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TechAngel85

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Everything posted by TechAngel85

  1. It's better than vanilla, so yeah. I agree.
  2. Discussion topic: Lore-Corrected Races by TechAngel85 Wiki Link This mod alters the races heights based upon established lore to give each race a unique height. As the author, I'm a bit bias but the biggest question would be how does this differ from: In a nutshell, Lore-Friendly Race Heights is simply giving you the Oblivion values for the races. However, Lore-Corrected Races attempts to logically gleam the height for each race based upon established lore and what the texts say. As such, the values are not vanilla nor are they Oblivion. In some cases they may be either one, or both, or neither. This also doesn't have the issue of the Bosmer males being too short.
  3. Greg is correct, we can't easily provide the vanilla texture because the author is not using vanilla paths on the replaced meshes. If I had to pick, it would be the gold. That is the closest look to vanilla, which is oxidized bronze. The bronze from this mod is too much, imo...so I'm for the gold.
  4. Except that they are from the Snow Elf content, are found in the Forgotten Vale (snow elves), are activated at Portals...which are of Snow Elf textures too, and are required to complete a quest to get some elven books. There is also a mod that adds support ENB Lights: https://www.nexusmods.com/skyrimspecialedition/mods/45761
  5. Deselect everything. Included in the patches.
  6. I moved the compares around. All this mod is doing is altering the scale of the assets that are already there. It adds a total of 10 clouds/"fogs". My only issue with it is the glare. That's why I was saying it was too bright. The ENB helps to reduce the glare, but without it it's overly bright. It's not OMF's fault, though, it's the textures installed... ...finding the texture led me on a chase. However, it is likely vanilla in the shots because I mistakenly have users skipping Ethereal Clouds if CWS is installed. There is, in fact, no overlap in these mods. Cathedral doesn't include cloud textures. So @z929669, can you take another shot with each that includes Ethereal Clouds active to see how it looks? With this insight, we could test several cloud mods to find the one that works best with OMF. Northern Realistic Clouds seems to be one of the only real contestants that is a standalone, though it doesn't include the "sheet" texture so it won't effect these (at least not all of them).
  7. I have no issues with this mod and it adds some missing realism in regards to shadows and sun position. I suggest the following settings for the INI to closer match that of Cathedral Weathers: [TimeOfDay] DawnHour = 4.5 SunriseStartHour = 5.0 SunriseEndHour = 8.5 DayStartHour = 9.0 DayEndHour = 16.5 SunsetStartHour = 17.0 SunsetEndHour = 21.0 DuskHour = 21.5
  8. Had to search it down, but I updated the OP with a link to the page where it's hosted.
  9. I agree with Z. I was planning to eventually take F&L and make it into our "official" Guide using our framework (adding/cutting/changing to mind our Mandates); same for the FO3 guide. However, never really playing much of Fallout (not my cup of tea), it would be best to bring on some curators that are familiar with the series, like yourself, in an official compacity to be stewards of our official Guides for these games.
  10. Yeah, I thought grVulture was just a bump up from vanilla (slightly better leaf colors), but I would hide the bark. RAT has always been what I used, if nothing more to rid the Rift of the sea of yellow. The variety of colors is nice. Aspen Ablaze is what I recently switched to and it's simply beautiful! However, the trees are larger to help with the "why Bethesda make aspens so small" issue and that LOD is a travesty compared to the full models. They also cost between 5-10 FPS vs vanilla so that is a big downside. The option in the shots is the "Autumn Variety", however there are options for vanilla (all orange) and "summer" (all green). That's another thing nice about this one...not only does it have the eye candy, it has options for everyone. I think everyone would thank you, Z, for hybrid billboards whether we accept it or not. It's been so long since I made them I would have to start from scratch with my knowledge until it came back to me...plus, DynDOLOD v3 may have changed that process anyway. Aspen Realism is a total change from the vanilla style, though, they look more like real aspens. These trees give the landscape a completely different look because you can now see farther through the trees, however, the tree are much taller so getting high will not help you to see in the distance anymore. I agree they are too bright.
  11. Aspens Ablaze is definitely my personal favorite (whether or not it fits Mandate), but it's painfully obvious the author needs some help with the LODs.
  12. EVT already provides great replacements for the pine and other trees, however, users always seem to want more when it comes to the Aspens. Therefore, below are some compares for aspen trees and their LODs from a few mods. From this, we can decide which is the best option for the Guide. Vanilla compares are not provided because EVT (default) is vanilla with Indistinguishable Billboards. The mods being considered are: EVT (aka vanilla) EVT (Realistic Aspen Trees from Alt Trees file) Aspen Trees by grVulture Aspens Ablaze Aspen Realism All shots were taken with full Step SkyrimSE Guide without ENB enabled. (I have the shots with ENB enabled and will get them up later.) EVT (vanilla) > Aspen Trees by grVulture > RAT > Aspens Ablaze > Aspen Realism ...with ENB. EVT (vanilla) > Aspen Trees by grVulture > RAT > Aspens Ablaze > Aspen Realism ...with ENB. EVT (vanilla) > Aspen Trees by grVulture > RAT > Aspens Ablaze > Aspen Realism ...with ENB. EVT (vanilla) > Aspen Trees by grVulture > RAT > Aspens Ablaze > Aspen Realism ...with ENB.
  13. That's exactly how I have it installed.
  14. Thanks for the analysis. No reason not to include it.
  15. Some of these files for ENB may only be required for certain effects within ENB. Since ours will be very lightweight, it may not be an issue. Just need some testing.
  16. I looked at this and didn't consider it because it's going to cause lighting issues if they're summoned indoors. The lights are too big and too bright: That's is as bright as most fire flames (2.0) and nearly as large. It'll be like adding another torch to the areas. Users will find within interiors that are close to the light limit they will start to see lights popping on/off while these are summoned (especially if already carrying a torch or using candlelight spell). Odin also makes changes to these so there will be some compatibility to consider. Reading the Nexus comments, there seems to be some issues too.
  17. Need compares. Last time I checked (without ENB), they were too bright.
  18. Probably should investigate. I take LOOT's advice with a grain of salt.
  19. The ENB texture are provided with the base mod. The ENB file for download is just an update that removes ponds from being included in the ENB waves feature and adds an optional texture for rivers. Rivers will not work unless you remove the flowmaps from them.
  20. Upon closer inspection of the files, Vokrii patch is skill-based too. They have to have the skill level in that skill to have the "chance" to get the perk. It's not as detailed as a personal patch would be, but it will work just as well as the Odin patch as a blanket approach. I have no issues using these for now. I think I would eventually want to create a more customized approach with the perks, though.
  21. Enemy (R)Evolution does a lot more too: https://www.nexusmods.com/skyrimspecialedition/mods/37228?tab=articles So we could use the one you linked for ODIN and Vokrii while keeping some of the changes that come from Enemy (R)Evolution. EDIT: Upon close inspection, I would say the one for ODIN would be okay as NPCs will only get the spell if they have the skills to cast it (according to description). FIZZLE will also help in this department so NPCs don't end up with OP spells. However, I can't say the same for the Vokrii patch. It seems it just randomly assigns perks based on a % chance (according to description). Perks are a personal thing and I would rather see a more thought out approach to applying perks on a per NPC bases, rather than a blanket one based on chance. I, mean, you don't need a mage with heavy armor perks running around.
  22. In some case, yes. But the bigger fires are pretty fast and harsh when they're stacked, like in the farmhouse inns and large fireplaces. These could be toned down a bit. I agree. I think he just needs to tone it down in the main mod a bit. Compared to vanilla, they're all a bit too big. Not sure I care for the style in the braziers, yet. In vanilla, these are wider to fit the brazier. They're more piles with a "shaftier" style of flame with this mod. Possibly, but this also needs to be toned down in the main mod. I always use a particle setting of 4500 in BethINI so particles should be maxed out in most scenes for this game. For a fire, that's just too many particles coming off it too quickly. I love the effect, but that animation could be reduced by 50% of the particles and lengthened by 50% and it would be far more realistic. Honestly, it's likely just the cost of designing to support ENB. I know Sparrow and I have been at our wits end before attempting to support ENBs with RWT's assets. Finding that right balance is a very tricky thing to do.
  23. The only difference is I installed the yellow option since it's the closer to vanilla. I can try the orange, but it's just a color change. The issue of them being too big and intense will remain because that is coming from the mesh. Inferno's fire was a bit fast, but so is Embers XD. I've been around fires my whole life (grown up in the country) and experienced everything from campfires to bonefires to pasture fires. The flame animation is too fast in all the mods I've every tried so I gave up on factoring that in a long time ago. If Embers XD is chosen, we should pick the color that matches Luminosity the best since it's providing the ambient color for the interior spaces. The color of the fire source should match the color of the light produced. I have my own lighting mod that is complete for most farmhouse and Whiterun. It's more on the orange side because I was going for real-world interpreted into game-world. The color temperature of natural fire sources is 1800-2000K, which is fairly orange so I will try the orange version.
  24. So what's with the volcano of particles from the fireplaces and pits? Have you been in Riverwood's Inn? That one looks like someone tossed gas on it! The flames are a bit too bright and intense, imo. I ran around Riverwood and Whiterun looking at all the different ones. It would be good, if it wasn't for that intensity. The flames are also too big...they're busting through cooking pots. ...and that flame is far too big for that small firepit. The flames are up higher than the pots... There is are more issue when you really start looking around.
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