-
Posts
14,559 -
Joined
-
Last visited
Everything posted by TechAngel85
-
Discussion topic: Customisable Animation Speed by DankRafft Wiki Link
- 1 reply
-
- 05-animation and physics
- STARFIELD
-
(and 2 more)
Tagged with:
-
Discussion topic: Starfield HD Reworked Project by HalkHogan Wiki Link
-
- 04-foundation
- STARFIELD
-
(and 2 more)
Tagged with:
-
Discussion topic: Starfield Community Patch by Starfield Modding Community Wiki Link
-
- 04-foundation
- STARFIELD
-
(and 2 more)
Tagged with:
-
Discussion topic: JS Dwemer Kitchenware SE by johnskyrim Wiki Link New higher poly meshes with updated collisions, and textures available in 2K and 4K for Dwemer kitchenware (Pan, Dish, Bowl, Knife, Fork, Spoon, and Cup Variants).
-
- SKYRIMSE
- 06-models and textures
-
(and 2 more)
Tagged with:
-
Discussion topic: JS Common Cages SE by johnskyrim Wiki Link New meshes with collision that allows projectiles to pass through the gaps, new textures available in 2K and 4K, and new latch animations.
-
- SKYRIMSE
- 06-models and textures
-
(and 2 more)
Tagged with:
-
I'm not seeing that DDDM is using this mod, nor are any of the other mods in testing listed under its Requirements drop-down. The DDDM page also makes no mention of it. After reading over its mod page and if I'm understanding it correctly, I don't think this is something for a Step Guide unless some mod requires it for some reason, but I'm not seeing that right now.
- 3 replies
-
- SKYRIMSE
- 16-interface
-
(and 1 more)
Tagged with:
-
I edited and updated the OP to be more generic to work across releases, and act as an information hub/tutorial for community-based mod testing.
-
Discussion topic: Improved Dwemer Glass by IWantATardis Wiki Link Testing Install the Main File Install the Unofficial Material Fix Patch optional file as a separate mod listing and place it after the Main File (21-Post Processing Only) Install the ENB Lights For Aetherium Shards Patch optional file as a separate mod listing and place is after the mod listings above This Patch has undesired conflicts to hide within ENB lights for Aetherium shards in the 21-Post-Processing mod group: dwetowerenterance01.nif, dwespecialforge01.nif This is being testing in a compilation with other mods. See, Re-texture of the glass found within various Dwemer objects. Includes meshes and textures.
-
- SKYRIMSE
- 06-models and textures
-
(and 2 more)
Tagged with:
-
Discussion topic: JS Dwemer Artifacts SE by johnskyrim Wiki Link Testing Install 2K Main File in order in 06 mod group Contains one undesired conflict to hide, dwarvenplate.nif within RCI. This is being testing in a compilation with other mods. See, An overhaul of the Dwemer clutter that include new meshes with improved collision and new textures; available in 2K and 4K. Tech: Since we have other Dwemer textures that we're evaluating, I figure we might as well try to touch most of it while we're in the areas for testing. This mod comes recommended by the Dwemer pipe mods in testing and has patches available.
-
- SKYRIMSE
- 06-models and textures
-
(and 2 more)
Tagged with:
-
You can try Revo Uninstaller, which is designed to help in cased like yours. Just use the free version and don't buy the upgrade, unless you really want to. I've personally used this, but I typically uninstall programs like this when I'm finished using them. This just keeps them from loading in the background after you're done with them.
-
TESTING Essential Favorites (by powerofthree)
TechAngel85 replied to Mousetick's topic in Skyrim SE Mods
Isn't there an option in CCOR or CACO that does the same thing as this mod? Might want to look and test.- 12 replies
-
- SKYRIMSE
- 02-extenders
-
(and 2 more)
Tagged with:
-
TESTING Real Dwemer Pipes (by Janissaries)
TechAngel85 replied to DoubleYou's topic in Skyrim SE Mods
Updated OP with testing information.- 4 replies
-
- SKYRIMSE
- 06-models and textures
-
(and 2 more)
Tagged with:
-
ACCEPTED Robber's Gorge Fixes (by lilebonymace)
TechAngel85 replied to Mercury71's topic in Skyrim SE Mods
I've experienced this issue every playthrough I have started. Only once do I ever remember being asked to pay the toll. Seems like a good find, if it works out correctly. -
ACCEPTED SSE Engine Fixes (by aers/Nukem/Ryan)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Looks like this mod just updated for latest game version and no longer requires the work-around of disabling features.- 28 replies
-
- SKYRIMSE
- 02-extenders
-
(and 1 more)
Tagged with:
-
I agree. I've never felt the need to change them from the mod's default. I feel this is likely a niche mod for those that may wish to alter the defaults for whatever reason, but it really has no value for the Guide.
- 3 replies
-
- SKYRIMSE
- 16-interface
-
(and 2 more)
Tagged with:
-
I agree. Best to have one mod that is consistent and covers all player characters.
- 11 replies
-
- SKYRIMSE
- 06-models and textures
-
(and 2 more)
Tagged with:
-
ACCEPTED Immersive Equipment Displays (by slavicpotato1)
TechAngel85 replied to Ninjamonkey1037's topic in Skyrim SE Mods
This is pretty cool, but I guarantee it'll be a lot for the baseline user to set up and customize. There are already plenty of complaints about the UI and how it's not intuitive for the average user. I certainly don't think it'll hurt to include it for those that wish to use it, and those that don't can simply ignore it (assuming it keeps vanilla defaults by default).- 28 replies
-
- SKYRIMSE
- 13-gameplay-immersion
-
(and 2 more)
Tagged with:
-
ACCEPTED Simple Dual Sheath (by slavicpotato1)
TechAngel85 replied to z929669's topic in Skyrim SE Mods
This seems like an easy add for the Guide being a SKSE mod. The mods we had for this on the LE Guide never made a comeback for our SE Guide. This would finally replace those and give us the option to customize this again. Assuming it tests out good, I vote to accept it.- 4 replies
-
- SKYRIMSE
- 13-gameplay-immersion
-
(and 2 more)
Tagged with:
-
Considering we're already instructing to install the update, and this is a continuation of that update, I have assumed this mod an "auto-add" to the Guide. As such, I have: Added the wiki mod page Updated the developmental guide to include the mod within the 21-Post-Processing mod group Only those installing Post-Processing were instructed to install the update; therefore, it was placed within the PP mod group. Updated the developmental changelog to reflect
- 3 replies
-
- SKYRIMSE
- 21-post-processing
-
(and 2 more)
Tagged with:
-
ACCEPTED Navigator - Navmesh Fixes (by tarlazo)
TechAngel85 replied to Mousetick's topic in Skyrim SE Mods
Being there are already mod instruction changes for this mod in the developmental Guide, I've assumed it to be considered accepted for the next release and have tagged it as such. I also added it to the development Guide and updated the developmental Changelog to reflect. -
DROPPED Torches Ignite Oil (by Thurderan)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Since we're disabling the plugin from the mod, it's completely redundant to have it listed in the Guide. I say we ensure the Guide Patch is covering this completely as we desire and then simply remove the mod from the Guide for the next update.- 9 replies
-
- SKYRIMSE
- 13-gameplay-immersion
-
(and 2 more)
Tagged with:
-
I think this one can be dropped from testing since it doesn't matter within our setup.
- 5 replies
-
- SKYRIMSE
- 08-character appearance
-
(and 2 more)
Tagged with:
-
Rudy HQ - More dramatic Red Mountain Plume (by Rudy102)
TechAngel85 replied to DoubleYou's topic in Skyrim SE Mods
I just seen this and am putting it up for testing. Edit: Added some information to the OP.- 1 reply
-
- SKYRIMSE
- 06-models and textures
-
(and 2 more)
Tagged with:
-
I've never really understood what that setting does, nor have any additional information on it. I have it on my list to test for BDS. Sparrow said it made the object's snow uglier in some way. I've always assumed it is a flag to tell the game the material is snow, and that in turn does something within the engine. What that is, is the mystery. It could disable certain effects, use a special set of values for various effects, disable/enable certain things within the snow shader, tell the engine to apply the material differently...who knows? Someone like powerofthree, doodlum, aers, or nukem who may be familiar with the code may be able to answer what exactly the flag does. But I haven't ask any of them, yet.
-
ACCEPTED Lock Overhaul (by Quad2Core/8Phantasm)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
The Step Mandate does not prohibit non-vanilla assets, features, mechanics, etc. If it did, then at least 1/3 of the Guide would have to be stripped. So the better question to ask is if it goes to far beyond vanilla to be considered for the Guide? That is a "no", considering it's already included. As for the individual features, Bashing - it's logical to assume one could bash open a locked chest so I don't really see an argument against having such a feature. The only thing that Step may want to decide is the best settings for the feature so that it makes sense in the game world. (e.g., a new character shouldn't be able to smash open a mater chest) Spell - it's also logical to assume one could use magic to unlock a chest in a game where magic exists. Such is fairly standard for such fantasy worlds; not only that, a spell does actually exist in the Elder Scrolls world so it's also not against lore. Again, the only thing Step may want to do is decide on a best set of settings. Auto-picking - I consider this one more of a user preference. Some players may really hate the lock picking feature and may wish to bypass it, as much as possible. Step encourages customization, so at the end of the day the settings are still up to the player to decide to use for their preferences. One may even skip installing the mod, entirely, since it's not required by anything in the Guide.- 9 replies
-
- SKYRIMSE
- 15-gameplay-skills and perks
-
(and 1 more)
Tagged with:

