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TechAngel85

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Everything posted by TechAngel85

  1. That just an old copy & paste, use the latest version. I've updated the instructions.
  2. It changes the color of the snow shader (aka Improved Snow).
  3. Discussion topic: 8K Night Skies - Stars and Galaxies by JonnyWang Wiki Link
  4. @DoubleYou Some new settings for you: https://forum.step-project.com/topic/11523-skyrim-special-edition-default-values-for-all-valid-ini-settings/?p=240707 I have no idea if they'd be relevant to BethINI.
  5. You don't have to reinstall the Patch. Just install the correct version of the mod and you should be good to go. If for some reason MO isn't detecting a change, right-click on your mod list, go to All mods, and select Refresh.
  6. Skyrim.ini [Display] fSnowSSSColorB=0.0800 fSnowSSSColorG=0.0000 fSnowSSSColorR=0.0000For the settings above to work the also listed... [Display] iSnowSSSCurrentColor=2... must be set to 3. Skyrim.ini [Display] bUseFilmicCurve=0 fFilmicWhiteScale=1.4000Changes can be seen using setting bUseFilmicCurve=1 and pairing with changes to fFilmicWhiteScale. Useful? Who knows. Information provided by T4gtr34um3r of Majestic Mountains via Discord.
  7. I've made some changes for the next release that will be out later today or tomorrow so you might just want to hold off. If not, for EBT install the full version rather than the lite version. Then also don't move the plugin for the Particle Patch. Those changes are made for the next release. EBT Lite is a lot lighter on script load. The Particle Patch will only be used for its assets going forward. The plugin is outdated.
  8. Discussion topic: Useless Patches Collection by mnikjom Wiki Link
  9. Yeah, the new Guide will be out this weekend. Was hoping to get it down earlier in the week, but I keep finding things to improve upon.
  10. Cathedral confirmed today that they'll incorporate this mod so it will no long be added to the Guide. We'll simply wait for the update to Cathedral.
  11. Just wanted to say that I don't think there is any reason not to include it for SE. Pretty sure the settings are identical...though, now that I think about it I'm not sure how ENB interacts with the game's AA on SE and I don't think the SE version has AF...so not the same. Ugh.
  12. Quick question, which seems obvious, but couldn't find it in text anywhere... When generating the data can the terrain meshes and textures be in an archive or do they need to be loose before generating? I ask because mods like Cathedral Landscapes include the meshes and textures already, but they are in an archive. Just want to be sure these archives are being read for generation.
  13. Yeah, what chadric said. It's for the upcoming release. Just leave it in for now or wait for the release.
  14. Have you dived into the DynDOLOD / xLODGen documents? Also have you tried putting uGrids back to 5 to see if that fixes it? It's not recommended to change uGrids.
  15. My play style is very similar. I typically play a "ranger" type character that is: Race: wood elfPrimary skill: archerySecondary skill: one-handedI also focus on alchemy so that I'm not spending a ton of money on potions.With that in mind, I typically sneak when around enemies so that I may use my primary skill (also getting that 2x sneak damage)...meaning I'm always sneaking around dungeons. This levels the sneak skill up fairly quickly. However I never sneak around towns/road unless I'm doing a quest for the Thieves Guild. As for perk points, I typically only spends a few on the sneak tree. Since the skill levels up fairly quickly, I find the points aren't worth it after 3-4 points are spent. Most my points early on are spent on archery. I also happened across an easy way to get a falmer bow so that is always my second stop when I start a new game. It's a powerful bow that will last a good while, especially if you're able to improve it at a blacksmith. One-handed weapon are my backups for when close combat is unavoidable. I spend very little on magic and will typically only get basic healing spells. I have found this mod to be a suitable substitute until Stealth Skills Rebalanced comes out. It does want this mod does and more.
  16. I do experience it. I did on my GTX 760 and I do on my GTX 1060. The only reason I know about it all is due to my work with Relighting Skyrim and having to mess with Helgen's lighting. I've already started my own lighting and effects mod that has these issues dealt with. For some reason when one of the mist/fog effect clips with other effect (especially water effects) it causes the flickering. You can try to assign the fog an emittance, which really helps to negate the issue. However, in some cases the objects just have to be moved so they're not clipping.
  17. They're suppose to be different. The STEP Patch has created the fFastTravelSpeedMult edit from scratch using the CK so it has whatever ID the CK assigned to it.
  18. Are you sure it's not just cached data from updating the texture? Cells take 30 game days to reset, if I recall correctly.
  19. Yes. All mods should be checked unless we've stated otherwise. Without checking the cleaned masters, you will not have those files in your game. Without checking xEdit Output, your files from xEdit (like cache) will keep getting put into the Overwrite folder. The files in Overwrite should have been placed within your xEdit Output mod. Be sure you've placed the files in the output folder from the Tools Setup step: https://wiki.step-project.com/STEP:0.2.0b#Tool_Setup "Create files in mod instead of Overwrite : select the xEdit Output mod created above." I updated the instructions a bit because that part was accidentally placed as "optional", when it shouldn't have been.
  20. Yes. There is no need to keep them.
  21. This mod is more or less a stand-in for kryptopyr's "Stealth Skills Rebalanced" until it gets ported.
  22. Yes. Those mods aren't going to work here. That is clipping with hand placed effects. Move the mist/fog up a bit and the issue will be resolved. In the first video, that specific spot has 3-4 lightbulbs, 3-4 hand placed fog effects, 2 (i think) glow effects, and dust effects coming from the ceiling. It's a very heavy spot in Helgen cave with these effects overlapping causing the issues.
  23. Okay. So I've check into what the changes are have made a few suggestions to the author. The mod will likely be removed, depending on what the author decides to do. I like the concept, but it's current implementation breaks vanilla behavior and intentions.
  24. Looks like I need to crawl through this mod or just drop it. I seriously dislike authors jumping out of bounds of the scopes their mods imply. I fully agree will all the users that the name of the mod is misleading. It wouldn't be so bad if the all changes were documented, but doesn't seem they are... that's two of my biggest pet peeves with authors checked because those things make it very hard, not just for modders, but guide authors to make informed decisions about mod installations.
  25. Main reason is the dropping of ICAIO and adding of AI Overhaul. I would really like some feedback from users on which of these two mods they prefer after using both for some time. AI Overhual is being tested because it seems to be less intrusive and more compatible than ICAIO. Thus far it's been much more simple to patch too.
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