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Everything posted by Kesta
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Yes, I've been contemplating this solution since this morning. But my OCD mind keep telling me : If it's not by uploaded by shlangster on SSE nexus, don't use it, this isn't how things should be. I feel kinda stupid but I can't help it >_
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No, I meant writing one. I started one that was kinda functional for FO4 last year (for items only, not naming rules), because I wanted to replace VIS. But it was before the whole UI of FO4 revoled around VIS custom tags, several of which aren't data-based and couldn't be automated.
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Yeah, I still don't understand why people keep creating sorting mods, xEdit scripts to automate this at load-order scale is just a thousand time easier. Plug and play I guess. @DY: Does it mean you're dropping INI analysis and BethINI updates ? If yes, I'll probably volunteer in a few weeks/months to take over for SSE. At least partially.
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For non-redditors : Work officially started for the SKSE update. https://www.reddit.com/r/skyrimmods/comments/5a1bh8/pc_official_skse64_thread/
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Re on this, someone provided the answer: The new engine expect a specific compression on normal and speculars. See here
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Yeah, NMM isn't nearly as convenient as MO, but it'll have to do. I still don't trust MO2, and even less with the workaround to get it working with SSE (honestly, I'd even say this is dangerous because of the new .bsa format). Check old BABY's page, I had some tips in there for people who switched from MO to NMM iirc. Just tested the texture. You're 100% right, it just crash the game instantly when cocing to riverwood. Just WOW. Need serious investigations. Edit: Reported to people who could actually figure out what the heck is going on.
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USSEP : Unofficial Skyrim Special Edition Patch
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I'm about to test (downloading this big ass archive). There is the problem with ESM being loaded before the DLCs still around, thus the USSEP issue. As far as modding is concerned, I just took a deep delve into the SSE nexus (i.e. downloaded and checked about 90% of the mods there). There really is a lot of endorsement ***** in this world... seriously, the map marker guy didn't even bother to provide an all in one version, nor a single page... two mod pages, for a game that by default have all the DLCs... and that's not the only one who just went the "quick, if I publish it first, I'll be on the top files" way. Hopefully the community will be smart enough to avoid giving any kind of visibility to those and wait for modders with some decency and respect for their users to do things properly. If anyone is willing to contribute to the community in a useful way, consider downloading USSEP and SMIM and reporting any bugs to the respective authors, there really is a LOT to check for both, more than a single man can handle.
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Now that's new... textures going awire, missing, transparent, whatever... ok. But crashing ? oO The "basic" statement on texture replacer is : - Most landscape texture need to be updated, or they'll look kinda plastic. - Everything else should work normally as long as it's .dds (there is some old mods using .tga, but seldome as replacers) - Some textures, especially darker ones, can look out of place due to changes in the overall color palette (going from "nice dark" to "ridiculously dark"). - No parallax since there is no ENB and no built-in support. A few ones should be avoided, or tested thoroughly before being labeled "SSE ready" : Those for elements that changed (water textures, snow stuffs, grass/foliage). Might also be some issue (visual, not technical) with face textures since they changed stuffs about facegen, but I've seen reports that those were still ok.
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Skyrim Creation Kit Non-Steam
Kesta replied to bertus_magnus's question in Guide Support & Bug Reports (retired)
Except that there is also a crack available to bypass steam's need for the CK, yes :P -
That's not what he said. He said "If someone is doing the boring work, and I just have to recompile it and upload, then I'll recompile and upload." What was uploaded : 1) Didn't go through Schlangster's approval 2) Was nothing like a port. Not even removing the SKSE warning popup mean the guy literally copy-pasted an old version of SkyUI and upload it to the new nexus, which is nothing like "porting".
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My thought exactly. Now, landscapes textures packs won't work out of the box because they now have specular, so you're stuck with vanilla landscapes textures, which is very bad imo. That's the main drawback with the shitty interface. (seriously, 6 hours played... I can't stand it anymore. Bartering is now one of the hardest thing is the game. At least BetterMessageBoxControls work out of the box). And yes, there is rain occlusion, for free :) Other drawbacks : - Sounds quality got reduced (they recompressed everything. Cheaply). - The change in the color palette make some dark textures (typically amidianborn's armors) look way too dark, completely out of place.
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CK is going to take roughly a week before being available publicly. As for the game : 1) Shadows --> Gud gud, though you can still see the "close HD shadows" being drawn as you walk in certain area. Not as obvious as SKGE though. 2) No mountain flickering. Just the best thing ever, quite a pleasant and unexpected surprise. 3) Water flow/shaders -> Flow is cool. Aside from that, we're seriously under the usual modded quality. 4) More grass and shrubs -> Well... it's rather well done, but still somehow look like an additional layer of paint to a pre-existing wall to me. Maybe because I was so used to the original. 5) x64 / new bsa -> Super cool load time. My HDD is by far the bottleneck of my system, and load times have always been a nightmare with Skyrim. Even a vanilla setup could take several seconds, enough to switch to a second text. Now it's super fast =D 6) Colors : Better than vanilla. Now if you're used to high-quality weather/enb setup, don't expect miracles. 7) Antialiasing -> I really liked FO4's TAA, and they put the same in SSE. 8) For some reason, all of the NPCs look slightly different... I know they changed something about facegen, but I'm not sure what yet, but I really didn't expect this to be perceivable. 9) Lip sync bugfix... cool, but they really went the cheap way with this. The only real complaint I got is the total lack of enhancements for in-doors... lighting is still ridiculous.
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[WIP] Boston Atomic Bomb Yankee - BABY (Fallout 4)
Kesta replied to Kesta's topic in Unofficial Fallout 4 Guides
To be honest, the situation haven't changed much in 1 year... I still need to buy a new PC to push the graphics in a sensible manner, The community still need a stable and efficient mod manager, We still need a proper interface mod so we don't have to rely on awful and compatibility-hell sorting mod, We still need a dynamic patcher to handle pre-baked cells datas at load-order scale. So... I guess I'm kinda loosing hope. Not to mention that a lof of things have also gone wrong on various minor subject (Several critical mods either became extremely intrusive or got removed, lot of bad practices are becoming standard, ...) -
If those are made through Photoshop filters on upscaled textures, this guy can get very rich by selling the filter's code and settings he used.
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WRLD records are groups, only edited references are carried over as sub-records in plugins editing them (and new references added as sub-records). Others are just ITM.
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Trying to give some more details than zilav from an advanced user perspective (he's the dev guy, too direct :P ) - Normally, the top groups that xEdit re-order are those it edited. If it didn't have to do any modification in MGEF or RACE because there was no ITM in those top group, then this is why it didn't re-order them. The importance of the order of records doesn't seem to matter as far as the game is concerned, though the CK do complain of odd things from time to time which might be due to an order issue. Basically, your assumption is correct. - Not sure about #3, but there is several fields/sub-fields unused by the game (records have tons of leftovers from Fallout and Oblivion), this is probably one of those that doesn't need to have any specific value, and thus is set to a default whenever xEdit make changes to the record. - If #4 is what I think it is, xEdit delete all of the data from references that have their "deleted" flag turned on, because this REFR record can never be used by the game, it's just extra useless weight. I'm not super happy with that behavior either though. - For #5, this is essentially for xEdit's performance reason. This field is unused and is ultra huge, making the program use lot more memory than needed. You can prevent xEdit to delete those informations in the options (right click in the left pane -> other -> options, untick "Remove OFST data"). Edit: Don't do this, see zilav's reply below. - Finally, #6 is perfectly fine, because DOBJ is merged at runtime, so only the relevant changes need to be in a plugin, despite the fact that the whole original record usually get copied. Then again, extra-useless weight, both for file size and for the amount of memory xEdit need. Note that my answer are just insight from someone who've been messing with all this for... long. Not from a dev point of view.
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[WIP] Boston Atomic Bomb Yankee - BABY (Fallout 4)
Kesta replied to Kesta's topic in Unofficial Fallout 4 Guides
MO2 is ok for plug and play modding, but the fact that xEdit can behave oddly from time to time is a no-go for really advanced setup imo. Depending on what you wanna do, that can still be a good idea, it's not like if NMM was perfect either ^^ Can't comment on wrye flash for fo4, as I didn't try it. As for the mods, they're bugfixes an visual improvements for the largest part, so they won't cause much problem, though you might find better ones on the Nexus if any got released in the meantime (typically, Vivid Weathers :P ) By the way, I'm in a rush period at work until september 19, so nothing's gonna happen for the guide before a few more weeks (haven't even launched Nuka World yet...). I know, I keep delaying... i'm an awful person :( -
On the STEP Nexus page : The re-upload of sparrow's Enhanced Distant Terrain is misspelled Enhanced Distant Terrian.
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Some input : As hishy said : Cell edit to modify only the water type are perfectly fine, and definitely the best option imo. Easy to forward. Landscapes edits are to be avoided at all cost for compatibility issue. There is no point in modifying it for a water mod anyway. New rocks/plants and other "goodies" -> I'd avoid them. Not only for the potential (though non-gamebreaking) compatibility-issue, but this is not what I would expect for a water mod. Fall more under the scope of landscape modifications. For the LOD issue about water : Kepp lake illinita's water as "ocean", because this is large so the LOD problem appear. Any other lake/pond can have custom water, they're small enough so that the seam will not be noticeable, the whole water plane being either in the LOD area or in the Loaded-cell area.
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Some necro because of a big update on the subject for Skyrim players : SKGE allow for SMAA rendered before the HUD. So SMAA with no shaggy UI, which was its biggest downside. Setting it up is a bit tricky if you want both SKGE and ENB features (which is dumb, but a lot of people seems to want to do that), however if you want only the "clean" SMAA, this is a simple one click and a few configurations in the SkyrimReloaded.ini
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Tonight is the night for me. See you around STEP, I have things to do. *double-click on EnderalLauncher.exe*

