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TechAngel85

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Everything posted by TechAngel85

  1. I don't know if ENB Light covers effects or not. Needs to be looked into. If so, it might be better to have this one and skip the options in ENB Light.
  2. I seen this one a while back and ignored it because I've never really noticed this. I usually play in first-person. If there are no conflicts with the other animation mods, then I don't see any reason not to accept it. Just needs a bit of testing.
  3. Another one that I don't really care if it's accepted or not.
  4. This "great" mod as it's descibed only restores some inconsequential dialogue. Nothing missed if this isn't included. I don't care either way.
  5. I think any cut content would be good to add as long as it doesn't interfere with gameplay and setup. The conflicts with CRF can most likely be resolved with patching.
  6. I can tell you off the top of my head, that one is not redundant.
  7. That's fine to call them out specially. I was addressing your comment: "There was no substantive change, looks like he only explicitly called out the file name is all, so nothing has effectively changed", which was incorrect. You had them installing both files. You only need to install the one. This goes into that category of making changes before you understand what is desired outcome is. There hasn't been much of this, but there has been some that had to be re-corrected.
  8. I like! There have been a few of these mods trying to make the cows look better, but all sort of deviated from vanilla. This one is one that looks like it would work well.
  9. I wouldn't care either way on this one. It just adds a couple placed banners.
  10. Personal preference? I actually dislike these shaders and you rather be able to see the actual texture. These types shaders should be far more transparent, imo...almost like a shimmer of light.
  11. Hmm...this was likely cut because if you don't have a suitable weapon (such as roleplaying a build) and you run across ghost enemies they would be invincible for those players and the player would die. This would force the player to break their roleplay build to beat these enemies. The concept is good, imo, however the gameplay aspect would likely be a point of irritation for players.
  12. There would need to be some testing around this one. Like how much is already covered by what we have in the Guide, and from that, would it still be worth adding?
  13. Need to check if this is already included with Ember XD or not.
  14. I see no reason not to add this. Would need to check it again the Armor & Clothing Extension and make sure the textures don't look off with Rustic Clothing.
  15. I've been aware of this mod for ages. I determined from patching a while back that it simply wasn't worth it. Most of what we need is already included and some of it doesn't make sense to me as the changes weren't just fixes when I looked at it. I would rather use the individual mods for compatibility and patching reasons. Compilations aren't always the best route to go.
  16. Yes. I typically update the OP of the mod topic if the reason isn't in the posts. If there is nothing, the mod was likely never tested.
  17. Wholly agree with DY, here. I personally examined a lot of CSET and SSEUT. There are issues all over the place due to "mass processing". Some of the other mods have issues too. Terrain LOD Redone should NOT be used (DynDOLOD covers this). Yeah, we have our own setup in Foundation, which is what Foundation is for.
  18. I don't like how this is set up. You have to speak to someone to progress without any clue as to who that is. For a new player without any knowledge of the game, how are they suppose to know who to talk to? Players could potentially run around the game lost on what to do. I know the Not So Fast mods do some of this on some quests and I also know we've had a few issues with it (particular around the Mage questline). However, this entire mod is set up like this, which I think would cause too many lost players for those newer to the game. At the very least, it needs a courier with a letter or some sort of clue as to how to progress the story. There are other issues here. Like simply talking to Brynjolf will start the quest. Well...until the quest is started his just a "merchant" so a lot of players will still talk to him and, thus, unknowingly start the quest. Thieves Guild Requirements is also far more rounded out.
  19. This was likely just a mistake and it should be hidden.
  20. This is provided by ENB Light already for the ENB users. For vanilla uses, it's not likely a good idea to use due to light limits. The mod seems to be adding lights to the actors so you're going to hit the limit regularly with this mod. It may be able to be limited by keeping the radius only on the player, but the way lights work in the game you'll still run into some issues. This has been attempted many times over the years and there is good reason it never really "takes off" and becomes a common thing. It's good for show, not usually good for gameplay. With that said, I haven't tried the mod.
  21. Others are correct. Skip the farmhouses from this mod. Sparrow already made a lot of fixes to the meshes when he redid them for BDS.
  22. So you only install the Main File. You skip the Misc one because it only covers Windhelm and no where else. The Full version covers everywhere (including Windhelm).
  23. Overthinking? Do you want this mod to affect everywhere or just Windhelm?
  24. That's not out yet. That will be v5. EDIT The update file just corrects some flowmaps that got converted back to vanilla during the v4 development.
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