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hishutup

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Everything posted by hishutup

  1. I believe Noble Skyrim touches that.
  2. Oblivion just doesnt use them, if it does then the fps is even worse which says a lot.
  3. OR used to have SMAA but I guess the author removed it and replaced it with MSAA. MSAA is by far superior in terms of quality. I had the optionals there for anyone that wanted to use them, I didnt feel the need to use any. I wanted a town overhaul so I threw MTC in there which was probably a bad idea because modifying towns or people in Oblivion kills the fps.
  4. shh, I had a running thought and I got sidetracked. You know what, Im not even going to fix it because reasons EDIT: Discussion should continue on the Real Snowflakes modpage.
  5. That page hasnt been touched in years. Most, if not all papyrus stuff is nonsensical unless you are the author and you add trace messages to keypoints. I would recommend disabling all papyrus debugging features as a user because they serve no purpose to one.
  6. Update finished, just gotta wait for manga to wake up. I don't know if he is going to immediately upload it or upload it immediately or if he has to do some extra stuff. I would distribute it for people to test but I dont have the perms. :/
  7. Next update which is soon is going to be included with Vivid Snow, it will include ONLY the "No Main Weather Mods" but will include the map fix. Next version I'll include mteFunctions so there is no need for it. As for the next version, depending on how things go, it may be uploaded later today.
  8. It doesnt really matter where its located in MO because it doesnt have any assets. I leave mine at the top so I dont have to micro manage it.
  9. Off Topic but if someone know how Location Data is different, please share because I am actually dealing with them in a script and I dont really know what they are.
  10. I've been out of it so long... I think the last time I really looked into anything was before OR, even though OR exists in the guide, that doesnt mean I actually used it. There are several mods that need to be removed, some need to be replaced and other added but yeah...
  11. What prevents it, is the way OBSE is injected. I would figure that it could be fixed one way or another but I know that there are other more important matters in terms of dev work for MO. One of the other MO guys will probably have more accurate info.
  12. I think OBSE .dlls have to be installed out side of mo regardless.
  13. I think the non bubbles looks better and in the images it seems like the effects are more defined
  14. Thanks Grant Also yes its out dated. I was going to update it when I get a new processor but I got a chair instead. Anyhow, back to the issue, my first thought is Grass Overhaul's landscape edits, try placing it before better cities and see. If nothing changes then there is probably some conflicting landscape edits. Its pretty easy to find these but it required some xEdit knowledge. I should just write an xEdit script that logs the data. I may do that but not anytime soon because Im working on a different script that is taking a while, a long while.
  15. because WB wont "Install" those files and if you do then it just takes a long time to do anything, so I figure that they are not really needed. If anything happens to the files then they can be extracted from the achieve. I would like to use Mo but OBSE and Steam make this difficult or nonfunctional
  16. Hope this works out.
  17. oh WB has been having issues, just random stuff, seems harmless but I dont know.
  18. That shouldnt be hard to do, maybe threeten is already working something out. When I tried this mod, the stutter was bad but I figured that was ETaC just sucking the frames.
  19. Its late and I am really tired so I didnt read anything about but I figured I should followup a little. WB will automatically make edits to the ini when a mod is installed that includes and ini file that has a mod associated with it. There is probably a setting but I just haven't looked, its probably hidden.
  20. I added a description. There are a few bugs that I need to work out, I may know whats causing them
  21. Because its an unnecessary step but I can see using the script if it was going to be a released mod but the bashed patch isn't... Well, there are a few mods out there that are but the number is insignificant. It would be fine if the Bashed Patch only needed to be generated once but that isn't generally the case. An ideal solution would be to code Bash to not generate them from the start but that probably wont happen.
  22. The default is a multiple of those, 26214400. The recommended setting is via the formula. I dont know how valid this still is with OR being a thing. Uh, theres probably a setting but wb doesnt destroy the file, wb uses only a new line rather than a carriage return and newline, 0A and 0D0A respectively. I dont know the specifics but it should be fine, just hard to read unless you are using something like np++
  23. This was a personal project of mine that Mator helped me with. It doesn't do much other than patch Real Skyrim Snowflakes - Vivid Snow. I am not able to directly distribute the assets from Vivid Snow but the script is 95% mine, mator wrote some examples which I use directly. If you have a new idea or have a suggestion, share it. Description: Simply put, this script will patch most weathers to use manga's vivid snow rather than that awful vanilla nonsense. It does this by assigning a particular effect to the precipitation record, then changes the Visual Effect to the associated effect and then nulls out the precipitation record. There are some weathers that may have the wrong precipitation data or have it nulled out. This can be fixed by placing the EDID of the weather in one of the Forced lists and it will apply the effect that the EDID is in. Worst comes to worst, the default effect will be applied, I think it is currently Vivid Snow Effect. So far I tested Vanilla, COT, PW, NLA, RCRN weathers. There are likely a few nulled weathers that need to be forced but I can get to that later. Requirements: Latest version of xEdit (not sure which is required but get the latest)Real Skyrim Snowflakes - Vivid Snow (use the Vanilla version)mteFunctions.pas (latest version, at least from 7/14/2015)Here is the script and the required ini file Future: Unsure for the most part, I tend to bounce all over the place.I'll probably end up adding some asset checks so that I can make sure that users installed Vivid Snow Correctly.Change the way masters are added because the prompt is unsightly and the masters are in reverse order.Overrides are still being a pain.Add GUI for future Snow, Rain and Ash toggles.Add low, med and high Blizzard data
  24. I can fix issues and possibly suggest changes to C0331, I guess the more that people make suggestions the quicker the mod will become passively compatible with other mods.
  25. Feel free but there are several large issues because I changed some stuff around near the top of the guide but didnt touch anything near the bottom and this could potentially cause some issues.
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