testing purposes using it's profiles to easily revert back to vanilla. I don't like the idea of SIS for some reason...probably because I prefer all-in-one tools.
  14. I've posted a message to Arthmoor on his forum asking specifically about the excluded 20 meshes and what he meant by "broken" while providing a link back to this thread. No reply yet.
  15. Because such a rare item has no need of a 2k texture. I've inspected the files and it looks like the normal map is the culprit. It's all jacked up from some texture optimizer. I'll inform the author.
  16. I did a quick compare. These shots are from Distant Decal Fix uninstalled and not present in-game. In both shots the fixes from Distant Decal Fix is present from the USKP. You can clearly see the moss on the walls from a good distance away as well as the corners of the walls. Of the meshes that weren't included in USKP, you can tell a difference (I only tested one): Without DDFÂ >>Â With DDF (look at the water grate straight ahead on the wall and the one to the left) Kinda hard to see. Here are the source files: https://i.imgur.com/QTffqvN.jpg https://i.imgur.com/Mv39DyZ.jpg Why these, and the others aren't included in USKP is a mystery because they're clearly working for me and not "broken".
  17. You know you've been playing Assassin's Creed too much when... While running around in Skyrim you see a hay pile and you instinctively try to jump in because a guard is walking near it... :facepalm:
  18. Thanks for the update! I appreciate that very much because I use the medium res textures.
  19. If these are both legit, then I would vote for Gold Coin Replacer. It seems to be closer to a vanilla replacer than Septim HD. Gold Coin Replacer >> Septim HD
  20. I'm moving this back to the MS forum. After having it installed for just a few minutes I've decided it's too far from vanilla and unrealistic. The color change is too far into the red spectrum or the orange and looks unnatural most of the time. Also, the blue/purple on the candle flames isn't realistic at all, as they would never burn blue. This would probably be a good mod for ENBs that saturate the colors; however, it's not for STEP.
  21. Like I said, I can only do a file comparison using BSAopt. I can't actually open the files to look at them as I have no program that will open .NIF files. EDIT: I download NifSkope and had a look. To my untrained eye, the meshes I looked at from both appear to be identical. Also, the meshes not included in the USKP appear to be okay. But, this is the first time I've looked at meshes before so I could be wrong. I would say I'm of the opinion that it's not worth keeping this mod for a mere 20 out of 149 meshes.
  22. Um... call me crazy but the front of Gold Coin Replacer and Septim HD is an exact match besides color. I think we have a case of thievery here. Gold Coin Replacer was uploaded to nexus before Septim HD with no credit given to either or.
  23. Distant Decal Fix has 149 meshes included. Out of these only 20 do not exist in the USKP: Meshes/architecture/whiterun/wrcitywalls/wrstairswater01Meshes/architecture/whiterun/wrcitywalls/wrwallcap01nohighcolMeshes/architecture/whiterun/wrcitywalls/wrwallmaingate01Meshes/architecture/whiterun/wrcitywalls/wrwallmaingatehouse01Meshes/architecture/whiterun/wrcitywalls/wrwallstr01nohighcollMeshes/architecture/whiterun/wrcitywalls/wrwallstrup128shift128nohighcolMeshes/architecture/whiterun/wrcitywalls/wrwalltowerrubbled01Meshes/architecture/whiterun/wrcitywalls/wrwallwatergrate01Meshes/dungeons/imperial/exterior/impextdoorhole01Meshes/dungeons/imperial/exterior/impextlighthouse01Meshes/dungeons/imperial/exterior/impexttowershellfloor2nd01Meshes/dungeons/imperial/exterior/impexttowershort01Meshes/dungeons/imperial/exterior/impextwindow01Meshes/dungeons/imperial/exterior/impextwindow01darkMeshes/dungeons/imperial/exteriorice/impexticedoorhole01Meshes/dungeons/imperial/exteriorice/impexticefloorchunk01Meshes/dungeons/imperial/exteriorice/impexticefloorchunk02Meshes/dungeons/imperial/exteriorice/impexticelighthouse01Meshes/dungeons/imperial/exteriorice/impexticewindow01Meshes/dungeons/imperial/exteriorice/impexticewindow01darkNow, knowing which of the remaining 129 meshes include the fixes from Distant Decal Fix is impossible for me to say. All I know how to do is provide a file comparison.
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