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Everything posted by TechAngel85
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DROPPED Obsidian Mountain Fogs (by DrMegaloblast)
TechAngel85 replied to wojsku's topic in Skyrim SE Mods
That's what I would have expected. Only hiding it completely with the ENB would fix what Picta is doing, but that would defeat the purpose of having the mod. If I had to guess, Picta is using this as a cheap "volumetric fog", possibly for effect or possibly to hide any distant issues...who knows, but that is my guess. There are better solutions for this, like Volumetric Mists, which is similar to the fogs in Vivid Weathers (below) that we use for LE: (pic is from SE) These mods are designed to hide the edge of the world and other issues like distant z-fighting and lack of LOD (those not using DynDOLOD) by just covering it up with cloud/fog. Cathedral Weathers found another way to do it but without all the near-distance clouds/fogs/mists. It's still using fog and clouds, but out at the horizon.- 26 replies
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DROPPED Obsidian Mountain Fogs (by DrMegaloblast)
TechAngel85 replied to wojsku's topic in Skyrim SE Mods
Z is correct. If you're going to use the ENB for anything, only use it on weathers that are complete. Else, it will look bad for many things. In fact, for most testing you really should just Shift+F12 to turn it off. The ENB should be shaped around a complete Guide up to it's section, not the Guide around it. But if you're going to use it, right now Clear Groups 1, 2 and Special should be done baring any issues found. For these weathers, these fogs should be handled properly with ENB. They are set to be lighter and less dense during the day (sun, evaporation, ya'know...nature) and then back to fuller density at night. They are completely adjustable via the [Volumetic Fog] parameters. They can be blown out during sunrise/set so that is something to be watchful of. With that said, you are just echoing my original comments about this mod. The color and lack of or too much lighting influence (mesh) causes them to stand out more than vanilla. Granted this mod is simply adjusting the size so all these issues exist in the vanilla files, but making them larger is causing those issues to stand out. Some or all of this is probably fixable with adjustments to the meshes. ENB can hide the issues well enough.- 26 replies
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ACCEPTED No Lockpick Activate (SKSE) - Updated (by lStewieAl/Umgak)
TechAngel85 replied to D1Z4STR's topic in Skyrim SE Mods
Is there? I hardly ever use that mod but to turn on the ability to break locks with a weapon...because that seems logical.- 9 replies
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- 13-gameplay-immersion
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There.
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ACCEPTED kryptopyr's Patch Hub (by kryptopyr)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Greg is correct and I wouldn't advise changing it back. You'll be right back to switching it around again to the individual patches within a month. It's not feasible to maintain a FOMOD for such a Hub, especially with that many patches. I'm surprised they try to keep one as it is. I won't do one for the RWT Hub. It also forces users to download a large file for a few patches.- 83 replies
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So many have replied, but no one has moved this topic? Maintenance! Moved
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ACCEPTED Weapons Armor Clothing and Clutter Fixes (by kryptopyr)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
*smh*- 23 replies
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Skyrim Landscape and Water Fixes (by Wizkid34)
TechAngel85 replied to D1Z4STR's topic in Skyrim SE Mods
RS patch? Probably not needed. No time to check right now. My work week is Sun-Thurs, don't expect much from me those days. -
I haven't seen any issue with it, yet. I am making it them more opaque with the ENB during the day for clear weather. We can make up our own sizes, if we really want larger clouds. They do help hide stuff, but I have little or no z-fighting, and with DynDOLOD it's rare that anything needs to be hidden. I'm of the same opinion. Pica basically puts the Fix in place for those without CW. That fog is going to be a cloud layer...which looks like it's been put on the ground. That might be due to a rather low cloud later that should be just above the mountains, but the mesh changes of moving the layers down from is causing this. Just need to identify the file that is causing it and make a decision from there.
- 27 replies
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I'm saying it helps those without CW more, but will not hurt anything to leave it install for those with CW.
- 27 replies
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It's just moving the clouds down to the horizon to aid in the hiding of it, regardless if CW is installed or not. Since our L&W and ENB sections are optional, we'd want to install this for those users skipping those sections. For users who don't skip these sections, nothing will happen with the mod left in.
- 27 replies
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Regarding the Horizon Seam Fix: that is making sure the weather for the ENB doesn't change the color or really mess with cloud layer 28 and fog colors. These are combined in Cathedral Weathers to hide the edge of the world (horizon seam). This just means the ENB needs to be specifically designed for Cathedral Weathers so these things match up with the ENB settings. However, there are some that say they're designed for Cathedral Weathers, but also break the "horizon seam fix". That's probably why it's mentioned.
- 27 replies
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ACCEPTED kryptopyr's Patch Hub (by kryptopyr)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Updated mod page to include Unlimited Bookshelves Patch.- 83 replies
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ACCEPTED Vokrii Perks For NPCS (by oyvveg)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Added to v2.0 mod list- 6 replies
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- 15-gameplay-skills and perks
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ACCEPTED ODIN spells for NPCS (by oyvveg)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Added to v2.0 modlist- 4 replies
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ACCEPTED Radiant - Candles (by TechAngel85)
TechAngel85 replied to z929669's topic in Skyrim SE Mods
Updated mod to add new candles from Saints & Seducers- 11 replies
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- 21-post-processing
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Updated with ESL flags and new patch for Survival Mode.
- 5 replies
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- 13-gameplay-immersion
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ACCEPTED Realistic Water Two SE (by isoku/SparrowPrince/TechAngel85)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Added patch to the Hub for Saints and Seducers.- 78 replies
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Yes, looks like this will be the new version.
- 27 replies
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Skyrim 10th Anniversary Edition Announced
TechAngel85 replied to DoubleYou's topic in General Skyrim SE Discussion & Support
I'm checking some of the mods I (and Step) manage and uploading patches where needed for the free stuff. -
Ah, so they do take damage on the initial hit? If so, then it is an interesting mod. I would likely have to play to see how annoying (or not) it would be from default behavior.
- 9 replies
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- 11-gameplay-ai and combat
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ACCEPTED Real Wood Textures - Farmhouses (by LucidAPs)
TechAngel85 replied to alphaniner's topic in Skyrim SE Mods
You need to take the normal map into account, as well, which is why in-game compare is needed. The normal often provides all the detail. If memory serves, vanilla is brighter in-game and it's quite a blurry mess. SRO is more noisy, which is more appropriate for a rock texture because solidness in color create bland, flatness on rocks. SRO doesn't have as many lichen spots, but the ones it does have are more detailed (some of vanilla's looks like bird poo ).- 18 replies
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Changes to pages when they would result in the user needing to change something on their end should ALWAYS be listed in the changelog. Just a simple "updated mod instructions" will do. If they're not listed, how are users to know to revisit the mods to update their installation for them??? Hm? Insignificant changes, like text, don't need to be listed. I think Z just likes user support, whereas, I try to avoid creating it. Haha!
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ACCEPTED More Lights for ENB - Blood Splatter Fix (by wSkeever)
TechAngel85 replied to D1Z4STR's topic in Skyrim SE Mods
I'm fully aware of this mod. It just removes the decal flag from the a branch on the meshes. I've implemented it myself on Radiant - Candles. It should probably be accepted and used. It would be completely redundant if Rudy fixes this, though. I know for a fact Rudy is aware of it.- 11 replies
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