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TechAngel85

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Everything posted by TechAngel85

  1. This one conflicts with ELFX, but I vote we accept and overwrite. The change are too good. The concept art has the eyes and mouth glowing and smoking, as if they are a vent. Marking as accepted.
  2. This mod complete conflicts with ELFX meshes (all but 3 files). I don't recall our textures having these issues (need to check to be sure). In either case, I think I would rather have ELFX meshes vs this mod. I vote we drop this one from testing in favor of ELFX.
  3. This one completely conflicts with ELFX meshes. I think I'd rather have ELFX meshes over these for fixes that hardly anyone ever notices (most have never noticed). Therefore, with recent changes, I vote to drop this one from testing.
  4. Accepting this mod based on prior discussion for the "gold" option. Wiki updated with Fomod template.
  5. I vote this one in too. Accepted for v2.0.0. Added instructions to the wiki.
  6. Updated wiki page with FOMOD template.
  7. Wiki page updated with complete instructions.
  8. Wiki page updated with complete instructions.
  9. Does this below to Models & Textures or Interface? I think it hits Interface before it hits Models & Textures in the flowchart.
  10. Yes, ELFX has some custom texture paths for its meshes so textures are also included.
  11. Note that the recent update for this mod (v14), changed the requirements; all are already in the Guide except for .NET Framework 5.0. When updating, be sure to install the new .NET requirement from the link on the Nexus Page.
  12. I install ELFX with the SMIM option and then hide anything that isn't meshes/textures. Same for ELFX Fixes All of ELFX Fixes - Exteriors is kept (it still needs to be patched as I just found this the other day) Here is my current Foundation section: For this mod, I have installed all "No parallax versions", SMIM and Majestic Mountains options.
  13. Update is up to correct that Orc inconsistency.
  14. Since there aren't any compares of this, I have some questions. Are you advocating for the whole mod or just the Marsh? It seems to also add new oak trees around Solitude from the shots on the Nexus Page. Does this replace the vanilla tree paths via the plugin like EVT? If so and accepted, it would have to be loaded after EVT's plugin to work. How's the bark look up next to EVT Pines? They are different bark textures, so I'm curious how well they blend together. What is with the one very dark tree with the light color trees in the Marsh? It looks odd...almost like a mistake. I don't care for it in the shot on Nexus...are the added "dead juniper"?
  15. It requires ENBSeries to work as it's for ENBSeries Complex Particle Lights. So it should be Post-processing. Only replaces meshes.
  16. I'll correct the Orc. From tallest to shortest with this mods is: Altmer Dark Elf Nord Orc Redguard Khajiit Argonian & Wood Elf Breton & Imperials
  17. First, you need to look at Skyrim and not Oblivion. There is a link to at the top of the page that leads to a mod with Oblivion heights, if that is what you're seeking. I've defaulted back to Skyrim's "theme" when necessary. So that should explain away most of your issues (looking at wrong values). I mention no "algorithm" beyond that. Call it arbitrary, if you'd like. The Orc, I'll give you that one. I can't remember why I made females smaller. We can adjust that one. I made the Khajiit "mid-sized" human in stature. The only evidence we have for Khajiit are really the game's values. Vanilla values have them as the same size as the smallest of the human races. I based them off tigers because that is basically what they look like in-game. Since tigers are the largest of the "cat" breeds, I deduced the "Khajiit" we have in the game would also likely be among the largest of the Khajiit (Khajiit come in all different sizes and looks, that much we know from lore). Therefore, I made the game's Khajiit slightly larger than the smallest of the human races. Please reevaluate based on this information and Skyrim values, not Oblivion's.
  18. Not sure why it's marked for testing. It should be Accepted. It's in v1 already. EDIT: Corrected it.
  19. Discussion topic: Smooth Shores Patches by Step Modifications Wiki Link
  20. Smooth Shores Patches
  21. It seems the issues with the landscape holes are more with Landscape Fixes for Grass Mods. At least the ones I'm seeing. Could be some of both.
  22. It's already in the Guide. Hence the "re"evaluation.
  23. Yes. I vote to drop in favor of Embers XD.
  24. Redundant with L&W section. Not redundant for those skipping the L&W section. Make sense? The clouds is a mesh that helps hide the horizon seam (again...redundant with L&W, not for those not installing L&W).
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