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TechAngel85

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Everything posted by TechAngel85

  1. Refresh your mods after installing it.
  2. Update on mod removal from LOOT: I've talked to them and provided the right docs. They're going to look it all over. I found no wording restricting cross-platform porting (it's the same game and they do it themselves with CC). The only wording in the Agreements that may make this mods removal valid is, "Game Mods" have to use the Editor (aka Creation Kit) for their creation. Else, the SSE EULA kicks in, which states that you can't make modifications to the software, in whole or in part (meaning making mods is out). That is paraphrased for you. It's specifically like this because the only Agreement that supersedes the SSE EULA is the CK EULA, and that is what the wording of those documents say (paraphrased). However, this sort of opens up a "can of worms" because, legally, any mod made outside the CK is not an authorized mod; they break the EULA. This means any mod made specifically and only within xEdit are unauthorized mods. This does scoop up UHDAP, however, it also scoops up a quarter or more of the mods available. Unless they want to create a double standard, I don't see any way for them to exclude UHDAP without also excluding a ton of other mods, per their reason for dropping UHDAP. Any other than that would be, imo and from my understanding of the legal documents, an unfair action. (If you're going to remove one for that reason, remove the rest the violate the same reasoning.) EDIT: The only argument I foresee in favor of the "unfair action" of only one mod's removal is, "how do you determine if a mod has only used xEdit for its creation?". Ultimately, LOOT is their software and they can do want they want, but their actions affect an entire community.
  3. I don't think anything in Step 5 should be affecting this. However, why aren't you using BethINI? It's part of the Guide and we can't support a setup that hasn't used it.
  4. Yeah, I get that. They're just giving users the wrong information, which I'd like to correct for the users. That entire report is wrongly misquoted. It's removal may still be valid, if Bethesda doesn't allow cross-platform porting of assets, but it's the same game and they do it themselves via CC. I need to go read the Bethesda agreement. As for the mod, it'll likely be removed. We're purposely not including LOOT rules/metadata.
  5. This is the correct legal doc this should be referring to: https://www.playstation.com/en-us/legal/softwarelicense/ This Agreement is between the publisher of the Software ("Licensor") and you. The identity of Licensor can be found on the packaging for physical products (e.g., the Blu-ray game disc box) or on the online store page for downloadable products (e.g., PlayStation®Store game page). This Agreement applies to you unless you and Licensor enter into a separate, valid license agreement, in which case the terms of that separate license agreement will govern. (This is saying that Sony's Agreement only applies, if the Licensor (Bethesda Softworks/ZeniMax) doesn't have an agreement...they do. We're allowed to mod.) If Licensor is Sony Interactive Entertainment LLC (“SIE LLC”), this Agreement is between you and SIE LLC. If Licensor is not SIE LLC, then (a) Licensor, not SIE LLC, is solely responsible for the Software... (which means Bethesda is solely responsible for the game) There is no need to go past this point. The document has already told us that the Licensor isn't Sony, and we are governed by that Agreement, not this one.
  6. Hmm...I'd have to argue that the audio doesn't belong to Sony. All that wording is in regards to "PSN Services", so what is defined in the docs as "PSN Services". I'd have to say the files are Bethesda property, not Sony's. Just because it's used on the PS4 doesn't mean Sony owns any part of the software. In all likelihood, they "license" to Bethesda and Bethesda in return "licenses" to them. All in all, there isn't enough information in that report for users to actually determine if things are as they say, or if they're just being overly cautious. EDIT: PSN Services include PlayStationâ„¢Network ("PSN"), PlayStationâ„¢Store, PlayStationâ„¢Plus, PlayStationâ„¢Music, PlayStationâ„¢Video, PlayStationâ„¢Now, PlayStationâ„¢Vue, and those websites, products and services that SIE LLC, and its affiliates offer through or in connection with PSN or your Account. There not even using the right legal document. Software doc is here: https://www.playstation.com/en-us/legal/softwarelicense/
  7. Is there a reason given for it's removable. Seems like an odd thing to do.
  8. Turn off improved snow shader. Turn on projected diffuse.
  9. Yeah, that should be fine.
  10. If you're looking for it in a plugin, it'll be in the Water tree in xEdit.
  11. MCM settings are saved to the game save file. So if you set them up on one system, they should remain the same when the save is pulled up on the other system.
  12. I was under the impression Plants was fully incorporated. Seems part of it is, but most of it isn't. Curious as to why not... I'll see if it's planned to be integrated, if not, I'll move it down in the list.
  13. If the setup is identical, you should be okay...though, I've never tried it. Don't carry over the INI to ensure each system has its own INIs. Also, I would think making the paths identical would probably help.
  14. It may just be the role of the dice you're getting. Cathedral does have one or two weather erroneously flagged for snow, when there is no chance for snow, which cause mods like Get Snowy and W&C to erroreously apply their shaders. I thought a fix for that was coming, but I don't know how far out the updates are for the mods. I'm on the Cathedral discord often and they seem to bounce around from project to project; though, JonnyWang has mainly been focused on Landscapes.
  15. The Nexus images all are of the final product. I currently don't have any more than that.
  16. Will BethINI not let you set the appropriate settings? I'm not familiar with the Widescreen mod. Make sure it doesn't also have an INI. The missing masters means you're missing mods. You need to install AI Overhaul and Masque of Argonian Vile SSE. Mods with the green bar in front of them are required by the patches. For the files in Overwrite. You should put the entire folder structure in the mods. So for Fus Ro D'oh.ini, it should be placed in the Fus Ro D'oh mod with the entire folder structure: SKSE > Plugins >> Fus Ro D'oh.iniRepeat for the other file.
  17. The LOD water is DefaultWater, if you desire to play with the settings.
  18. That is all that can be done. The rest of what you're seeing is the LOD water, itself. One LOD waterType for all waters is an engine limitation, so it doesn't/won't match in all spots.
  19. I've been able to partly fix vanilla with EBT by changing the blending on the alpha. However, the way the UV is mapped, you can see the blood "splatter" across the jug opening. RCI fixed on their meshes by this using black vertex colors across the hole. The same can be done for the goblets. For the oversaturated RCI meshes, you can change the Base Color to some close to a blood color. That should fix the colors being too bright. Right now they're white, so that is likely what is making it stand out so much. Either fix can be done. Fixing RCI would be faster and easier, but EBT looks better (texture wise). RCI should probably be reported to that author.
  20. They're all BC7 so you'll have to have something that supports BC7.
  21. If you're using an ENB, turn off Distant Reflections. Also turn off Sky Reflections in the INI (use BethINI).
  22. You can skip it and add it later. It's just assets because we don't use the plugin so it can be added anytime.
  23. Yeah, I hate the design of the candlelight spell. You should be able to "put it away", like a torch. What if you come to a situation where you need to hide quickly? Oh...! candlight... ...I can't.
  24. Haha! ELFX is stuffed full of issues and compatibility problems! They break every rule around lights and the engine so they have to provide cut up meshes to achieve their results. Also, you're not suppose to be using candle/magelight and/or torches in shops anyway. They're weren't designed for it. Players doing weird things is the cause of a lot of reported issues, which is one reason why JawZ doesn't fix things (or myself). The other is JawZ is basically done with modding. I have full author rights to RS if there is a real issue, I will fix it, but I'm not fixing issues with players using spells and torches in shops because they pushing the engine's light limitations past the safe point by doing so...and why are you using a torch in a shop?? Planning to burn the place down? If it's for testing, you're testing is flawed by not knowing the design of the mod and the light limitations of the game. Basically, players are the cause of the 90% of issues reported to RS (I will prune them from time to time), not the design of the mod, and changing the design to account for player antics isn't an option. With that rant said, I must not know what I'm looking for in your GIFs because I don't see the difference. @GDO, It's likely an issue with LOOT and they'll likely have it sorted soon. If it's not been reported, please report it to their tracker.
  25. The system requires are at the top of the STEP Guide. We didn't make Lexy's Guide. That was Lexy and her team. You'd need to ask those questions in their forums. Lexy's LE Guide: https://forum.step-project.com/topic/10924-srle-extended-legacy-of-the-dragonborn/ Lexy's SE Guide: https://forum.step-project.com/forum/158-lexys-legacy-of-the-dragonborn-se/
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