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Shadriss

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Everything posted by Shadriss

  1. Glad to hear that worked out for you - those settings are kind of mystical until you really start playing with them, but when you do, it can get you some nice results. Understand completely... and though it was unintentional, if I provided you the excuse to do it anyway, I guess I can live with that. :)
  2. First - your wife? Am I off in assuming you mean Lexy? Forgive me here - just uncertain if that's the implication here or not, the comments sound right for it, but don't wanna make an assumption. Second - fair questions. As you said, it's all a matter of taste, and asking one person to maintain three versions (or even two, honestly) of a patch to account for taste is... well, it's just a non-starter. I don't think I've used RLO (in LE... this is my first SE build, so that applies for anything I'm saying) but Relighting seemed to me a good balance of the two, though of course some will complain about it too, I'm sure. Honestly, it's a no win for this one no matter what happens. Regardless, I've made the adjustments I need to make it playable (though just barely in some areas). I do fear for when I hit the likes of Blackreach or Volikhar Castle, since I haven't seen them in ELFX yet, let alone some of the dwemer ruins, but I'll cross that when I get there. Assuming I do... with this much to do, it's a miracle the DovahKat (Khajit) gets anything done at all.
  3. Why do I feel like I started a holy war? So for clarity: Not asking for it's removal - just explained why some people might want it. There is a way to do it on our own if we wanted to, and the mod is listed as Core, so it shouldn't be a surprise that stuff relies on it. I'm surprised Lexy even indicated it might go away... if it's what she wants in the lineup, it should stay. All I was doing was clarifying why some feel it makes the environment too dark, and the options for it's removal (with a side rant on my personal feelings that, honestly, was somewhat irrelevant) since it seemed some people felt it was too dark.
  4. Looking at the pic again, I find myself curious. The first two Alphanums of each reference are 1C (mod 28 in your load list) in the three patch files, then 24 (mod 36) in the patch. What mods are in those slots? Note that the rest of the refs are all the same after that point... so I'm THINKING (and here, my inexperiance with xEdit shows...) that the pull is happening from the same place, just referencing a different mod. If that mod has the correct textures or faceparts, it may be just fine... or not. *shrug* I'm shooting in the dark here.
  5. Looks like an LOD issue to me - not a missing texture. Are you using DynDOLOD or xLOD as part of your mod lineup? Between them, they generally take care of issues like this. Basically, my thought is that the area showing land is also (if memory serves) where a major waterfall or two resides, and I think the rocks and what not are basically triggering the LOD as 'land' from that distance. Could be off base entirely, and I'll see if I have something similar looking from that vantage when I get home later. EDIT: Just saw you said this was vanilla, so disregard the mod question. This just solidifies my belief that its an LOD issue, and nothing wrong with your game or setup.
  6. All fair enough - as I think I mentioned (and if I didn't, my apologies, 'cause I was certainly thinking it...) I don't really expect you to react to this at all. I am a single person, and guide is serving quite a few more people than me. I've made my case, but in the end this guide is YOURS, and I expect it to serve nobody except you. Heck, you even tell us at the beginning that this is a real technical build, and that its not recommended if you don't have a bit of savvy with the tools. If you do decide to remove ELFX, I would of course support it - I would also support you if you choose to keep it. I'm not wanting to create work for you simply because I suck with xEdit. :) I went back and checked the guide, and you are right... now I wonder if I put my build together right or not. I'll have to check when I get back home. I'm so used to people only using the Enhancer in the guide that I may have mind-blanked and done it that way instead of the correct one, which would definitely have created the issues I'm speaking of. Thanks for this, and I'll check on it when I get home later. Looking at the guide instructions though, I'm pretty sure I did do this right... after all, if I didn't, I would have missing masters and wouldn't be able to play at all. All that said, regardless of the enhancer portion or not, ELFX makes the game significantly darker, and my original points above will still stand. I likely went to the Enhancer explanation because, as I mentioned, I'm just used to that being in the lineup if ELFX is... so I still believe it to be the source of the problems described as opposed to a bad ELE merge.
  7. That's essentially my feel - again, I have nothing against the mod or it's inclusion... I do wish it had been an optional mod with alternate patches provided for those who don't wish for it. But, since it isn't and they weren't, ENB brightness adjustment will have to do. I just don't trust my skills (such as they are) in SSEEdit to remove masters and adjust patches - that knowledge is out of my abilities for the moment.
  8. Lighting is very much a person-to-person experience. As an example (and I know I'm not in the majority on this), my system is in my living room (lots of ambient light sources) displayed on a 60' LED TV (which can throw contrast and brightness values out the window on occasion) using HDMI (which may or may not be better or worse than Direct Display or any other connection type). All of these things (and quite a few others, such as display calibration) contribute to how we see things on the screen. On top of that, everyone's eyes are a bit different as well - we literally see things differently. The guide does a fantastic job of creating settings that the majority of people can work with. There are some few, however, that require adjustment of some kind. In my case (and seemingly the other's as well), a large portion of interior spaces are simply too dark to effectively play the game. *shrug* Unfortunately, there aren't a whole lot of options for dealing with it. I've detailed one in my previous response, and another would be to remove ELFX. The real problem with the latter is that it's a master in a few of the conflict resolution patches Lexy provides, and many of us don't have the skills to remove the ELFX master. Idealy (in my mind, though I think Lexy would not wish to do this, nor would I want her to unless she was willing), a version of the patches without the ELFX would be a good idea. That said, ELFX is listed as Core, so it makes sense that she doesn't as well. Like many others, I like the idea behind ELFX - it does make the lighting more realistic. That said, there is another thing to keep in mind where reality vs. gameplay is concerned - reality for the sake of reality doesn't add to gameplay. When reality impinges on the game to the extent where it becomes overly difficult to play (I can't defend myself against what I can't see, but lighting myself up means I can't stealth either, as an example), you should be willing to give up reality a little to maintain the fun of gameplay. ANYHOW, to wind down the small rant (and with apologies to Lexy and everyone else), I like the idea behind ELFX, but I also think it went slightly overboard in it's implementation... some of us don't see in the dark all that well.
  9. Honestly, this sounds like the FOMOD was set up badly or you have a corrupted download. I haven't been on the FO4 version of this mod, so I can't say for certain of course, but you may want to bring up the error on the mod's nexus page to see if the author or another user has any insight.
  10. Best way I've found to deal with it is by opening the ENB settings (SHIFT-ENTER for that, though I would also bring up the console to keep things from happening in the background while you do this). On the right side panel, there is a entry for ENBSettings (I think... it's the one second from the bottom). Inside that is a line that reads something to the effect of Brightness - Interior, set at a value of around .85 I think. It maxes at 2.0, and I set mine to 1.7. It's still dark(ish), torches/Quick Light still have use, but it's not the pitch black that occurs at the default values. Your setting may well be different than mine, though, so some experimentation will be needed. Also note that this assumes the recommended Phoenix ENB... the setting name may be different according to installed ENB. Keep in mind that interior worldspaces are all treated identically - inns and crypts are the same as far as the game is concerned. Changing the lighting in a crypt or cave will have equal effect on inns, so I'd recommend changing the lighting while in a populated interior space to your liking, and then hoping that the caves and such aren't too bright for your taste - as I said, experimentation is pretty key to this setting. Not ELE - the additional darkness is intentional and caused by ELFX - Enhancer. It's the same thing I was talking about a few pages back, and sounds like the same situation.
  11. A screenshot may help us to provide better answers in this case - though having been through that area a great deal, I don't think I've ever seen that before.
  12. Out of curiosity - are the desired changes seen in game? Leave the patch aside for a moment, and look at results first - looking at your provided pic, I'm not sure that there is a problem. I explain: Take a look at how the lines for the three ESPs you have after Ordinary Women have thier changes on new lines - by the logic you appear to be using, these would not be overwritten by Bijin and so forth... but looking at the names in those lines, I think it's fairly obvious that they must. Otherwise, you'd have two sets of eyes competing, as an example. If this, then, is the case (and keep in mind, I'm guessing here, as this isn't my strength at all), then the merge putting those on a new set of lines shouldn't be an issue - because they'd still overwrite the files before it. Another way to see it is that the values are being overwritten with a "blank" value, and replaced by a value in a different line - note they all still have the PNAM - Head Part header. So, again, I'm just curious if the changes that you intended to happen in the game actually happened or not - if they did happen, then there would not appear to be a problem. If they didn't, then more investigation is obviously called for.
  13. I didn't INTEND to set it up that way - I just used a different option in MO2 setup than you did, I'm thinking. Regardless, I found the reason and we can feed that back to anyone else who runs into it. Anyhow, the only real thing I'm seeing as an issue now is what I most recently posted - that all the Falskaar tree LOD is suddenly missing. I regenerated then via xLOD when I redid that, and that's taken care of the issue for now, but I've very curious why it vanished. I think I recall that ReLinker does something with billboards, doesn't it? Could using it be causing these to vanish?
  14. And that's why Tech gets to be Akatosh.
  15. No - if you check the changelog, you'll see she changed it back to Minty's... there was an issue different from the one she remembered. On a seperate note - I seem to have somehow lost Falskaar's tree LOD... or at least, DynDOLOD doesn't see it. Went through the list looking for it, and no joy. Anyone else seeing this or know where to get it? Also, once I DO find it, can I rerun JUST Falskaar LOD< or do I need to redo the whole shebang?
  16. I must be missing something simple... as I can't get ReLinker to run at all. I've verified all the paths, MO2 is shut down, ran from outside MO2 (by definition, but making it clear), and I get an error <class 'configparser.NoSectionError'>: No section: 'General' Which means.... something I'm sure, but nothing that helps me figure out the problem. Suggestions? On an alternate note, I see that the authors of ReLinker essentially said that the project is dead and now unsupported - why then are we using this instead of not merging in mods that break when merging? Curiosity, not criticism - I want to understand the thought process here. EDIT: Figured it out - it couldn't find the profiles because those are in a different place than the base MO2 install. Pointed it to the other location and it appears to be running fine.
  17. ANother first time user - error as follows: I need to know Mod Organizer's root folder [c:\skyrim tools\modorganizer2] ---> c:\Skyrim Tools\ModOrganizer2 I need to know Mod Organizer's Mods folder [c:\users\shadr\appdata\local\modorganizer\skyrimse\mods] ---> Alright, let's get started. First, search the Mods folder for merged plugins. File "<string>", line 222, in <module> File "configparser.py", line 778, in get File "configparser.py", line 1138, in _unify_values <class 'configparser.NoSectionError'>: No section: 'General' Get a 'Press Enter to exit' at that point. Verified paths are correct for both my MO2 install and Mods. Request a bit o help. v40. EDIT: Problem found - for those who keep thier profiles in a different place than the main MO2 install, direct it to where the profile can be found, and all is well.
  18. Not a matter of piping down - it is the released guide at the moment - it's more that as a general rule you should do a forum search for any issue you find first, just to see if it's already been discussed or is in discussion. You are entirely correct that MO1 isn't in development anymore, and there are two options: A) Use the version of MO1 you found (the very last update ever) and B) Use MO2, which works plenty good with a few changes to the instructions in the guide. Either works well, and I shifted over to MO2 myself and had no problems. If you have questions on how to adapt to either of those options, that's fine, and we'll be glad to help... but that would be a different thread. :)
  19. 2.10.0 is shortly to be replaced with STEP 3.0 - updates to this guide are likely to be extremely low on the priorities list. Additionally, while thanks are in order for the error you spotted... it has kinda been talked about a lot on the forums. A search should have brought it up for you.
  20. Trying to build the new weather patch, and have several of the files not showing up in Merge Plugins... mostly the Obsidian_TS files. RIght now, only seeing Obsidian Weathers, Aequinoctum, Addon for Vigilant, TrueStorms, Minty, and Wonders. Any clues here? Have restarted Merge a few times, as well as MO2... haven't restarted the computer yet, but that will take care of itself overnight. Suggestions welcome. EDIT: Disregard - I'm not sure why, but the next time around, they all showed.
  21. Normal - I even get a nice message from ENB telling me it's compiling my shaders, with a tip to turn on the shader cache in my driver settings... which they are, which makes this odd, but tolerable.
  22. I ran this in my LE setup for a long while, and concur. The shrines themselves are designed to use a mod we already use (Arri's Snow Elf Ruins Retexture), so they look even better than the base version on the Nexus. Additionally, the shrines are generally unobtrusive and in places that are near major cities and areas of interest, but not obviously so (finding the stupid things is half the challenge...) so they won't impinge much, if any, on the mods that are already in the lineup. I was going to add it to my own lineup here anyway, but since someone brought it up, I'd second it.
  23. I would think so - that's a pretty big shift in weather scripting and the like. I'm rebuilding the lineup myself, so this change came at a great time.
  24. *points at name* And that's why I didn't know how best to get at you - you don't even use your own name anymore! :) Glad to see you're still around though... Your work is some of the best out there.
  25. Actually, Krypt has a lot going on right now - among other things, family has been in town and the slow work of converting some of those mods you mentioned over to SSE. Not sure where the best place to get hold of Krypt anymore is, but can't say I'm surprised.
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