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Everything posted by EssArrBee
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SKYRIMLE Elegant Circlets 2k by EttienneV Xelus
EssArrBee replied to rootsrat's topic in Skyrim LE Mods
I like the gems in the current STEP version, they are actually brighter and look cut a bit better. The other versions have bad gems, some I can't even see. The colors for Elegant are like vanilla, but much better and the models for Elegant are better if you look close enough at them. I'm still partial to Better Circlets from these shots, but I will load up Elegant to have a look. Good job roots. -
DROPPED FSS - Better Bards (by FuzzySockSucker)
EssArrBee replied to stoppingby4now's topic in Skyrim LE Mods
Thanks for confirming cj2311, can we get someone else to confirm from the staff? Sent from my iPhone using Tapatalk -
Okay directions for 2.2.8 setup are in the OP, last update I think.
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DROPPED Cultist Mask Decapitation Fix (by pauderek)
EssArrBee replied to rootsrat's topic in Skyrim LE Mods
Just need to confirm the fix, but I'm not really good with meshes. I know about meshes, but wouldn't be able to tell you what they did to add a fix. That might be better suited to someone else. Also, if Open Faced helmets has a fix for this then why isn't add to these meshes already since there is now a Db version of the mod? -
DROPPED Animated Weapon Enchants (by Vysh)
EssArrBee replied to stoppingby4now's topic in Skyrim LE Mods
https://wiki.step-project.com/Changelog/2.2.8 Keep track of stuff there if you want to peek behind the curtain. -
DROPPED AIMP - Antz in my Pantz - Interactive Edition (by steve40)
EssArrBee replied to stoppingby4now's topic in Skyrim LE Mods
+1 We can't expect our users to already have the mods, there are still new users finding STEP all the time. -
ACCEPTED Enhanced Blood Textures (by dDefinder)
EssArrBee replied to frihyland's topic in Skyrim LE Mods
I nominate z, he has been testing most of the mem patch stuff. :p Use Convenient Horses, in the MCM menu there is a script latency tester, you want values between 50 and 100 maybe 150 max during high levels of combat or actors on screen. -
ACCEPTED Clothing & Clutter Fixes (by kryptopyr)
EssArrBee replied to z929669's topic in Skyrim LE Mods
Don't think so as it would not merge them in my experience while testing STATS tag. It would take your record and then would not use the new texture added by Radiant. I had this issue while trying to get USKP and WAF to play nicely, but just gave up and used all the WAF stuff since they both get the the same place with two different roads. -
ACCEPTED Clothing & Clutter Fixes (by kryptopyr)
EssArrBee replied to z929669's topic in Skyrim LE Mods
It adds additional custom textures for potions and poisons which requires a plugin to reassign new textures. -
Boris changed the [MEMORY] section recently so the utility might need updating. I'll ask Phinix to take a look at it.
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Everyone will have different needs due to the varied hardware out there, but there is still a guideline we should follow and mention that some tinkering will need to be done.
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SKYRIMLE Ancient Falmer Armor Overhaul by BetrayalSeeker
EssArrBee replied to rootsrat's topic in Skyrim LE Mods
To me this is a deviation from vanilla style of the matte look. I'd bet it being elven armor that it has some moonstone and this looks shiny to me. -
I've noticed that I have to use ENB vsync and FPS limiter together or I get screen tearing. With skyrim's vsync and ENB FPS limiter there was tearing. With driver FPS limiter and skyrim vsync there was no tearing. Sent from my iPhone using Tapatalk
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DROPPED aMidianBorn Solstheim Landscape (by CaBaL)
EssArrBee replied to rootsrat's topic in Skyrim LE Mods
Can someone mark as accepted? I forgot to do it and am on a phone at the moment. Sent from my iPhone using Tapatalk -
SKYRIMLE Pelts of Skyrim - Hi-Res Pelt Packs (by Gamwich)
EssArrBee replied to egocarib's topic in Skyrim LE Mods
There are also some of the cow hide pelts in AMB farmhouses I've been meaning to get to them, but that stuff is really time consuming. Sent from my iPhone using Tapatalk -
Welcome Sakedo, Dallas area huh? Does that mean you worked for id? I know they are out there in DFW. Sent from my iPhone using Tapatalk
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SKYRIMLE Ancient Falmer Armor Overhaul by BetrayalSeeker
EssArrBee replied to rootsrat's topic in Skyrim LE Mods
This was already tested I believe and was not picked up. Sent from my iPhone using Tapatalk -
Updated OP with shots for 2.2.8. Looks crazy good in game, you pretty much gotta play the game to really see it all.
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Turn off everything in [EFFECTS] in enbseries.ini. Then in enblocal.ini try SMAA through the proxy library, I like high or ultra in injector.ini for that, and under [ANTIALIASING] use EdgeAA and SubPixelAA. Those three combined do a great job. EdgeAA can make things a bit blurry, but it helps with branches and that type of stuff. Sub pixel is excellent on any specular maps, then the SMAA injector is good since it doesn't have a high cost. I also use ENB AF and FPS limiter at 45, and then I use Skyrim vsync because it works well for me.
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SKYRIMLE Skyrim Realistic Texture Overhaul Dragonborn
EssArrBee replied to Smile44's topic in Skyrim LE Mods
Moving this back to suggestions, will not be picked up for STEP. -
Hey dude, could you make a guide on how to disble all the effects of an enb but keeping only the parallax effects, like you did with enboost.So I believe if you leave the UsePatchSpeedhackWithoutGraphics=false in enblocal.ini, then open up ebseries.ini and set the first line to false: UseEffect=true->false. That should turn off all the graphics but allow all the stuff on the enblocal.ini to work. You'd have to customize everything accordingly though, like AF, occlusion culling AA, vsync, fps limit, and the other fixes. Example for that section: [FIX]FixGameBugs=true FixParallaxBugs=true  <- I think this is what you really want ;) FixAliasedTextures=true IgnoreLoadingScreen=true IgnoreInventory=true FixSsaoHairTransparency=false FixTintGamma=true RemoveBlur=false FixSubSurfaceScattering=false FixSkyReflection=false FixCursorVisibility=true I will make it a point to update the enblocal.ini section of the guide today... or maybe tomorrow... or never, who knows with these things. :pNot so. enblocal.ini settings work regardless, and if you delete enbseries.ini, it is regenerated with UseEffect=true. I do set this to 'false' just in case it prevents futile initialization or processing, but it has no impact on enblocal.ini as far as I can tell. Specifically, enblocal.ini triggers/settings under [ENGINE], [LIMITER] and [iNPUT] all have measurable effect (so I assume the whole INI is always processed and applied when present along with the specific d3d9.dll that it is tied to). It would be great to have some feedback on some things I found (see this post for details) as well as the [PERFORMANCE] settings: [PERFORMANCE] SpeedHack=true   ; why not "false"?? EnableOcclusionCulling=false   ; why not "true"??It is unclear which effects get turned off when UsePatchSpeedhackWithoutGraphics=true. If that is left false and then turn off the enbseries.ini by either setting everything in [EFFECT] to false or useeffect=false, so then everything in enblocal.ini is still working. There may be a different way to do this, but I've never got a good answer about UsePatchSpeedhackWithoutGraphics. Leave SpeedHack on, this is what I know about it: This setting was originally implemented to increase performance in some areas and that is all that Boris gave us on this parameter. It is DirectX Optimization code and is recommended to be left true. Occulsion Culling is a technique to remove rendering of things not on the screen. It can improve performance or hurt it. I know if the z-buffers aren't done correctly that you end up will culling loops, like pixel 1 culls 2, 2 culls 3, 3 culls 1 type thing. Doubt Boris would mess that up though.
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ACCEPTED Clothing & Clutter Fixes (by kryptopyr)
EssArrBee replied to z929669's topic in Skyrim LE Mods
I did a personal plugin for potions a while back and one thing I noticed was that there were some meshes backwards. I can't remember off the top of my head but I'll let you know because that needs fixing. Sent from my iPhone using Tapatalk -
There is a recursion bug involved with the ugrids stuff. Stable ugrids fixes it regardless of your ugrids settings. Sent from my iPhone using Tapatalk
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No the 2.2.7 patch is good if it is the version after I removed wearable lanterns. I haven't seen a major change to the guide that I needed to patch. Now that 2.2.8 is about at its final shape plugin-wise, I'll be done with that soon. Probably tonight. Core for 2.2.8 on GitHub should be complete though Sent from my iPhone using Tapatalk
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Yeah you do differ a bit. First off you call all the ash, sand. The thing about ash is that it clumps up and sticks to stuff, especially over time when you introduce rain/snow/humidity. I'd say a chimney should have that nice smooth look, but outdoors it would be a mess. Hard to pick between the the ash in 1 and 2, but I felt like running around that the ash looks better in the first of each set. Set 7 shows that the best, since the ash just blends at a distance with some of the bumpiness added by those ash textures, but sometimes up close you want them to appear a bit smoother. For set 9 & 10, I think everyone agrees with you, the best is to use a blend of two mods to get the best effect. For the Tel Mithryn stuff don't worry about the doors or the patterned effect on the mushroom houses, because those are SRTO DB and I'm going to remove that from testing. I think everyone likes the HRDLC/Serious HD basalt and it just plays with the light much better unless you get right up on it. The ash covered rocks just seems weird in the 2nd and 4th images of each set and in game that comes out a bit more than screens. The look in the first image of each set tends to blend with the surrounding a bit better. I think that I might do one more set, now that I have a couple more ideas from what people have said and the ideas it has given me to blend stuff together.

