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EssArrBee

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Everything posted by EssArrBee

  1. Beta drivers are usually to address newer games or software APIs for languages like CUDA and OpenGL. They don't usually help Skyrim that much, and if they do it is by accident not by design. I know that Nvidia is really working hard on shared RAM/VRAM APIs for CUDA 6, since their next gen chips will have hardware support for it. Just rollback to what worked and wait till it gets sorted.
  2. Yes, I was aware of this as well, but those NPC records can be tricky to merge if you aren't paying attention to 'what' is being merged. One thing I'm interested in is if people have actually played the new stuff. Is it consistent with the game? Does seem out of place or incomplete? Ah, I was just running through the "Mod Testing To Do list" you posted and trying to find something useful to do that didn't involve texture compares :p Well, if you didn't find any other conflicts with STEP in the plugin then that helps, too. I pretty much assume that any mod that touches NPCs will conflict Consistnet Older People. That mod changes so many people.
  3. Try this console command: set setdecapitationchance to 100 spawn some cultists: player.placeatme XX034fba XX is DB in your load order. Probably 07 if you have all DLC and unofficial patches. EDIT: sorry wrong code, I put the right one in.
  4. Yes, I was aware of this as well, but those NPC records can be tricky to merge if you aren't paying attention to 'what' is being merged. One thing I'm interested in is if people have actually played the new stuff. Is it consistent with the game? Does seem out of place or incomplete?
  5. No need to report these type of posts. People miss stuff all the time. The STEP forums go deep my friend, there is much lurking in those depths.
  6. When I go into combination mode and start mixing mods together, I do so based on feedback, so everyones .02 are welcome. I'll add the AOF Farmhouses is anyone is interested, but I haven't checked that mod out in a while so I need to see what exactly is in there. If there are any other mods that cover this stuff mention them. I like putting stuff next to each other because you get a good view of artist interpretation and skill level. Also, I encourage you to check out Riverwood and Falkreath with AMB installed, then go back to STEP or HRDLC. There is a nice contrast and it gives a better understanding of the screens.
  7. Sorry man, I forget sometimes that sarcasm doesn't always come through in text. I just meant, "Here at STEP we are balls to the wall modders, so you don't have to be."
  8. C'mon dude. I had separate MO profiles setup for ENB and NON ENB and made two installs of the VL mods and added the NON-ENB patch to that install. This ain't my first rodeo. And really I don't think that overall these are bad, I think vanilla lighting is bad and that these need better shadows. I can't do STEP testing with any other way though and I'd like that to be clear. We let users pick their own lighting and weather mods, so these might look better in that context. I'm not going to test that though and someone else can do that. Yeah I noticed these were good when I had PNENB on. I'd recommend any ENB setup to consider all of these VL mods as they are second to none when going for that type of setup.
  9. Those look fantastic, at least someone is keeping the Unreal Orange Train alive! :p Where did all those Solsthiem plants come from? Before you know it you'll be reading this manual and doing all kinds of crazy things.
  10. Well, they do take priority, but mods like SkyUI or Racemenu build their own framework and will not be overwritten. If you do unpack one of those, say Racemenu, then you go through optimizing the textures, then your body will be purple in game. As with most things in life, there is no all or nothing truths. I know it says to unpack everything in the guide, but skipping the interface section is a good idea, and also the gameplay mods, those should be left alone.
  11. You can throw those into DSR with the merge function. You can install those with DSR, but they won't actually get used until the very end when you run the SkyProc patcher for DSR. But... those DSR files are packs for the correct meshes not truly patches. There are certain patches like the STEP patches which are the very first mods listed. You want the STEP Extended Patch only and after you run BOSS for the last time move the STEP patch to the end of the load order right before the Dual Sheath Redux.esp and the Bashed Patch,0.esp (if you are using one).
  12. When I moved stuff around a while back, I left the first few tabs for casual users that correspond to the STEP Guide, and moved all the hardcore stuff to the Advanced tab. The pictures in the profile tab are consistent with the guide, and the Advance tab pictures are consistent with the descriptions in the Advanced tab. I could revert back to the old way it was and do a quickstart tab or still add one in, but I'm not sure it is needed.
  13. Sounds like something Brumbek should take a look at, wonder why he hasn't already.
  14. I really liked in the Stone Wall pictures that the AMB wall wasn't overly shiny like HRDLC and Core. The walls shouldn't reflect light like that since they are probably stones that get washed with rain water quite often. The Wood Wall set I though the same thing, that they looked like wood panels that get exposure to rainy climate, while the others had a dried out look. The rope and wood column I actually thought were good, maybe that doesn't come through in screenshots, but in game they actually had life, where the others were kinda boring. Indoor I like the thatch roof, really all the thatch looked much better in game, and I looked at both colors and normals before taking the shots and could see why I liked the thatch more from AMB. There was proper noise in those normals and when running up to the buildings, especially in Falkreath, it looked good. The indoor stones seemed like they weren't quite flat enough for something indoors, but the pelts do look right. They don't have that bought from a leather store flatness that Core had, like people actually walk on them and fur gets looser and ruffed up a bit. The fence did not shimmer quite as much for me as the other one did. Not sure what you did differently to the textures, but the HRDLC textures has really bad shimmer unless transparencyAA or MSAA is cranked way up. Did like Visible Windows a bit more too, that mod just seemed to get all the windows right.
  15. Wait, I thought we had to delete them from RWT, am I wrong? RWT gets installed last and we need SkyFalls' files to supersede.
  16. Install the mod and go to Riverwood and Falkreath. You'll see everything in the sun in Riverwood and then everything in the foggy weather in Falkreath. The stone walls around the buildings won't be shiny any more, the wood walls won't have a washed out look, and roofs actually look like they are made out of straw.
  17. Not with MO or WB, you just mod the up to the correct position. With WB you have right click and select Anneal though.
  18. You just ninja'd me while I was looking over that section.
  19. Update just landed: Version 1.62 -SMIM'd the Windmill fans to be 3D instead of 2D. The SkyFalls and SkyMills mod is compatible and recommended. Just make sure you install SMIM last. A vanilla-sized windmills version is included in the full mod package. -Note the windmills do flicker a bit at a distance simply because there isn't enough pixel density on 1080p and lower resolutions. If it bothers you, you can choose to not install the windmills. -Also note I fixed some clipping issues with the larger windmills. There still isn't collision on the fans because I'm not sure if the Skyrim engine allows collision on animated non-convex shapes. -Thanks to SjoertJansen for SkyMills and pfaffendrill for the larger windmills idea. This says to install SkyMills first then SMIM to get this update to work correctly.
  20. Yeah, most shots are from Riverwood, thanks. You'd think that keeping the textures and meshes in the right place would actually make things go faster, but I guess meshes are the real problem not textures. Here are the shots for pretty much everything in this mod, maybe one or two textures I didn't get to. There you go if there is another mod that covers this stuff and doesn't go in some obscure direction then let me know about it and I'll add it to the shots.
  21. Can someone explain why Bethesda put all these textures in the farmhouse folder and they are not used on the little farmhouses, instead are used for towns and villages? Drove me nuts trying to find these. Well, at least now I'll have some screens up soon.
  22. Most people are for this, but I still think certain mods should be left alone. Stuff from the interface section for example but if something has textures in it then unpack so they can be optimized. Sent from my iPhone using Tapatalk
  23. Moved to Answers.
  24. Alright I updated 2.2.7 and .8 to reflect this by moving Non-essential down in the list. I had no clue what that button was for, first time I ever clicked it.
  25. No edge and temporal seem to be quite similar to me but smaa has bad shimmering problems and temporal or edge seemed to help a bit. It's bad on my 1366x768 laptop so your 1080 screen it would be even worse. You might see if you have the power for transparency by itself. Sent from my iPhone using Tapatalk
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