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TechAngel85

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Everything posted by TechAngel85

  1. This looks absolutely beautiful! I've always thought the trees look a little bare, and since Lush Trees was excluded they've been even worse. If this plays nicely with the Baseline for Skyrim Flora Overhaul, then it looks like a good addition. The FPS drop will need to be tested.
  2. As far as I know the Dawnguard bug has not been fixed; however, it will likely be fixed with his next release.
  3. Moved to troubleshooting forum. Anyone else care to jump in here? This isn't shadow stripping so Torminater's suggestions I don't think are going to work. There are a few shadow settings I'm not familiar with in your INI (iShadowMode and iShadowFilter) and aren't present in my INI file. Your AA is set to 4x so it shouldn't be that and you're not using an ENB so your AA isn't being cancelled out... Got to honest, I'm a bit clueless at the moment, but it is 4:30AM. Maybe I'll think of something after I get some sleep.
  4. Can you post your SkyrimPrefs.INI file? Wrap it in spoiler tags. [spoiler] text text text [/spoiler]
  5. Are you using an ENB that uses an ENBSeries version newer than v0.119?
  6. Moving shadows are referred to as dynamic shadows. What are your AA settings?
  7. No idea. I didn't so an admin must have...only ones with the ability to do so unless the original poster did... I don't know if users making threads have the option available to them.
  8. Looks okay and no, I don't use anything other than SkyRealism - Cinematic with RLO.
  9. Expect the authors reply to this thread soon. He also said he's planning on reducing the amounts of items harvested (or provide an optional version for this).
  10. No typo, it's linking to the correct mod. You should use the compatibility mod only. The note needs to be updated on the Guide. EDIT: Reference Post: https://forum.step-project.com/showthread.php?tid=1280&pid=20676#pid20676
  11. There's nothing flawed about it because you don't get 20 flowers from the plant but you do get more than you would in vanilla. No offense, but your explanation here is completely ridiculous. Anyone can look at the flower plants in-game and tell you there is more than one or two flowers on it which is the vanilla harvest amount. Since there's not just one flower on the plant it makes complete since that you'd be able to harvest 5-10 of the 20 or so that is present on the bush. My rose bush outside my house is all the proof you'll need. No all the buds/flowers will be good for potion making when they bloom; however, at least half would be. This would translate into 5-8 flowers...not 1-2. (see below for images) Your zero harvesting is a little silly too. Any two year old could harvest any of these plants because if you can bend over and pick a flower off the ground you can harvest the plants. The animal harvesting only requires the skill of skinning a animal. If you always get a pelt from a wolf, then you're skilled enough to harvest any of the animal ingredients. Hunting is a big thing here in Oklahoma, so I knew how to skin and clean animal by the age of 8. The only source of food in Skyrim is what you kill for the citizens. Hunting in this time period is historically an extremely common skill for simple survival. I don't thing there any question that most citizens of Skyrim would know how to harvest animals from the age of when they're old enough to hunt. Labeling perfectly reasonable points of view as 'ridiculous' and 'silly' is uncalled for I think. I'd apply that terminology to your own rather illogical reasoning Did you not read what is highlighted in pink above? These points are not really arguable. It is a fact that your inventory alchemical ingredients are a representation of reality and not reality. The point is that if you successfully harvest "snowberry", then you can make (one) potion with it. Period. It is irrelevant if that harvest is composed 20 snowberries or 1 snowberry ... use your imagination. your other point about two-year-olds being able to pick a flower is also pretty weak, given that it has already been stated that harvested ingredients are symbolic of the skill and adeptness of the harvester. I can think of many reasons why a person might not get any really useable ingredients form any source. The fact is that this mod IS unbalancing. This cannot be argued. only the degree to which it is unbalancing can be argued, and that is highly dependent upon player behavior. This is a Pack mod, and I think that the 'evidence' is well established here on this thread that it does not belong in Core STEP (and yes, we have inconsistently applied mods to Core STEP that really belong in Packs, which will be 'fixed' according to an objective litmus test and NOT subjective opinion ). Polls apply to aesthetics ONLY, not mechanics (the STEP mandate precludes it). More on the litmus test later, but in the meantime, we are going to be blocking any further unnecessary mechanics mods from Core STEP. This does NOT mean that they will not be used or recommended for STEP Packs. As Ka3m0n has stated: STEP is for making the game LOOK better (or differently), GEMS is for making the game PLAY better (or differently) We will use Packs to cheat a little regarding that axiom ;) I meant no disrespect in my comments. I can also think of many reasons players would receive a 0 harvest; however, none that actually apply to the game mechanics. The ingredients don't have "grades" in Skyrim so the "rotten" argument doesn't apply because even if it was rotten you'd still be able to harvest it. The "damaged" harvest-able items follows this same reasoning. Even if the item is damaged (eye), it would still be harvest-able (just maybe not usable in a potion but probably still sell-able). These are the things that this "fixes" granted since there aren't "grades" all items will be usable for potions. There is also no harvest "skill level" included in the game so that argument makes no sense to me either. For either of these to make sense the mod would have to make items "gradable" and add a harvest skill to the leveling system. Until the mod does include these, they do not exist in the game mechanics so I don't see the validity of these points when they are nonexistent in the first place. We're getting into the realm of imagination and assuming without proof. I'm debating within what the game already includes. I can use my imagination, but you know I'm all for realism and getting 1 snowberry off an entire bush composed of 20+ berries in which the berries "disappear" after the harvest is completely unrealistic...even if it's just to keep alchemy balanced. View my argument above in reply to Rootsrat, above improving on vanilla. Alchemy is fairly useless to level in vanilla Skyrim, IMO for the reasons I stated in that reply. With all this said, it looks like I've lost this battle. :> Edit: Taking testing status off of this mod until we start compiling packs.
  12. I will agree with you that the mod can be easily exploited, but I also don't think most people play the game to exploit it in such ways. Even if they do that is their choice to do so. When using the mod I play as I normally would. I do get more potions than in vanilla, but this also saves money from constantly having to pay for them in shops when I can simply create them. This is another point of why I think this mod fixes some things. Without this mod you'd have to harvest for hours to get these potions all the while getting into conflicts with bandits and animals which makes the hours of harvesting pointless because you'll be using those potions up while harvesting for more potions. It's completely a waste of time to try to level your alchemy in vanilla, IMO, because of this reason. There is no benefit... With this mod; however, you get the benefit back because you can make more potions at once; thus, making alchemy have a purpose in the game again. The exploits you mention are entirely up to the player to exploit or not and the same goes for Ars and many other STEP mods that could be exploited in similar ways. The point I'm advocating is that this mod does fix an unrealistic aspect of the game and makes alchemy a useful aspect to utilize again. This discussion is no different than many of our other discussions. This is how things are done around here as we're all a bit crazy and passionate. :P
  13. Can you post a screenshot of your "jagged" shadows so we can better help you? Also, there are a TON of lighting mods and most have no performance impact. I'm personally using Realistic Lighting Overhaul (RLO), but search our Mod Suggestion forum for a list of others being used (might have to go a few pages in to find them all).
  14. Looks like the newest version of SKSE might fix the save game issue (if you don't follow the proper uninstall steps): https://forum.step-project.com/showthread.php?tid=256&pid=26204#pid26204
  15. NVIDIA AF is better than ENB's AF so turn that off in the ENB and force it in the drivers with Inspector to "16x". SMAA is clearer and EdgeAA in the ENB. The ENB AA makes the edges blurry. That's just a result of how Boris implemented it. So use SMAA or override the application settings in Inspector for your AA solution. If you override, your AA on the Launcher will have to be turned on as well. The ENB SSAO is suppose to be better as it selectively applies the effect to textures (according to Boris); whereas, NVIDIA AO is applied to everything. But that's your choice. You have to have the AO set to "Enable" in Inspector regardless of which option you choose to use.
  16. Error occurred at 1:03pm CST.
  17. Redferne and rpsgc, when testing you should have STEP and no additional mods installed. Then install only the one mod being tested (in this case Player Headtracking). This is the proper testing procedure. If this is not how you've tested then it's going to be impossible to determine if the issue is caused by the mod itself, by a conflict with a STEP mod, or by a conflict with one of your additional mods. The reason I'm saying this is because I've not had these issues following the proper testing procedures.
  18. With all that said, this does make it easier to make potions and level up alchemy the same way that Ars does with smithing. These two mods can easily be put in the same category in that respect as many of you have already mentioned and I'm inclined to agree with you all. Z, is viewing the mods in two different points of view and I also agree that Ars fixes other things, but in that same respect, Harvest Overhaul fixes the harvest amounts from my point of view (and the author's) to be more realistic when compared to the visuals of the plants. This mod is even featured in GEMS for this reason and as the author puts it: So there you have it. The chance of amounts harvested is random and you normally only get half of the maximums. He wrote the mod to be realistic but still balanced. All of the concerns mentioned have been taken into consideration by the mod author. If you think the amounts of the harvests are too much, then that is just a matter of opinion and can be debated on forever. The fact remains that the mod provides what it claims to provide. Realism while remaining balanced to that realism.
  19. And here's the thing... that is entirely possible; however, what about when you kill the animal with a ranged weapon, hitting it in the body or when you never strike the animal in the face? No eye from a harvest in that situation is breaking immersion and realism. Also, you obviously aren't going to be harvesting rotten plants and there is nothing in the game for this or when you harvested a plant in vanilla it would sometimes show a "rotten" status. Since this isn't in the game your point is mute until a mod adds this immersion. For this mod however, that point isn't valid because it's not adding that functionality to vanilla. It's just changing the values of the items harvested. Can't debate with things that aren't a part of the game unless it's a part of the mod. :P If you know anything about survival training then your counter argument is mute here as well. When you're "testing" a new, unknown food you NEVER eat a handful of it! You eat one or two and wait an hour for it to go through your system. If it's poisonous of has an ill effect, your body will let you know. So eating one berry and getting the effect is completely realistic and is in-line with any survival training you'll ever take. This is also my point. Only the items that should have a larger harvest have a larger harvest. This mod is all about realism and immersion for me. I did a test for you guys. I harvested a few plants five times. Amount harvest-able from the plant is determined by the amount you visually see. You should also realize that when if comes to flowers the smaller bushes harvest less amounts (2-3avg) while the larger bushes harvest more (5-7avg). After seeing the actual images of the plants, anyone that saying that the harvest amounts aren't realistic is blind. Especially you, Z, being a biologist you should better than anyone.
  20. Z, have you actually played with the mod? You rarely get the max values.
  21. I understand your concern about it possible leveling up alchemy faster do to the greater harvest but it would be no different if you went and searched for hours collecting the stuff. This possibly just makes alchemy "easier" to level up. In my opinion, this mod corrects a faulty system in the game. When you look at the snowberry bush and see 20 snowberries on it but only harvest 1 or 2 berries...that is faulty and completely unrealistic. The same can be said for flowers and many other harvest-able items in-game. It corrects the realism of the harvesting feature, so...from my point of view it does enhance/fix a vanilla aspect of the game. If you harvest something (by the very definition of the word) it should never be zero. Same goes for creatures. Take a sabertooth kitty. In vanilla sometimes you get an eye and sometimes you don't... why? They all have two eyes don't they? So you should always be able to get at least one eye when you harvest. Harvest Overhaul corrects this. It's one of those things that is just glaringly obvious to me that some may never even thing about.
  22. That's what my thoughts were as well. A little here and there would be okay where moss would actually grow, but it appears to be a little too much.
  23. How well does this play with Distant Detail? Would be nice if they had a collaboration.
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