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TechAngel85

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Everything posted by TechAngel85

  1. It's a mix bag. The glow can be changed by WindowLight in ENBSeries. But imo, some look fine, some look too bright...others too dark.
  2. Further instruction updates
  3. I have updated the mod page with developmental instructions. There are a lot of conflicts to investigate with this mod. It's also currently not compatible with EmbersXD so any conflicts there will likely want to be given to EmbersXD.
  4. If they exist, then yes, we should install them.
  5. I think it fine to accept this one. I have it up in Foundation.
  6. The color on this is off and too flat, imo. There are a could before/after compares in the user images. It's a stark change from vanilla. I already redid the pines in v2 of EVT from scratch. They are 100% vanilla; corrected using AI tools and, color correction and tone matching using PS, and then hand painted where needed. EVT meshes cause some coloration differences due to vertex colors in use.
  7. True, but the changes since it being just a landscape fixes mod need to be evaluated. I would suggest a look around in xEdit. It does more than the mod page says...changelog is closer, but still doesn't list everything.
  8. Author was last active in June of this year on Nexus forums, so they likely lost interest. It would be a rather simple mod for anyone to get permission to continue upon it. Smoothing the landscape is simple enough to do. The CK has a tool for it.
  9. Yeah, they are all over the place, but you can travel the rivers to see them. Some are near Whiterun. Smooth Shores is likely abandoned. There hasn't been any updates in a long while. Because it's not really a fix (nothing is broken). All it's making are landscape edits (all over Skyrim), which fits more with locations.
  10. Landscape and Water Fixes has become an entirely different mod since we first accepted it. I advocate that we reevaluate this mod along with Smooth Shores, since they interact with one another and are not patched.
  11. I advocate that we reevaluate this mod. Testing in the development version has revealed a lot of issues of unresolved conflicts with it. Most authors aren't bothering with patching it because it commits a modding "taboo" of large/widespread landscape rescaping. Honestly, I see nothing wrong with doing as such, as long as patches are being provided. There the issue lays...authors aren't patching for it. The result is a lot of landscape holes along the shorelines. However, this is mainly with Landscape and Water Fixes, which could be reevaluated along with this to determine which mod is best for the Guide. Personally, I love what this mod provides, which smooths out all the blocky, jagged the devs left in the landscape along the shores. This provides a much better shoreline/water transition. However, it's interaction with SLaWF breaks the landscape.
  12. @DoubleYou, @Greg, @z929669 I fixed the compares in the OP. I can see them much better now and since it's easier to switch between them, I can say I'm still for Lightside. For the reasons it's closer to vanilla, it's doesn't wash the Tundra in too much brown, and it matches the stone in structures better.
  13. From the compares there is hardly a difference between MM and Lightside, however, Darkside is definitely too dark. I will likely need to load up the game for the other two, but from what I can see (that site is not good for comparing) MM blends too much. Things are getting too brown. One thing everyone always forgets are the structures made of the stone from the land. If the stone on the forts and whatnot doesn't match the rocks on the land, then it's a no vote from me every time. That mismatch is too big an oddity for me to look over. It always surprising me how many don't even see that detail.
  14. Wow...aren't you the one that asked that I shrink my image sizes for this stuff? Don't know why you didn't just use the forum like normal. I was going to walk away to allow it to load but have to click through all 16 pages and wait for each to load...don't have time for this right now. I'll have to look later. EDIT: There is also no labeling on the images so what is what? I think it should be okay to tell in this case, but I wouldn't use this service again.
  15. Looks like they did forward USSEP, so it should be good to use. It would still be nice to get the original updated to do away with all these reuploads.
  16. Hmm...they same it's the same as the old besides the Event switch-out. I wonder if they updated it for USSEP? That's mainly what the issue was with the old one. I actually have a fixed version (USSEP, not the event change out) and a message out to the original author (who seems to be MIA).
  17. We could go with pure RS as we always have. The merged version will still have the same issues I stateded...you simply won't need to download WS anymore.
  18. DynDOLOD has always included this. The compare is on the Nexus page.
  19. I could do that, yes. I wouldn't say there is anything holding me back from doing that, but ethically, it's a bit...eh...only because it bypasses the original mod, which is opted-in for DP. I suppose any forks would do the same things, so why not.
  20. We have both those mods accepted.
  21. WS is a completely different style than RS. I wouldn't even be supporting it with RS if it wasn't being considered for the Guide. Looking at the plugin in the CK, I would say the mod is far from done from what I know of what they were doing and planning (which is probably the reason the Beta came along). That means we'll get this mod's style in some places, but not in others. From that, I say we just ignore this one until it matures or is picked up by someone else. Step could pick it up for our Stewardship Service, but I don't think I would care to work on it. I already have RS that I help maintain and I have a lighting mod of my own. It's been a WIP for some time now (just haven't worked on it in forever).
  22. I use the Miscellaneous File and have the brighter maps, no enhancer, no fader, no patches. If this mod isn't complete, then I don't see the point in adding it when there are going to be missing interiors. The mod does have open permissions for expansion/continuation by another user...
  23. I've been using the same. Just means I'm going to need to work on RS until the compatibility is fully there.
  24. @z929669 Which version of this were we looking at? The new beta or v7.7.5? This will determine the version of RS that we use.
  25. I vote this one in. I've seen it in-game and it's very nice.
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