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TechAngel85

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Everything posted by TechAngel85

  1. I've been thinking the same thing. It was in Lighting, which was wrong so I tossed in in Models & Textures. It's not a Fix. If I sort it objectively, it ends up down in Immersion.
  2. Go through and update the mod list/pages as needed. Z and I have already done our runs; mine through Models & Textures so I haven't hit this mod yet.
  3. No. Like I've said, this mod has gone WAY out of scope.
  4. ...or just hide conflicting meshes in this. https://stepmodifications.org/wiki/SkyrimSE:Skyrim_-_A_Mountainous_Experience/2.0.0
  5. I see that it's just disabling the pines and hand placing it's own. It would simple to disable those trees, but they seem to be referenced as the "alt" trees. They are so dark because of the texture, which by the name ("ash") would indicate they were meant for Solstheim. It all makes sense now. I will look at them in-game.
  6. I'm adding this in for me next regen, which I hope to get started soon.
  7. Blanket approaches never work in modding. Some are better, some aren't. I'll try to grab some compares....just needing to nail some things down so I can regen LODs.
  8. It's adds environment maps to metal on some objects so the metal has a shine rather than being dull and looking a bit like plastic.
  9. Yeah, I just saw this one too. There's also: https://www.nexusmods.com/skyrimspecialedition/mods/44388
  10. You want compares of the meshes in NifSkope? That's really the only way your going to see some of these changes. From the Nexus Page... ...meaning you're not going to see this but with certain textures...which is likely why it's gone so long unfixed. But, no I don't have any compares.
  11. https://forums.nexusmods.com/index.php?/topic/9855298-whiterun-mesh-fixes/page-3#entry92811973 The author hasn't include ELFX changes in this mod. It doesn't split meshes. It fixes: - Roof lighting issues (likely alpha changes) - Warped roof textures (UV) - Texture seams (UV) - Weird light bleed from buildings at night (likely mesh gaps)
  12. Yeah, I don't know how many times I've said Resources is where it's at because it should overwrite the Particle Patch. Granted, that is only 5 meshes so feel free to move it and add instructions to hide the conflicting meshes.
  13. https://forums.nexusmods.com/index.php?/topic/9419188-apply-spell-patch/page-57#entry100222568
  14. Guess you don't understand what ELFX meshes are doing? They split the meshes into more "faces", thus allowing more lights to hit the mesh without causing issue. That's what the majority of them are, anyway. I didn't dive into the meshes, themselves, but the meshes from this mod are just providing some UV map fixes...mainly for mods using alterative textures that more easily reveal these issues.
  15. I don't think those mod fit our description.
  16. Thanks. Will be waiting on mods to update.
  17. Yeah, I didn't think about that. It belongs in Resources. I was thinking it needed be before other mods that required it. Nevermind. I'm just tired. Haha!
  18. I'd like to vote to reclass this mod as an Extender. Though it does overhaul a UI aspect, so does SkyUI and that was recently decided to be moved to Extenders. This mod is basically the same as SkyUI, except for character creation.
  19. I've like vote to move this to just below SKSE64 in Extenders to ensure it is loaded early and before any mods require it, including other mods that may be classified as Extenders.
  20. Following the new flowchart, I'd like to vote to reclass this as an Extender mod. It doesn't really do anything for UI, but is actually extending the game's console mechanic.
  21. I have had this on in testing for a while without issue: Modular Skip Trees Install only 3D Snowberries and 3D Juniper Install Artic and Landscape And Water Fixes Select nothing on creatures Place in alphabetical order in Models & Textures
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