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TechAngel85

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Everything posted by TechAngel85

  1. Added the rest of the compares to the OP. For the rest, personally, I like Rustic for all but the 500 Wall and Guardian Stones. The Monuments are clear improvements as the fake painted snow around the edges is gone and they appear to light far better by the fires. The Rustic tombstones blend far better and look as if they'd be made from the available rock in Skyrim. Also, the figures aren't just painted on, but appear carved. The 500 wall looks cartoony to me from Rustic; I prefer STEP with SRO as it blends the best. The Rustic alphabet is actually closer to vanilla, whereas, Dragon Glyphs (STEP) textures are either a bit overdone (imo), which can be see in that further away shot. Finally, the Rustic Guardian Stone texture has never been something that I've cared for. It's not lore friendly because lore says these stones cannot be harmed in any way (not by man nor nature). Therefore, Rustic's "eroded" style doesn't fit the lore.
  2. Most texture mods will port over without issue. Landscape textures will not because they require an alpha channel in SE, but didn't in LE. That's the only thing to remember I can think of. Meshes will port over 98% of the time without issues and without the need to run them through optimization tools. To answer more directly, you can suggest LE mods for SE. Please do so the the their respective forums. As for BoS, I was under the impression that the SE port of BoS had some of the individual armors incorporated that weren't in the LE version? Need to check on that.
  3. Yeah, @federation25 is correct. There is at least one weather in CWS that has the snow flag, but no chance of snow. This will cause mods like Get Snowy, W&C, RASS, etc. to produce their shader effects when they shouldn't. It's easily fixed via a patch. I simply haven't done so to try to avoid CWS being a requirement of the L&W Patch.
  4. I play in first person, so never see the head-tracking. I don't play with ENB so I've never seen this, either. I never gotten a crash report from this mod. That being said, these could be issues. I think it's a matter of which would you rather have... Would you rather have player head-tracking or your spell conditions working as they're suppose to?Would would rather deal with some flicker and keep the mod? Find an ENB that isn't flickering to keep the mod and have your spell conditions working?Do you want working spell conditions or better visuals?
  5. It's the small clutter rocks you see dotting the sides of the roads, river banks, and mountain edges. It's not actually rocks but a grass. Instead of grass blades on the mesh, it's small round balls that are suppose to resemble rock debris. It's a very cheap way to get some low-poly rock clutter, however, it's a landscape texture that is painted just like dirt and grass. You can put anything you want in a grass texture and paint it over the landscape...ferns, flowers, bushes, etc. Regarding this issue that has been brought up, I don't think there is anything to be concerned about. DynDOLOD also updated today with a possible fix for it to simply ignore meshes without the expected format.
  6. This is just Waifu. It'll be inferior to ESRGAN trained models, which is true AI processing of images.
  7. Discussion topic: NPC AI Process Position Fix - SSE by maxsu2017 Wiki Link Dropped for v2 since it doesn't support game version 1.6+.
  8. It's included for users not installing the Lighting and Weather section, since it's optional.
  9. Yeah, those two small things weren't really needed. There isn't anything users need to set on the drivers for SE. The links also just lead to other Guides that weren't really specific to STEP. BethINI does everything we need for the Guide so there is little reason to mess with driver-side stuff unless you just want to play.
  10. Yeah, but this is a grass and DynDOLOD shouldn't be touching it so I don't see what they deal is. The author replied and I get the feeling not really much is known: I've never gotten any CTDs or seen any issues with the normal version of the mod.
  11. I asked on the mod page. No idea... DynDOLOD handles objects and this is a grass so...
  12. Yeah, I tend to avoid mods like this and the other civil war one that was suggested...for those very reasons. I wouldn't mind it, if they were integrated better and their messes were eventually cleaned up after a period of time, but I don't want to run into the same battle aftermath two game months later... You have the option to clean up the vanilla mess, so these sort of mods need the same option.
  13. Of the compares so far, The safe is better. The vanilla safe is just flat and ugly.I much prefer RCI silver.The vanilla glazed pottery never looked that bad to me. I don't really care for Gamwich's, but it's not bad. Take it or leave it.The mead is a deviation from vanilla so STEP on that one too.Satchel is just darker and less interesting, imo. The strongbox is something that also bothered me because it's very clearly "welded" and has modern welds at the seams. Gamwich looks like he's trying to hide that by mainly just blacking it out, which makes it hard to locate sometimes.The pouch is better up close, but a bit new looking. The wine is the second one that I actually think is better and we're already using his potions.Dining set looks like it's catered to the noble style and looks good with noble furniture. However, mixing it with farms and dungeons it looks out of place, which is why I took the picture I did.The tankards from SMIM are closer to vanilla, imo.The metal cage from Rustic just looks weird...I think it's the rivets...I prefer SRO, which is closer to vanilla, but still an improvement.So that's the safe and wine so far that have my vote.
  14. Okay, so I've reduced it with the spoilers as much as possible. It's really just a bullet point read for advanced users to ensure they have things set up as expected. Any greater detail can be dived into by click on the spoilers to reveal the instructions.
  15. 1) You can install Steam anywhere outside the UAC's area of control. We've chosen the C drive because a lot of users will not have an additional drive. This makes for simple and streamlined instructions as the STEP SE Guide uses the locations from the Setup Guide within the instructions. 2) Because if you install it within UAC control, you can have some issues with it comes to other modding programs. Steam, itself, could probably be installed within Program Files without concern, however, the game needs to be installed elsewhere. 3) Some users don't realize you can install Steam and games to separate locations, and that is likely where your confusing is coming in. Default Steam behavior is to install the games where Steam is installed. Our instructions reflect default behaviors. 4) Most games that you purchase a physical copy of, that also require Steam, will have Steam on the game disk for pre-installation. Keep in mind the Setup Guide is written from a perspective that a user is starting fresh, without anything installed. We have to write it that way. Other users who have things already set up and skim and skip to areas that affect them. With that said, I agree that the Video Card section only needs the driver update portion. The rest is handled via BethINI in the Guide, itself, so I'll remove those. The rest seems to be your personal preference for getting through things quicker. We used to have small "quick start" sections within the various Guides. However, I hated them because they led to more user support due to users not really knowing what they're doing and following the Quick Starts because of being impatient with the process...then then end up asking questions that are already answered in the information they skipped. I don't have patience for users like that anymore...and anything that reduces overhead and support is a win for us so the Quick Starts aren't coming back. Fact of the matter is, we have to cater to a very wide audience range, from noob to experienced, so I don't think we will reduce the Guides much, if any. I've already overhauled the STEP SE Guide to be far more streamlined vs previous LE versions. Unfortunately, it just takes time and users not willing to put in the time can look elsewhere, as far as I'm concerned.
  16. Looks okay. Same author. I didn't know there was a github so thank you for that!
  17. Added compares to OP. About 50% of the items are covered. The money bag isn't, but will be the same as the pouch texture with improved coins in the texture. Sovngarde gold items aren't included, but they'll look just like the silver (just gold). Most the mead bottles will has a similar look to the one included, but with better labels. I got tired of running around looking for the rest.
  18. So I built the Lakeview Manor with a different setup this time. The results were much better as far as layout and available beds, but you will never have enough beds if everyone is hired and you have two adopted children. So that issue will always remain unless the author fits in another bed somewhere. I've confirmed the chef does actually use the idles in the kitchen and my adopted child never once got stuck in the basement. Also, the carriage driver doesn't do anything but sit in the carriage 24/7. Neither did I find any issue with Oakwood. The road is obviously covered in grass because the author doesn't wish to make landscape edits, but I honestly don't mind it. The road both goes down to the main road, just before Oakwood, or connects with the Oakwood road to travel into town. Having Oakwood right below the manor feels nice and gives more interest and life to the area. Overall, this mods adds a lot of refinement in the building of the house while adding some nice additional features. Users really need to know the options available and plan out their house before building, though. Since you can't remodal anything but the small house into an entryway, you'll be stuck is the options you build...incorrect options can lead to lack of beds. However, with that said, I didn't see anything that would hold it back from being added to the Guide. The mod could simply be rounded out a bit more. On that note, I'd really like to see the carriage driver and guard NPCs have some more interaction. All the NPCs could use some fine tuning and expansion. A feature to remodel sections of the house after building would probably the most useful feature that could be added. Finally, adding a small servant's quarters building outside or to the extended basement would solve some of the overcrowding of the manor when it is fully occupied. All this said, these are not small tasks to do so I wouldn't expect them to be added to the mod.
  19. Really? I have never had such an issue. Whatever is decided on, I'll likely still use bDisableShadowJumps=1 because it's the best option and, again, never seen any issue with it.
  20. So those beds must be with the extra bedroom? I'm pretty sure the houses are just copies of each other. I built the kitchen, alchemy lab, "greenhouse", and I remodeled the entryway (which removes the bed). This only results in the two single beds for the kids and one double for you and spouse, both upstairs. The extra NPCs will use the two single beds. With all hired staff, you can have up to 9 NPCs in the house: 9 NPCs - the two kids should only use their beds because they'll be the only ones assigned as children's beds7 NPCs - your spouse will share your bed6 NPCs - if only 4 more beds are added by the bedroom, at least two NPCs will be without beds, if you choose to remodel the entryway. If you don't, then all NPCs should have a place to sleep (as long as the bed in the entryway isn't set for player/spouse use only).The remaining NPCs are the housecarl, bard, chef, laborer, and two guards.BTW, a review of the NPCs... the two Guard have no dialogue. They're unique, but are basically dummy NPCs that simply guard the area. The bard seems to be a normal bard with options to change music and instrument. The chef will give you food, but it's been reported that he never actually uses the idles in the kitchen so never actually cooks (I've not tested this yet). I haven't experienced the carriage driver yet. The laborer only has one set of conversation and that is for him to build things for you. This NPC is basically useless once the house is built, from what I can tell (I haven't investigated if you can dismiss the NPCs or not but if so, that would solve one missing bed issue). I have the Lakeview property now. I'll do a different build to experience a different setup and check the compatibility with Oakwood
  21. So I went ahead and did just that (above) to finish out the house and hire all the servants. Immediately, I had an issue...not enough beds. Two NPCs took up the two children's beds and the rest just stood in the front on them because they were occupied. I'm unsure if building the additional bedroom would add enough beds for all the additional NPCs and adopted children, since once you've built the manor you can't go back and remodel (which would be a good feature for this mod to add). I might build Lakeview to test the additional bedroom. Another issue was one horker display couldn't be built in the extended cellar section. My followers didn't seem to have any issues running around so the navmaps seem to be okay in the cellar. I know that was one report I had read, but I had no such issues. The last thing I noticed is some of the dialogue with the added Bard NPC doesn't "auto-close" when the conversation is done. You have to tab out of the menu, but the NPC still completes the request. Those are findings so far.
  22. So far no issues. Most the issues users have reported are with the basements and I haven't gotten to that point in building yet. ...thinking about using the console to give myself the materials needed for building it out, just for testing. I'm not planning to actually use the home during my playthrough. I prefer to just install a player house mod instead, since they tend to provide better homes. I currently use my Dragon Cliff Manor mod so that I can discover ways to improve upon it while playing. I'm curious if someone is or is planning on testing the Lakeview Manor location because Oakwood is in the same area, so there could be some conflicts in that area.
  23. Yeah, just looking through the shots shows that it not really a vanilla replacement.
  24. Awesome! Thanks for doing this!
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