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TechAngel85

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Everything posted by TechAngel85

  1. https://stepmodifications.org/wiki/SkyrimSE:Display_Settings
  2. Honestly I don't think the upscale was very successful for Shrine of the Divines. Seems to have somehow lost some all the micro details making everything look smoothed out.
  3. Providing a modular setup is what we used to do for some mods (like those not wanting to install the AI overhaul mod from the Guide). These modular patches allowed for more flexibility, but they also add a ton of maintenance for us. A lot of work would have to go into maintaining such patches from release to release. As such, doing that is not feasible for us. We'd rather spend the time we have on the Guides rather than maintaining a bunch of modular patches. Therefore, it was decided to drop all the ones we had and maintain an "all or nothing" approach with the Guides. Basically you install all the Patch requirements or you don't get the Patch. The more knowledgeable users can take the Patches we provide and customize them as needed. Users without that knowledge will either have to stick with the Guide or learn the knowledge to do as they desire.
  4. Incognito Test: Discussion topic: PasteModNameAndURL by PasteAuthor Wiki Link Test complete. Still grabbed background
  5. I agree. The Mandate was bent a bit for Rens in regards to the textures back in the day.
  6. I've seen some people posting of the same issue here and there with other editors, but no solutions. I've looked around on the back-end and haven't found anything related. Honestly, my instinct tells me this is something more internal and would need to be reported as a bug, but I doubt they see it as a bug (the bold not copying maybe, but not the background copying). It's a deep copy they're doing. Found this from 2010, so it's been copying the background for 10+ years: https://ckeditor.com/old/forums/Support/Copypasting-issues.-Dont-want-copy-background-coloretc
  7. I switched to Chrome a while back when for reasons I can't remember now. However, the fact that's it's the most used browser, we should be designing for it first. The fact that you're not using for design work is the oddball out so time to hope on that wagon! That's one reason I've kept it and the reason I brought up the fuzz fonts on the wiki. If I'm seeing it, the majority of others are too : (our analytics of users by browser)
  8. JS takes far too many liberties with the mesh changes and texture designs to be fit the Mandate. I hate (and I don't use that word much) what they did to the Akatosh shrine in JS. I love dragons and he turned the dragon into a snake...that's just wrong... With that said, I agree that we'd never had good replacements for these.
  9. Discussion topic: PasteModNameAndURL by PasteAuthor Wiki Link Nope, Chrome is stripping it on paste for some reason. I pasted it into a text editor just fine so it has something to do with the pasting of rich text on Chrome. EDIT: Edge doesn't work either, so it's probably a Chromium thing.
  10. Vanilla textures look better at distance but that left corner is the normal blurry mess up closer. SMIM is surprisingly just not very good in this case. The textures are usually not bad...not sure where Brumbek was going with this one. We could do with a better texture, but most are going to be clean textures rather than vanilla-like. I just looked and the SMIM textures is actually SRO, but customized for his meshes (like baked in highlights/shadows on the planks).
  11. The interiors location edits are mainly to rotate and scale vanilla trees. This is most likely to reduce clipping with the new models. I don't think we should be using that optional. Any patching would be super simple.
  12. Did we vote on that option? What's it do?
  13. How'd you come to that conclusion? This is not SMIM's fault. The vanilla texture has the green too so SMIM is correct. Clean wood is not. I don't care what is "real" in this situation. This are placed in places with and without light. You're not going to get the both clean and rotting wood together (one in lighted areas and one in dark areas) unless you make a mod. Stick to vanilla style, which has this green on it. SMIM just makes it much more prominent on their texture.
  14. Mercury71 is correct as to what options those are coming from in SMIM. The green is licen/mold/moss from the wet environment of the mines. This would indicate the wood has been in there for a while and is rotting. The one thing I hate doing is switching out something because we don't like the aesthetics of it...in this case (and many mods do this) it's been switched out from old to new wood. Completely changes the intended look and purpose, enough of these changes also affect the "ambiance" of the environment. It would also be against this in the Mandate: "texture mods that significantly deviate from the game's original visual style" "Significantly" being the key word here. There are mods in the Guide that change in visual style from vanilla, but rarely to the extent of what is suggested. If this is changed out, it would still have to represent old, rotting wood; not something fresh from the mill.
  15. I've now done this for the next patch update. There were a couple fixes just like this one that I forwarded from ELFX Fixes.esp; Faldar's Tooth and Riften Fishery. These two just switch the cubemap out with a black texture, which works, but isn't ideal. The better solution is to set up the reflections properly so the water is reflecting the walls, ceiling, objects, etc. I've seen this in the CK, but have never done it myself. I can look into this for an RWT update. For now, this is a quick and dirty solution that disables the water reflection. I've also incorporated the Ragged Flagon fix into the Patch. We don't want to use the plugin from the mod, regardless if it is an ESL, because it also includes ELFX's lighting changes to the interior, which is not desirable. This is something I had planned to do, just hadn't done it yet. Thus are the consequences of running mosting unpatched (SAE CR Patch is barebones). So a lot of chaning for nothing, but you can go back to the original of plan of hiding the plugins once this updated Patch is up.
  16. Updated mod page again for v1 & v2
  17. Updated instructions for v1 and v2
  18. Discussion topic: Relationship Dialogue Overhaul - Update and MCM by mnikjom Wiki Link Rejected for unfixed bugs.
  19. Sounds like a simple preferred pathing issue...would take 5 mins to fix in the CK. The house would be optional. Honestly AE added like 9 more homes so I don't think it's needed, but that is entirely player choice. If we're going to add some of these mods, this echos my thoughts. I would rather have a new town that adds something for the player to do (thus a reason to visit) rather than a town with just your generic interactions.
  20. Not sure, but it's not needed anymore. I think that author has lost his marbles just a bit. I told him to get his marbles straight and he removed it. He mentioned Nexus's change to the files being collapsed makes it easy to forget. Honestly, I think he was just coming up with excuses.
  21. Those ESPs from the ELFX Fixes mods should be moved to Optional ESPs (shouldn't be using them). I just checked and it's not RWT. Looks fine with RWT in vanilla profile.
  22. Just thought it would be a bit odd with the two right next to one another. I only like Oakwood because it makes a very nice extension to Lakeview Manor; else, it really doesn't add much beside generic content.
  23. How's it work with Oakwood? Would seem like there's a lot going on at the lake with both these mods installed.
  24. The control panel and setting are rarely edited anymore. They won't do you much for performance. You can using GeForce Experience to run the game at a lower resolution and have it AI upscale it to your monitor resolution. It costs some quality, but is suppose to save some performance. Other than that, try BethINI on Medium; DynDOLOD on Low or Medium.
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