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Salvador

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Thane

Thane (4/12)

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  1. Yes, kids.... I just noticed it has been updated for 2014. Got it installed and running :). I don't mind giving all those meshes a try, in due time ofcourse. Interesting, never really noticed it. I increased the radius for the Dawnbreaker light for Michael (a mod I made, similar to the daedric dawnbreaker mod, but that one has both wild edits and uses vanilla assets, causing Auriels bow to also light up...), he never noted any anomalies besides the quite common light flicker in ELFX. I'll keep an eye out.
  2. Nice phone, my wife had that one until my son decided it needed a tete a tete with a stone floor at high speed... I use the lumia 1020. As for the separation of NitriShapes, you can only separate out ninode grouped nitrishapes in nifskope. You cannot easily cut a Nitrishape into separate parts. For that you would need autodesk. I may download it again. I deleted my student copy... Didn't realise the older autodesk versions would no longer be available for download... I'm not sure I understand, if a room is properly laid out to accommodate 2 torches at a single time, how is the radius affecting the limitation? Or has it got to do with lights crossing. I'm going to head over at the project sub forum.
  3. Thanks! I know, I have a MS phone... great phone, but not for writing. No rush! I've read through the thread, nice to see so many people willing to help. I'll add my thoughts about splitting the TriShapes, I feel it's going to be essential for the bigger meshes. When making SkyFalls I had to deal with a few of the ELFX meshes. They were all quickly done by Anamorfus, sometimes poorly, his Solitude mill actually didn't spin... Most of it can be done in NifSkope, which is what he used (personal conversation). Not difficult, but very tedious and boring, so I can relate to him doing it quick and dirty (Mind you, all this was 2 years ago, things may have changed). I don't like the effect it has/can have on performance, hence I personally feel it should be kept to a minimum. Splitting the trishapes isn't always fixing the issue either, it can just make the issue affect a smaller bit of the mesh. In Michael's playthrough and testing there are still a lot of light flicker/splashing problems in many locations when wearing a torch with ELFX. I'm always puzzled as to why he splits seemingly small meshes. I understand he doesn't like the light splashing effect when carrying a torch, but to me increasing the radius of the torch seems a better solution than splitting hundreds of meshes. Although it does work well in several locations (ice caves come to mind). Splitting the meshes can have an equally ugly effect, the solitude mill is a good example of this (The arched bridge in Solitude). Due to the bright lights in the area you see part of the mesh reflecting the light, whilst another is in darkness, showing the clear borders between the TriShapes on the building. However I assume with proper lighting set up this becomes less of a problem. Joe
  4. @JawZ, I've just send you a long email to your nexus page... I should have logged in here. It has been ages. I'm all for helping on RS when I'm done with my PhD. Joe
  5. Love the idea, was waiting to see something like this. And although the implementation was well done, I feel the windows are too transparent... But obviously that is looking at old middle ages windows, especially in northern countries which were really thick and pretty opaque. Hence I like Rustic Windows more for now. However I could probably change the transparency settings to make it more my liking... I wish I had the time to make something like this.
  6. Hi guys, I am stuck with something at the moment, and was hoping someone here can explain what is causing it. This happens in my game and I don't know why. Any object I set to "is full Lod" in the CK in Wyrmstooth (And Dimfrost) shows up in my esp as persistent, but is not in game.... Workst fine for Falskaar or Dragonborn, or anything really. But not worlds added by Wyrmstooth. Now perhaps this is something specific to my game, as I have not played Wyrmstooth yet, I have to COC to the locations. If anyone can check for me if the windmill rotor is animated in the distance in their game, that would be appreciated. Or anyone who knows what goes wrong and has a solution for the problem. Thanks, Best
  7. Brumbek mentioned that the new windmills have issues with resolutions 1080 or lower. The pixel density isn't high enough to avoid the flickering at longer distances. Could be to mention this as recommendation based on monitor res. This is about the meshes without the sails and is the anomaly I was talking about(1.62b). The one with sails does not have this issue. Since 90% of us play at 1080 or higher I suggest to use the one with sails. 1.62d. No idea, no other mod in the current STEP....
  8. Hi all, Please set SKyFalls and SkyMills to Install real early and overwrite with the required mods! You see the two textures that come with my mod which are in RWT as well are the EXACT SAME as the ones in RWT and WATER! They are there for those people who install my meshes but use a different water mod than RWT or WATER, in order for my meshes to work. So overwriting them with the ones in RWT or WATER does not matter, since they are identical. Also I suggest you overwrite my meshes with the SMIM meshes Brumbek made with sails, as it removes the distant anomalies you otherwise get, and is a TON more realistic. But that of course is a personal view and not necessarily the one from STEP.
  9. I use the textures from RWT. So the overwrite shouldn't be a problem. I'll improve my modpage instructions as they are currently not clear on this. The textures are there if someone installed the RWT waterfall meshes (or WATER meshes) from my mod, but uses Pure Waters, vanilla or other water mod. Did you change the textures at all? Why are they even there if you didn't change them? They are the same. And as you can read from my previous post, they are there for NON WATER and RWT users. As the meshes I use require them. There has been 1 mixup though, but that will be fixed next update.
  10. I use the textures from RWT. So the overwrite shouldn't be a problem. I'll improve my modpage instructions as they are currently not clear on this. The textures are there if someone installed the RWT waterfall meshes (or WATER meshes) from my mod, but uses Pure Waters, vanilla or other water mod.
  11. I suggest that if SDO is not included or installed that you actually use the optional LOD (It has been fixed). There is a bug in Wyrmstooth that I need to address. But other than that the mod is pretty much final.
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