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Everything posted by TechAngel85
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Can Not Copy Resource / The system cannot find the path specified
TechAngel85 replied to ravenRpg38's question in DynDOLOD & xLODGen Support
Running the latest, I keep getting this message on various textures while running TexGen: It keeps doing it on various textures, all with the same content message...almost like it's running out of memory or something. Here are to of my runs: TexGen_SSE_log.txt TexGen_SSE_Debug_log.txt EDIT: It's hung a couple times on that woodwall01_n.dds normal map, which is being provided by Realistic Wood Textures. Hiding this texture results in SRO providing the texture, which still causes the error. Hiding it again so that vanilla is providing the texture results in a bypass to only hang on stonewall01.dds (provided by SRO). -
This mod seems to lack some polish. A quick run around and I found several issues... First up is the bark textures lack consistency in their quality. Some are on pare with EVT; however, where it really should count, it falls short. For example, on the left is EVT for comparison sake on quality, on the right is one of this mod's trees. These are huge trees, which need a HQ texture to compensate for their size. Else, you end up with have we have here, which is just a blurred texture from being stretched too much. There are also noticeable mapping/skinning issues. Second up for textures are those "ash" trees. I feel the lighting is too dark on the texture, mesh, or both. They should be more lit than they are. Third up are the floaters...they are everywhere! Granted part of this might be mod compatibility (haven't checked), but some of those are a bit high off the ground to be just compatibility. Besides the issues above, I don't mind the direction/style the author has chosen and presented. Of the issues above, the floaters would need to be address before I could vote a 'yes' for this mod's inclusion. Most of these look like simple mistakes from using the "F" key to "floor" objects in the CK. They likely hit the object bounds of another nearby object and didn't quite make it to the ground. Hitting the key once or twice more would solve all of these. Personally, I would manually drag them down to ensure enough of the bottom is in the ground to account for possible changes to the landscape by mods.
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- SKYRIMSE
- 06-models and textures
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Discussion topic: AI Overhaul SSE - Official Patch Hub by mnikjom/SpiderAkiraC Wiki Link
- 1 reply
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- 20-patches
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Discussion topic: ODIN spells for NPCS by oyvveg Wiki Link
- 4 replies
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- SKYRIMSE
- 15-gameplay-skills and perks
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Discussion topic: Vokrii Perks For NPCS by oyvveg Wiki Link
- 6 replies
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- SKYRIMSE
- 15-gameplay-skills and perks
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DROPPED Convenient Horses (by mitchalek)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
I would like to discuss the possibly of dropping this mod. It's not really compatible with the Guide in the that it isn't incorporated with other mods in the Guide. This mod isn't built with compatibility in mind. It uses formlists for things like what can be harvested from horseback. These lists have to be patched for any mod that adds additional items or version of items, like CACO. Using keywords would have been a better way of doing this for compatibility. In any case, there are lighter weight alternatives (see discussion above). I really don't have too much to say past that. I don't use horses (gameworld simply doesn't feel big enough to need one). My only perspective is that from working in xEdit and knowing the mod isn't well integrated into the Guide (and never has been).- 29 replies
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- 13-gameplay-immersion
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ACCEPTED SSE Display Tweaks (by slavicpotato1)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
This one needs to be moved based on the new information. Yes, it fixes a few bugs, but it is a LOT more than that (just read the page description). It's also a DLL mod.- 41 replies
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- 02-extenders
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ACCEPTED Battle-Ready Candlelight Fixes (by ThatSpartacusGuy)
TechAngel85 replied to z929669's topic in Skyrim SE Mods
ENB removes most of the haze from the glow so it really doesn't seem to be an issue. Users that don't use ENB will still have the benefits of this mod. Users that use ENB with ENB Light won't see much difference besides the bright glow in the middle of the effect is gone with ENB active. That might be our ENB settings, or just the affect ENB is having on the effect. -
ACCEPTED Battle-Ready Candlelight Fixes (by ThatSpartacusGuy)
TechAngel85 replied to z929669's topic in Skyrim SE Mods
Yes. This conflicts. I suspect we'll want to hide the mesh in ENB Light because I doubt it includes these fixes, unless it's replacing it entirely. Need to compare in-game. -
Updated mod instructions again to add the "Red Glow Eliminator".
- 161 replies
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- 06-models and textures
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ACCEPTED ELFX - Exteriors Fixes (by wizkid34)
TechAngel85 replied to z929669's topic in Skyrim SE Mods
No, the plugin for this mod stays and will be patched.- 8 replies
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- 04-foundation
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ACCEPTED Landscapes - Cathedral Concept (by The Community)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
I would go with DY's idea of trying Blended Roads installed overtop Cathedral. I honestly don't know why they're not updating Cathedral Landscapes. It's needed a "maintenance update" for a very long time now.- 35 replies
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- 04-foundation
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ACCEPTED Landscapes - Cathedral Concept (by The Community)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
The better solution would be to compensate for it in the mesh so that all textures worked with it. That's how it should be, imo. One of the settings is probably just too high. This is easy to do as I did with with Radiant - Candles. The initial release had most the lights between 0.9-1.1 because I figured 1.0 would be "default" and a good base. I was wrong because the ENB settings I was having to turn them far too low to compensate. They now all set at 0.7.- 35 replies
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ACCEPTED Landscapes - Cathedral Concept (by The Community)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
I've never like the lighting it causes. That picture says it all. The rocks shouldn't stand out that much against the landscape.- 35 replies
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- 04-foundation
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ACCEPTED Realistic Water Two SE (by isoku/SparrowPrince/TechAngel85)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Sounds right. I'm not using the rain. We don't know if anyone does, to be honest. That said, I don't care if we use the rain either. Maybe some compares with default ENB vs RWT. There are other ENB rain textures our there too.- 78 replies
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- 06-models and textures
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ACCEPTED Particle Lights For ENB SE - Paragon Gems
TechAngel85 replied to DoubleYou's topic in Skyrim SE Mods
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- SKYRIMSE
- 21-post-processing
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ACCEPTED Particle Lights For ENB SE - Paragon Gems
TechAngel85 replied to DoubleYou's topic in Skyrim SE Mods
It was Iconic's textures that I wasn't gun-ho for before they don't match the Snow Elf Ruins texture set that vanilla uses for the metal. Iconic provides good textures but it doesn't provide an "enhanced vanilla" alterative; rather various options to choose from, not that match vanilla. We accepted that mod for the gold version, which was as close to vanilla as we could get from that mod. This mod is also in my load order. Haven't seen Rudy's, if there is one.- 7 replies
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- 21-post-processing
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ACCEPTED Particle Lights for ENB - Nordic Ruins Candles (by RemmyKun)
TechAngel85 replied to DoubleYou's topic in Skyrim SE Mods
You can install it for testing. I'm sure it'll be accepted like the others.- 10 replies
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- 21-post-processing
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ACCEPTED Particle Lights for ENB - Nordic Ruins Candles (by RemmyKun)
TechAngel85 replied to DoubleYou's topic in Skyrim SE Mods
It's not going to be covered by Radiant either; someone has already asked. Those are technically walls, not candle assets. The candles are just built into them. I think I already have this installed.- 10 replies
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- 21-post-processing
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ACCEPTED Reasonable Movement Speed (by LemonZest)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Running this one through the flowchart, it ends up in Gameplay-Immersion; vote to move it there. It's not Animation as it's just changing some values, or is it fixing anything that is broken.- 2 replies
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- 13-gameplay-immersion
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ACCEPTED Butterflies Unchained (by runesick)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Running this one through the flowchart, it isn't a Fix. It ends up in Gameplay-Immersion. Vote to move it there.- 2 replies
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- 13-gameplay-immersion
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Discussion topic: Assorted mesh fixes by wSkeever Wiki Link More mesh fixes. For testing I'm allowing everything to overwrite it.
- 9 replies
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- 04-foundation
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123keelos' Patch Collection (by 123keelos)
TechAngel85 replied to DoubleYou's topic in Skyrim SE Mods
From what I can tell these are mainly really simple changes that I would incorporate into the CR Patch anyway. I'd rather do that than clutter up the load order with a bunch of ESLs. It's nice to have patches for mods that would otherwise be required masters of the Step Patches. These masters are great candidates for using 3rd-party patches. Using 3rd-party patches for them would decouples those mods from the Step Patches, which in turn makes the mod list that much more flexible. -
ACCEPTED Umgak's Vokrii Compatibility Patch Compendium (by Umgak)
TechAngel85 replied to DoubleYou's topic in Skyrim SE Mods
I have that one moved to optional so it wasn't needed for some reason. I have yet to run into any issues without it during patching, so I don't think it's needed.- 10 replies
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- 20-patches
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ACCEPTED Umgak's Vokrii Compatibility Patch Compendium (by Umgak)
TechAngel85 replied to DoubleYou's topic in Skyrim SE Mods
I have this mod in my Patches section already.- 10 replies
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