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JawZ

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Everything posted by JawZ

  1. Hackfield No they are not. ELEW is more of an overhaul of the visuals while the STEP Weather Fixes is, just as the name entails, a fix of the visuals while maintaining the visuals of the vanilla game. Just as Fantomax said. Fantomax Maybe, I don't know really. I haven't touched Skyrim or modding since february, thank good some months of off time from modding since 2011, but I do believe I will come back in full gear with the release of the Special Edition.
  2. I have a ELE weathers mod that adjust the visuals to be as close to vanilla as possible but without the high amount of contrast. It's similar to my ELEP-Vanilla preset available at my nexus profile.
  3. There Will be one last fix release for RS, then focus Will be on Relighting Skyrim Remastered.
  4. The Brute Forve mode only applies to SSAO and SSIL, without either of those active BruteForce won't impact performance, at least shouldn't and personally haven't noticed any decrease in performance when SSAO was off and BruteForce was on.
  5. I personally prefer the Mature skin above those three mods, seem to fit the game better. Not making every female into super models or dolls or worse, anime characters. As for pure quality I can only remember that Mature skin was the one I choose based on it being overall in higher quality in all texture maps. But again, this is personal preference as TechAngel85 says, as is any mod installed really.
  6. ENBInjector.exe, enbinjector.ini, enbseries.dll/d3d9.dll, enbhost.exe, enbseries.ini and enblocal.ini Those are the files that must be in the root folder, every other ENBSeries related file can be in the enbseries folder.
  7. It's true, I've tested it countless of times, and it's not as much "blockiness" as it is reduced quality. An image comparison, granted it's Fallout 4 but same engine in the end. Shadow FOV Normal Shadow FOV Blurred, when changing viewing angle
  8. The larger the Shadow distance and game FOV, the more blocky the shadows will be. I run with 4096 shadow resolution, ShadowBlur at 3, FOV at 65 and a shadow distance of 8000. Looks ok, but it will never look great/good with Bethesda's Gamebryo engine. Going above FOV at 65 with 1080p resolution will make your shadows blocky in certain viewing angles but a FOV at 80 or above will make them blocky no matter viewing angle. These shadow questions have been aswered before, many times over both here on the STEP forum and around the net.
  9. Use TES5Edit, load RS up with it and hit the Apply Script option in the edit menu that pops-up when right mouse clicking over the RS.esp file. Locate the script named Skyrim - Apply Shadow Depth Bias.pas, set the bias value to something between 25.0 to 50.0 Default value; SetElementNativeValues(e, 'XLIG\Shadow Depth Bias', 23.76);
  10. If you look into how Romans did their sewer systems they were some similarities to some of the mods sewer visuals, not textures perhaps but general form of the systems. But they had the money, knowledge and ability to build such advanced systems, which many others didn't. And seeing how advanced the Dwemer race, who built Markarth for instance almost 10k (~6400) years before the events in Skyrim, it shouldn't be surprising if someone actually looked at "their" sewer system and implemented it to other locations. But moving on from rambling.... It will surely not fall into everyone's taste, it was just to show something I felt was a nice addition to the game, that didn't just pop out of nowhere but actually be built on something that was in the game, to a very very small extent.
  11. Mod page:Skyrim Sewers by Viltuska I'm not sure if this could make it into STEP, but I thought it was worth adding here, as it does add some nice new areas with a bit of nostalgia from Oblivion, sort of anyways. Sewer systems have been placed in cities that actually has a visual use of a sewer system, but there weren't any such area implemented where you could actually go inside those sewers. You could just see the lids for them(Solitude) or the water streams going in under the ground(Whiterun). The v4.12 of this mod adds an accessible sewer system to the town of Solitude, Whiterun, Windhelm and Markarth and also small sewage tunnels to Fort Sungard and Greenwal. I have yet to test this mod out, but I am installing it as I post this and will come back with my own impression of this mod. I will say this though, I hope he doesn't go crazy with adding mods to all cities and what not, if he still is active on this mod. It should, in my own opinion, only be added to cities where in the vanilla there where some sort of possible sewer system. Like for instance in Solitude with it's sewer lids, or Whiterun with it's streams going under the ground and then have exits around the exterior walls. For the time being have a look at what Brodual thinks about it;
  12. Ok will do. I did have some being able to being merged but looking at other users reports I should have been able to merge a lot more. I'm following STEP Extended to the letter as I need to have it installed for projects I'm working on. That feature would be the best solution. Instead of getting users saying "this should be done can you update it" alot for such a feature as notification colors and/or other things like that, which doesn't really bring any thing that useful to the table.
  13. Is SMAA and FXAA really necessary, you could as well just be using a Gaussian blur with that setup. What was so hard to figure about MSL? two code lines to activate an effect, which I go over in the video I mae fo MSL. It can be made for any ENBSeries that has tje necessary shaders. Those aren't really similar to HLSL code but any kind of background of coding is good to have. I haven't got the time to convert codes now, too much to do with other projects. Mostly the new Relighting Skyrim that takes up all my time.
  14. Rebel47 Yes of course, I'm not that dim witted ;) Mator This is just a suggestion, but having colors to be a bit more defined between the shades would help users who have some sort of color blindness and struggles to see the difference between them. I myself am suffering from Deuteranopia for instance, which is basically problem seeing enough difference between green, yellow and red colors. Maybe have soemthing like Green, Yellow, Red instead. Again just a suggestion.
  15. Mator Apparently it has something to do with certain mods with script fragments. I have the "Handle script fragments" option checked though. Rebel47 Loot sorted, and the proper load order is carried forward into Merge Plugins. Scanned for errors? Done that as well.
  16. Nope it's in a finished state. It tells me "There aren't any merges to build or rebuild" even though I have a merge in Merges tab that contains the .esp I mentioned previously, and has never been built. I have had trouble with other programs, like the CK which was unique to me, so I wouldn't be surprised if I have something on my PC that just screws with certain programs. I am going to do a test on my portable OS USB stick for various programs so might as well add this and MO to the list to see if it is my current desktop PC setup that is screwed up.
  17. Yeah that's what I eamnt, don't know why I said "blacked". The color for merge in the Merges tab is green and the build merge is greyed out both in the right click menu and the Quickbar button. Just for testing I selected the Cutting Room Floor.esp and Appropriately Attired Jarls Redux.esp which is green in Plugins Tab and with "No Errors" Flag. Still greyed out. Checked the logs as well, nothing to indicate any issues of any kind. It must have something to do with Merge Plugins not reading the plugins installed through MO, because it does work with .esp files I have placed in the game root folder and use Merge Plugins through MO to merge those two .esp files. I don't know how that could be though, Iäve run it both with and without administrator privileges, both MO and Merge Plugins as well as added an exception to my firewall and virus detection.
  18. I've tried searching for an issue I have but so far I've yet to see any report/comment on this on any site. Merge Plugins when run directly from the .exe to merge plugins in the Skyrim root folder works just fine, it's when I use Mod Organizer I can't build the merge because the option is "blacked" out. The plugins are loaded in to Merge Plugins, that I ran through MO and it runs fine apart from the option to Build merge isn't available. I have also setup the MO root folder and mod folder and set the destination folder to the the MO mod folder. I've tried a bunch of stuff that I thought could be the issue but no luck so far. Also the files I have in the Skyrim root folder can be merged when I run Merge Plugins through MO, it's the MO installed plugins that just can't be merged because the option is "blacked" out when those plugins are loaded in Merge Plugins.
  19. And you will get better proven FPS with only ENBSeries. What effects are you running with in SweetFX, as all those effects are able to be in ENBSeries. There are authors who have already converted certain FX effects, me included. SMAA x1 Modular Shader Library - Skyrim version Ultimate Shader Addon for ENB
  20. Some users have been able to run them in conjunction together. I have for instance done that on several occasions. By not loading it into ENBSeries. But this is only true for Fallout 4 though. So have ENBSeries binary files in their with it's default name, and then ReShade with it's default name as well. Worked last time I ran the combo with ENBSeries 0.290 or something like that I think it was. EDIT; Confirmed that it works by separate loading ReShade. Did not check for any bugs though. But I never did experience it before. This was ENBSeries v0.291 and ReShade 1.1.0. Rebel47 If it is Skyrim you want to run an ENB+ReShade combo then it's better to run just ENBSeries as it can run any effects that ReShade has if it is implemented in one of the .fx files or the one .txt file.
  21. Uploaded a new TES5EDIT script to apply Weather corrections made available by Boris to make Ambient lighting better for the ENBSeries Skylighting effect. TechAngel85 I have forwarded the changes and going to work on Fog properties as well as Dawnguard and Dragonborn weathers for the next release.
  22. Only thing I miss is the amount of apps available in the Android OS compared to the Microsoft OS. Hehe kids, mighty fun when handling ones phones, tablets, handheld game consoles, remotes etc. It's a drop on the floor or, if they are very young, a dripping wet phone in return after it's been in the mouth. Ok good to know. when you say Autodesk I immediately think of AutoCad and Inventor from my school time when I first started to learn about CAD/CAM programs and machines. Yeah that is a bummer, seeing as none of the tools used for nif and other older game formats is not being updated for newer versions. If you have three light bulbs and their radius is reaching in to each others radius "sphere" they will join up and affect each others mesh surfaces. At least that is what Sidney666 came up to me and said years back, haven't really paid any attention to the credibility of his words, I only think it behaves like that after my observations of light bulb behavior. Need to investigate it more in detail though.
  23. Same impression here, MS Lumia 625, great phone as a phone, simple browsing and internet modem. But writing long messages, oh no no no. Hmm I've only tried it through 3DS Max so far. Good to know there is a possibility of doing this in the NifSkope. I will do a list of the meshes that needs to split up a bit. Like the Temple of Talos and Tel Mithryn meshes are one giant mesh surface, so yeah 7 light bulbs and you're done in those interiors, more or less anyway. One of the other reasons I put that feature on the shelf, if done improper it reduces performance. I've always maintained interior cells so that at least 1 or 2 carried torches can used by the player and a follower without causing light flickering. One more thing to add to the detailed plan section. Increasing the radius of a light bulb includes more mesh surfaces and light bulbs, with 1 light bulb crossing over another light bulb or more, will increase the max light bulb amount on a larger amount of mesh surfaces. There is a tool, which is demonstrated in two pics in a former post I made on page 13, which will show how the mesh surface have reacted to the light bulbs that surronds them. Info on the limits can be found in the Project sub forum.
  24. Salvador You're on the team and can access the project forum here on STEP. Will reply to your PM when I get home from work. I don't particular like writing on my phone as I do know.
  25. I've been using Mator Smash instead of Wrye Bash since Mator Smash v0.0.7 I think it was. Very nice tool. It doesn't merge plugins but it does a very good job at doing a last patch with proper forwarding and merging of plugin edits into a new .esp file. Similar to the STEP patch. Some xEdit manual work is required, but I haven't really went any deeper than just auto create a setting and then use the autoset attirbutes. So I do belive a work around is possible to make it a full fledged auto procedure like Wrye Bash is now. This was with STEP: Extended as well as a added extension of mods of my own choosing on top of STEP: Extended.
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