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torminater

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Everything posted by torminater

  1. New optional File: Mace of Molag Bal: Part of STEP or not?
  2. Has now 3 Files. A basic version, and 2 extra files covering additionally Ivarstead and Rorikstead. What shall we use for STEP?
  3. Jeez I probably messed up something there. If it works fine for everyone else, that's usually what happened ;-)
  4. It has a vurts file and a vanilla file. Looks good, downloading but unfortunately cannot test it until 2nd week of march (need a better computer xD)
  5. Well I activated the mod and activated all of the features, but every time I activated a chest the lock interface would show. I could neither smash, burst, shoot, destroy nor fail to lockpick the chest. And what was really awkward: With Lockpick Overhaul active one chest I tried to open (novice lock) couldn't be opened because the right spot was out of the circle you can move your lockpick around! weeeeeird stuff indeed. Also I didn't get any active or failed messages (e.g. failed to open chest because skill too low...) All this happened in the dungeon you get the golden claw from in the first level (after experiencing all those bugs I uninstalled lockpick overhaul). New save with all STEP mods enabled.
  6. Yeah wait a while and get the 670 for a lot less money ;-)
  7. Well I know that there is a Dawnguard Patch for COT. Dunno whether there is any new Dawnguard bug you're referring to... Just try out what I posted earlier. It might help your Dynamic Shadows, too, actually I think that bad normals or light maps might cause your jagged dynamic shadows...
  8. I couldn't make this mod work with STEP installed, although that might have been my fault. Any input?
  9. Tree collision fix is apparently no longer needed and moved to old versions.
  10. Try to increase iBlurDeferredShadowMask=3 to something higher. Reduce your fShadowDistance=4000 to something as low as you can stand it and increase shadow resolutions: iShadowMapResolutionSecondary=1024, iShadowMapResolutionPrimary=2048, and iShadowMapResolution=2048 to 2048 or if possible to 4096. Also experiment with fShadowBiasScale=0.25 and set it lower (Min. at about 0.15 because lower settings usually cause shadow striping), maybe also trying a higher value, be aware that very high values will cause shadows to be moved away a little bit from the objects casting them, which makes an odd appearance...
  11. I've encountered similar instability issues. For reference the thread I posted in: https://forum.step-project.com/showthread.php?tid=1521
  12. Lockpicking Interface mod has a conflict with BethHRopt by Vano. It's a normal for the lockpick.
  13. I just remember that Gopher had encountered CTD issues in this dungeon during his current playthrough as well. Might be a vanilla issue potentified by mods.
  14. Hey Sparrow:Would you please do me the favor and go to Windhelm market and have a look at those puddles? They are not fixed for some weird reason. I can tell all of the other puddles in Windhelm look fine using WATER, but not those 3. For reference I'ld like you to read through this stub I had created: https://forums.bethsoft.com/topic/1443244-windhelm-market-ice-puddle-issue/
  15. Dawnguard Normal map fix is part of UHRP
  16. Done and done. Shame I can't endorse it again :) Great work guys, well done & congrats! Was using 2.2.1 for about a week now, it's really good! Now if we can find a mod to fix those horrible paddles in Windhelm it would be perfect :) Anyway - why am I unable to vote it for Mod of The Month? That would be Terrain Bump, and it could be coming soon. That is one of the textures that the mod specifically addressesyou sure? I know for a fact that in the current version of terrain bump there is no normal for the puddle. There is one however in WATER, another mod originally created by OpticShooter. I think he moved it there because he originally intended to make city packs with reworked and uncompressed normals and the ice puddle only exists in windhelm. So he moved it over to WATER for the time being.Hmmm, I believe you, but the description features a pic of the Windhelm puddle before/after ...The mod description is more or less abandoned...
  17. Just a short question: If using only WB and not MO do I have to take anything serious into account whenst following the guide?
  18. well this mod uses custom higher res textures (afaik) probably WATER will get better textures for waves though quite soon
  19. Does water provide better textures for the waves?
  20. Thank you! :DI read about 200 billion times ice pAddle and got confused! :)
  21. The link for Nvidia Inspector doesn't work. Here is the correct one: https://www.guru3d.com/files_details/nvidia_inspector_download.html
  22. Well, how likely is it that in a Hold close to Cyrodill the hold capital looks like a woodcutter's settlement in the middle of nowhere like Riverwood? I only remember this one guard in Whiterun saying to me: "Be glad you are here in Whiterun and not out in Riverwood. Those poor fellows don't even have a wall to protect them." Falkreath doesn't even have a Gate to protect it from invaders. By any means, I think that Falkreath is as unlikely to look as it does as is e.g. Morthal! Nords are not Vikings living on islands or hard to reach on foot regions who therefore don't need any city fortifications. If Skyrim was somewhat like Europe then in the early middle ages the Jarls were their own bosses and did what they wanted to. They fight another to death for better or worse reasons. Why should a Jarl live in a city/town/village without any protection from a bandit group? All of this doesn't make any sense to me. And: Falkreath Vanilla style might fit well artistically in the region it's located because everything is created from the most obvious ressources which can be found at most 10 yards away from the houses, but why shouldn't they be able to get some craftsmen over from solitude or windhelm to shapen some rocks to get stone walls for their houses? Falkreath has a pretty wet climate (at least Frostfall states this) and therefore it might be better to have walls made of stone than wood, which only soaks up all the rain. Also the straw roofs don't make very much sense, since they would probably start to grow fungus after a couple of seasons.
  23. U sure it does it on the whole of Skyrim's coastline not only Solstheim's?
  24. Done and done. Shame I can't endorse it again :) Great work guys, well done & congrats! Was using 2.2.1 for about a week now, it's really good! Now if we can find a mod to fix those horrible paddles in Windhelm it would be perfect :) Anyway - why am I unable to vote it for Mod of The Month? That would be Terrain Bump, and it could be coming soon. That is one of the textures that the mod specifically addressesyou sure? I know for a fact that in the current version of terrain bump there is no normal for the puddle. There is one however in WATER, another mod originally created by OpticShooter. I think he moved it there because he originally intended to make city packs with reworked and uncompressed normals and the ice puddle only exists in windhelm. So he moved it over to WATER for the time being.
  25. Got a reply from steve40:
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