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JawZ

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Everything posted by JawZ

  1. Yeah precisely, just going to maintain, do some bug fixes when such things arises. Also going to work on the JIT option to get accustomed to that type of work again.
  2. MOD UPDATE RS released for SSE. https://www.nexusmods.com/skyrimspecialedition/mods/8586?
  3. I've had the issue with crashes using the smash.all setting from the latest release, and earlier as well. So I made a new smash all setting, adding one record tree at a time, and made the necessary edits. However there are some records that MatorSmash isn't including in it's forwarding, a condition tree among other things. I'm not sitting in front of my PC so I have to wait until I get home from work to add more detail info about this.
  4. I do wonder if this might improve the build by plugins and auto set attributes features? In any case I've spent most of my free time during this weekend getting to grips with the "smash arsenal", I'll have to checks this out when I get home later :)
  5. Thanks for the fix, works as intended now.
  6. Is it just me or is the load order "fetching" for Skyrim Special Edition broken? It doesn't fetch the appropriate load order, and uses, I think, a time of install instead of assigned mod locations through the use of LOOT. EDIT; Just checked the log and it fetches the original Skyrim load order instead of the Skyrim SE load order list. But it uses GameIni files of Skyrim SE.
  7. MOD UPDATE RS updated to v4.1, the no-JIT version. Only includes Legendary with no other options, a simple .esp file archived in a 7zip folder. Change log - Made USLEP a master for RS, forwarded necessary records and used USLEP v3.7. - Fixed Dawnguard "quest light". - Added light bulbs to light sources reported in the bugs section. - Removed some light bulbs that had no light source to begin with. - Removed FormIDs. - Removed reported issues, with TES5Edit.
  8. The default one.
  9. Thanks Tech. Glad you like the change. Fog colors are still an "issue" though, they brighten up the distance a bit too much now that I have lowered the ambient lighting by up to ~60%. The Directional lighting also needs to come down a little in ice and snow interiors. The exteriors are still just the same as this mod, with the added SSE Vol. Lighting; https://forum.step-project.com/topic/9603-weather-fixes-by-jawz/ Tweaks are needed, the fog for instance is of dire need of an overhaul, at least in non fog and rain weathers.
  10. Here are some comaprison pics, most noticeable change from Skyrim Vanilla and SSE vanilla is in exteriors as that is the only place that has received any new lighting effects, as far as I've been able to tell. Vol. Lighting is only sun rays mixed with a low quality ENB Vol. Lighting, can't find any better description for the visuals than that. Anyway the comparison pics, mostly just ported Skyrim values over to SSE. https://www.flickr.com/photos/142441312@N02/albums/72157674694033260
  11. Imagespaces and lighting templates haven't changed between versions, so I just finished up the necessary edits that I had planned for ELE-Skyrim v0.9.6 and uploaded it to SSE Nexus, basically. How well this works is yet to be seen as I haven't really had the time to do extensive tesing of any kind with this "new game". At least I haven't seen any new records embedded in the lighting templates and imagespaces in the original SSE .esm files, while viewing the records in SSEedit. Weathers though have the new VolumetricLighting records added, but other than that they are the same. As far as I've been able to tell. And I've tested my STEPWthrFixes in SSE without issues, so far.
  12. Discussion topic: Enhanced Lighting for ENB (ELE) - Special Edition by JawZ Wiki Link Dropped for v0.3.0b in favor or Luminosity. FEATURES This mod intends to adjust every type of lighting inside the Skyrim game. So it will both look better with ENB and make it a lot easier to customize the visuals, without ruining some parts of the games look. Which is the case with the vanilla Skyrim lighting in some parts, depending on the 3rd party post-processing tools used.
  13. GUIDE UPDATED The in-game guide has now been updated to v0.5. Additions can be read in the change log over at nexus, it contains info not currently present in the STEP guide or my own old guide.
  14. Yeah I will release it as soon as I've covered all interior cells. It's a lot as you well know, and deciding what type of dungeon group interior's should be assigned to, only adds work on top of work. Another good thing about this is that it can be made stand-alone, without causing conflicts with any mod out there. Only possible conflict would be from two mods having the same formID, but that is worked around by the engine anyway so.
  15. I'm setting everything up as we speak. Here are the splits so far. Default dungeons - Regular interiors cellars and similar cells. Brightest of the dungeons. Cave dungeons - A dead give away, all caves in the game is assigned to this. Ice Dungeons - Any cave, dungeon etc that has it's overall visual style covered in snow or ice. Dwemer Dungeons - Felt this was necessary as they mostly use Dwarven light sources and thus would create a unique look compared to caves lit up by simple fire and candle light sources. Unique Dungeons - Will split certain unique interior cells into it's own group, for instance Apocrypha and Soul Cairn interior cells. However with all these splits, one can have them all in just one group, it's easily customized on the users end, and the only tool needed is a text editor such as notepad, or preferably Notepad++. Also along with this feature addition, I have corrected some issues reported with ELE as well as things I've spotted while implementing this new feature.
  16. UPDATE NOTE This might be premature, but so far it has worked as planned. In future updates there will now be a possibility to, not only have the shader files (enbeffect.fx etc) to have a Dungeon specific setting, but also the enbseries.ini file as well. So with this new feature you will be able to set specific visuals seperate between regular interiors (example: Dragonsreach) and dungeons (example: Blackreach). One can even setup a enbseries.ini file for each interior cell if one so want to, though that would just be ridiculous amount of separation, in my eyes anyway.
  17. Yes I am aware of this, it can possibly be done through editing the font .png file, maybe. The proper and best way is to edit the code itself, and that is something Boris have to do as it is an internal part of the binary file.
  18. Yes you're correct, it was late last night or rather this morning so forgot to correct link. You're welcome in any case.
  19. FEATURES This allows all settings found in the enblocal.ini and enbseries.ini files to display info notes on what it does, the performance impact it has and download links to required files for specific effects etc, etc. I will also have shader files covered, there isn't much content in Boris default shader files but it has been covered since initial release. For other custom shader files from various ENB presets, I will not add info to them personally, that is the job of the preset author. I will only supply them with a base file to add proper info to. DOWNLOAD
  20. It can be used as is, I just made it so if you do decide you want to tweak something. You'll do it from the ground up and not start from something that have already been tweaked. So if you liked ELEP-FVC, you should like this as well, and it's as easy/hard to tweak as any of ENB presets are. I also think you would be intereseted in the addition I'm working on now, or rather taking up again after my away time from modding in general. Settings info directly in game via ENBSeries localization. Expanding the S.T.E.P guide, in-game by JanderswedinZ, on Flickr I have no idea why that occurs. I do vaguely remember something about this issue, but it was ages ago and can't remember what happened with it, if we came up with a solution or not.
  21. Fantomax Not dead, just on a vacation of sorts. and thanks :) TechAngel85 It might not be as finely tuned as ELEP-FVC, but it's a very good base to start from. Seeing as all .ini files are untouched, apart from special effects and their settings that is present under the EFFECTS section. And also a feature that I don't believe any other ENBSeries preset previously have had before, is the new Weather transition effect I implemented a while back. It allows the possibility to disable and/or alter effects during specific weather's, the way I use it now is to remove extra amount of settings for specific weathers that only has one time cycle instead of Dawn, Sunrise, Day, Sunset, Dusk and Night. they now just have the one time cycle, Day, so it won't screw up the visuals in those specific weathers. The only one I can remember right now have a similar function is kingeric1992, which I based this code off. He has it in his enblens.fx WeatherFX file, but he does not have a smooth transition between weathers, just a "on/off" switch between weathers, last time I checked anyway. This feature can also be "re-coded" into a weather Factor, essentially allowing splitting up a setting, Brightness for instance, into 99 different settings * TOD settings. So 1 weather would have 6 settings, then multiply that by 99. Helluva fine tuning process or what :P But more features can be done with this as well, more
  22. Not a newer version, a different one. ELEP - FVC, it's a long word to type, compared to ELEP - Vanilla Base is very simple to explain the difference. The former uses AGCC to customize the visuals while latter only has AGCC activated while the customization is done through custom controls similar in some ways to Boris Post-Process 2 in his original files. However now that I downloaded to compare the effects properly I noticed that ELEP-FVC v1.3 is almost identical to ELEP-VB. Need to correct that. But ELEP-VB is more up-to-date than ELEP-FVC v1.3 is, and with some new improved features.
  23. FEATURES The focus on this preset was to have a good base for anyone who wants to start tweaking their own preset, but don't want to go through all the hassle of setting everything up. With this preset you can ease your way in to becoming a tweaking master. Start small just adjust some settings in the enbseries.ini file to see what each setting does, if you end up "destroying" the visuals of the preset, just copy and paste the .ini file from the 7zip folder and start over. And when you feel comfortable enough, go ahead and move on to alter the shader settings, and after that the shader files themselves even. Or however you want to approach it, it's up to you. Custom shader files based on my Modular Shader Library for Skyrim.I have normalized and corrected the pitch black shadows caused by too high contrast values, while still keeping it at a very similar amount of darkness that is in the vanilla game. Thus the color range have been increased thanks to that.Nights are slightly darker in the ambient/"shadow" lighting but fully visible compared to vanilla shadows.All imagespace modifiers functions!, but now you can customize Night Eye visuals with a range of settings only applied when Night Eye effects is active.Visuals are close to vanilla so any type of lighting mod that works and looks good without this ENB Preset, should look good with this preset. However I can't guarantee that to a 100%, there are always something/somethings that can look a bit off. But even if it does it would most likely only require small amount of tweaks to compensate for that visual difference.Separate Readme files explaining all the files different commands, in very simple terms so there hopefully will not be any confusion arising.Assigned the min and max values to all the commands to their appropriate level to not cause any faulty render/pixelation or any other issue related to using a too low or too high value.DOWNLOAD
  24. I would go with the idea that they are like aluminum, copper or similar metals. They get oxidiation, but just as a layer on top of them and not the material itself. Kind of like what moss is to rocks. So that is proably the only wear they would have on them I guess. Still I prefer the STEP look over the RUSTIC look, to much noise. Not that rocks dosen't have it, it's just not that large speckled noise as in the pics above. Also I think these stones should be unique or different looking comapred to mountain or boulder rock. They are unique in many ways.
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