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Kesta

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Everything posted by Kesta

  1. The same for the overwrite would be nice.
  2. Haha, I could also open a topic a topic about anonymous alcoholic... though I don't care about the anonymous part :P But I wouldn't do it here on the ENB support forum ^^ I really don't like the bluriness around the edge introduced by FXAA. (didn't even mention it in the first post). FXAA basically trade aliasing for some kind of halo. It can look really awful with high-contrast lighting. AMD user here, and my card is nothing like a regular gaming gpu (pro card, so it's somehow more reliable and don't give a sh*t about the number of poly it have to show -0 performance it with SMIM >_ I'll try to add EdgeAA to SMAA for skyrim, seems like a regular practice and doesn't cost much. Plus I think I read somewhere it could help with UI distorsion. Downsampmling is be a bit too much, I usually tailor my setup to be just between 55 and 60 fps, so I'd have to make a few sacrifices. Tried it once, and little tom didn't like it. Btw, I HATE DoF, and medium or above bluriness make the game look cartoonish to me, so near-perfect AA is critical ^^ and overall, it make the game look neater to my eyes, even when i'm not looking at an aliased edge somewhere. When I look at two scenes and one have slight aliasing while the other is completely aliasing-free, even if I don't look at specific part of the image, the overall feeling feel more "clean". Thanks for the feedbacks, I really didn't expect that much in such a short amount of time ^^
  3. That's the main issue I have with the FO4 modding community for now, and why I kinda left this project aside for now. In short : The modding scene is poor in my opnion. Most mods are just duplicated versions of each other, or try to emulate other bigger mods from previous Beth's games (those were out in the first two week and are already all included in the guide). The only modder who've shwon a bit of talent and creativity for now on FO4 is Darren, with its new additions to the settlement system. Lot of the textures pack that come out don't look as good as I'd like them to. Enhancement of metallic or wooden/woody textures are usually good. But most clothing and ground textures have a slight plastic effect, maybe due to the new texture format, that hurt my eyes and reduce the overall visual quality despite providing more details. What i'm looking forward to is animations/behavior improvements (Beth seriously improved over Skyrim with FO4 on this matter, but there is still room for improvement, especially the jump animation when you're aiming), improved looting, and nicer FX. Oh, cars and motorbikes too :P
  4. On the topic of lengendary -> There is nothing new introduced in term of lighting by the DLCs (well, there is new imagespace and lights, but those can be copied). So it is only down to the cells edits. Whoever have a bit of know-how in xEdit can split the legendary mod in per-DLC versions (I'm fairly sure we can actually script that with deep copy so it's just one click after each update of the core mod). In short, there is close to no-reasons to not provide them.
  5. I wanted to have this discussion for a while... what are your favorite options for AA ? Methods I know of : Multi-Sampling -> Native Skyrim's AA. Decent result and glitch free at 8 (max). Not to expensive (roughly 1.3 FPS on my system). Incompatible with ENB. Driver's AA -> Depend on each system, I actually never tested mine, always left it to application-controlled. SMAA -> Good results, a bit above MSAA. However I sometime have slightly "bright" edges (they seem to "glow" very slightly). Tend to screw up the UI. Downsampling -> require ENB for what I know to function properly. Not an AA method by itself, it simply improve the already in use technique. Huge performance impact. EdgeAA -> Featured in enbseries. Give some ghosting for whatever reason when used alone. Subpixel AA-> Featured in enbseries. Never did too much tests with this one. Temporal AA -> Featured in enbseries. Used to have a lot of issues (especially ghosting on medium FPS). Got fixed in later versions of enbseries. Performance hit a bit bigger then the other technique for what I know, but give really nice results. Actually fix completely AA with coupled with Edge AA for me (but the overall cost is about 4 fps...) I usually go with EdgaAA + Temporal AA when I just want very nice and clean visuals (usually on setups where I don't care at all for my FPS), or simple SMAA injection for regular playthrough (despite the few glitches I mentioned above, the general visual quality compared to the cost). What do you guys use ? I know that Kyo (author of K ENB) gave up on temporal AA because it didn't work properly on its hardware and recommand SMAA + downsampling. But I can't exactly use downsampling for playthrough on my poor laptop :P
  6. So, I thought it was already included in STEP. Turns out it's not, and it doesn't even have a single entry in the forum. Waterbreathing Breathless Emerge 3 Very small edits which makes a great change : A single conditions on the "Hhhhhhhaaaa, hhha, hhha" played whenever the PC put his head out of the water : If he's under waterbreathing effect (argonian's ability, alchemy, magic, whatever...), the sound will play.
  7. Also, if you're willing to set up a team, you should have a look at how to set up version control on the CK. Those links should help : https://ck.uesp.net/wiki/Version_control https://www.darkcreations.org/forums/topic/2383-installing-the-creation-kit-with-version-control/ Basically : You have one master file, and every modder in the team provide its change via plugins, which are then merged by the CK into the master file. This is how beth's guys managed to create the game.
  8. I'd say "count me in", but I'm known to start things and never carry them to their final point :P I can most likely do the whole checking against USLEEP and other major mods (with a bit of care, i'm pretty sure this can be 100% compatible with mods like CRF and ASLAL - which edits cells and move lightsources and objects supposed to emit lights - without the need for compatibility patches or dedicated versions). I'm kinda interested in working with lighting on dwemer ruins (will have to give you a few samples to see if you like my vision of it, I think I tend to give them a bit to "fantasy" atmosphere with blue/green lights). The blue palace would be a lot of fun as well I think. Not interested to work on houses/shops nor glacial caves at all. Regular caves, crypts and other dungeons -> Why not.
  9. Currently testing this out. Looking freat so far. I've found a fix for the overcastsnow weather (4d7fb) that might apply to other weather as well. Issue : The fog-near distance of 1000 is too visible, making a clear line that move with the player (essentially because shadow look very different when they're in the "fog near" or i the "fog far"). Setting day-near and night-near value both to 100.0 instead of vanilla 1000.0 remove this awful effect to give a uniform snowstorm atmosphere. Here are two comparisons screenshots : As you can see on the top of the first screenshot, there is a clear delimitation between fog/nofog, and this move with the player, making it feel like everything "pop-in" when you move. Now with the shortened distance, this look brighter. This is actually look far better in 1st person (you really feel like you're in a snowstorm, not about to enter one, though as you can see in the screenshot, it's a bit "too clear" in 3rd person (this is really exaggerated because I had the camera really far from the player. It's not that weird in "normal" 3rd person camera). Might be adjusted by darkening the fog color a bit maybe ? Shadow look a bit missing on flora with this also. I prefer this over the "fog that move", but might not be everyone's taste. Edit : 1st person screenshots. As you can see "you're in the storm", and not "about to enter the storm" : But the "missing" shadows and clearer atmosphere doesn't look allright for this time of day (19:30 or so, should be rather dark). Edit 2 : With some color adjustment to near-fog color, screenshot at 1am (just reduced the brightness of fornear color to 0.75 of their original) : This make the mountains in the distance a bit more visible and darker sadly, slightly reducing the "you're in the middle of a snowstorm and can't see at distance" effect I'd like to see. I'll toy a bit with fogfar distance and colors to see if I can give a more realistic feel to snowstorm. Edit 3 : Reduced fog-far and brightened by 20% : It's starting to look good. Deeper darkness should be achieved by enb imho, darkening weather colors too much could lead to dim lights (I'm looking at you CoT !) Here is the plugin wih the changes seen in edit3 : https://onedrive.live.com/redir?resid=9AF6ED0341A393BD!37422&authkey=!AGsS_15xGE2-AFI&ithint=file%2cesp
  10. Just a heads-up : Himika (author of lock-on and a few other mods) made one himself, fully up and working, though he haven't uploaded it publicly. People interested can track him on Nexus : https://www.nexusmods.com/skyrim/users/875337/?
  11. 1) Yes, this is Vividian ENB - Vivid version. Though it's just one of the options in the installer. Use vanilla preset instead of vivid, and select sharpen in the sharpenning options to get away of the cartoonish feel. 2) dxgi.dll is pretty much the same thing as direct 3d (d3dX.dll, so d3d9.dll for DirectX9 that skyrim use) in that it makes the link between an app and the display. I think dxgi.dll is windows-specific and is essentially designed for multiple-adapters rendering. I don't think it's supposed to work with d3d9, you need at least d3d10 (which can be used for Skyrim as well thanks to ENB, not sure exactly how or why though, never did it myself. Proxy maybe ?). dxgi.dll often come from the ReShade framework, maybe the author of ProjectENB used it (though he shouldn't be allowed to upload directly ReShade's binaries...)
  12. Papyrus log shouldn't be disabled if you have issues to solve that are printed in here... (except if you don't want to solve them, but then OP wouldn't have bothered posting here). Here are some infos : https://www.afkmods.com/index.php?/topic/4129-skyrim-interpreting-papyrus-log-errors/
  13. @TechAngel : Most of those are rather instinctive once you know which data is expected into which record. Look at the Creation Kit Wiki and find a correlation between the records info and they're in-game meaning.
  14. For now I'm on holidays, without much time for modding, no decent internet connection, and a lot of other things to do ^^ The guide is already seriously outdated, but I really don't have time to update anything for now.
  15. Finally found some time to go back to toying with the CK and papyrus to (hopefully) fix all the previous issues. Added a bit of support for Frostfall 3.0 (only one spells out of the two, need a bit more details ont the second one). The addon-support feature is still in here but need a bit of rework in the description on how to make one, so no explanations are available on this for now. Due to time / motivation, I finally don't plane to add native support for mods I don't use (CH, Hunterborn, ...), I'd rather expand on some ideas I have for campfire.
  16. Yes, the following tweak in Fallout4.ini seems to be quite popular and give a lot of interesting result : [General] bForceUpdateDiffuseOnly=0 (Default value: 1) iTextureDegradeDistance0=1600 (Default value: 800) iTextureDegradeDistance1=3000 (Default value: 1500) iTextureUpgradeDistance0=1200 (Default value: 600) iTextureUpgradeDistance1=2400 (Default value: 1200)
  17. Ok, this had me bugged for days... Under options, the setting "Texture Quality" in the launcher only affect the iTexMipMapSkip parameter... which isn't in the list (triple checked this as I couldn't believe my eyes). Even getini spit it out : The setting is obsolete... that kinda explain why all those day1 guide said "very low performance impact" xD (p.s. : Stuffs in the link above have been detected only with the launcher... I'm just now checking them against the full list).
  18. VMData = Virtual Machine Data, which is indeed the papyrus engine.
  19. Talking about INI, I finished gathering all the info related to the interraction between the lancher/in-game config and their INI impact here : https://wiki.step-project.com/User:Kesta/FO4Configuration It's almost un-readable in the format I wrote it sadly. Not much interest, except to bypass the buggy launcher and edit everything directly in the INIs. (Which is the reason why I started this).
  20. Thanks for the suggestion :) I already had seen his retex (I always check author's page of mods I use), but felt it's hardly an improvement. The aid kit really looked too new compared to everything else (especially in places such as ruined metro stations or raider's camps), but didn't have this feeling with ammo boxes. So I'm rather waiting for an actual HD retex. There is a lot of mods currently on the testing bench, but my priority now is to check the balance of all the crafting business, and find a good balance between mods adding new possibilities to the settlement building feature. Texture/meshes mods on the test bench : https://www.nexusmods.com/fallout4/mods/3265/? (probably won't make it to the guide, they don't look that good in-game and there is a lot of redundancies with other modsalready in the guide) https://www.nexusmods.com/fallout4/mods/5086/? (an easy pick... will probably update soon, when I'm decided on texture size impact on the performance/quality ratio) https://www.nexusmods.com/fallout4/mods/4884/? (no opinion yet... I fear I might encounter some oddities here and there with this mod on). Lot of other stuffs regarding crafting and items as well, and some gameplay mods. Plus I'm hesitating about a side-guide on F4SE keybindings customisation. Edit : Oh, and I'm also checking out about every post-processing mods I can find, ReShade, SweetFX, ENBs... so far I haven't found anything of the quality of Cinematic Excellence, save for a few bleaks preset which I'm unwilling to put in the guide, and Meek ReShade which is almost as good.
  21. Well, I'm happy to say that I found a name, and that BABY v0.1.0.0 is now live :) Still a few things to nail out, and I'm testing a few more interesting things for now. Plus balancing the crafting section (CommChemExp is almost a cheat mod seriously...) If you're wondering about version number : 4th will be increased each time a mod is updated. 3rd will be increased each time a mod is added/removed. 2nd will be increased when categories layout or major changes in design are made. 1st will be increased for major changes. Will remain 0 until MO2 is fully functional and modding officially supported by Bethesda. The design is still kinda awful... lot of work to do on the flares and the overall look. I added a pipboy-styled left-border to mod details, but I'm not quite happy with that actually. Will be kept within relatively closed circles until v1.0 Currently, the guide need : Testing and feedback : Is it easy enough to read, understand, and follow.A screen-archer to take a nice introduction picture with the whole setup ;)Grammatical corrections... as SP pointed out, my English is far from perfect.
  22. Didn't post to let you as much "first post" as you needed, but this is definitely interesting. I kinda skipped the settlement building/management feature in my first playthrough (just used it as a customisable house-mod), but I'm about to roleplay minutemen-style for a new playthrough, so I'm following all of this closely
  23. You might also be interested in Prostitutes Of Skyrim. Yes, the mod is safe for work. It's one of mannyGT. Basically add NPCs here and there from which you can rent "services". Screen is blacked out during the thing. You can even get a buff, or a disease if you made it in exterior.
  24. Depending on what kind of mods you're looking for, you should definitely have a look at the various STEP:Pack, as this is exactly what they're meant to (building an extended load order on using STEP as base).
  25. Aaah, thanks ! That's what I was trying to figure out yesterday "what the hell, I see time on every loading screens even without his ini tweak, why is he specifying this ? oO", but gave up because there was too many other important things to do :P Edit : updated
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