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Aiyen

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Everything posted by Aiyen

  1. Sorry... then I misunderstood. The point is that he only wants people to use default settings, so that he can figure out any bugs that might come up. If you use other settings and report an issue, it might be down to that change. It is all experimental like tech says. So at this time we cannot say which is the best settings, or why you should pick one over the other... only thing we can say is .. use default, and try it. See if it helps. Some people have reported some positive impact... however some also reported an x2 increase in FPS.. which was because the new stuff mess with external programs measuring the FPS.
  2. Okay I have finished up the coarse version of the new area currently called Raldbthar Crossing.... in lack of a better name anyways. If any of you want to help out and see what I have made as an addition to the blackreach cavern then drop on over and get the file now. Instructions on how to get in are coc aaaraldbtharcrossing from the main menu You can provide feedback here or in the dedicated post on the mod comment section! Thanks in advance to all who help out, or just download it and see whats up... or down.
  3. Because if you develop for something you develop for the base settings, not some modified.
  4. Seems like that mesh is not loaded for rendering... does this happen for more objects or just that one? Normally it would pop in eventually as the textures etc get loaded if you got too much going on. If you can find the cell id you could coc directly there from the main menu. Then it would be the only cell to be loaded and then the mesh should load if that is the issue. (there are mods that will provide you with current cellID... such as STATUS or the one in Skyrim revisited.. which I forgot the name of atm. )
  5. Find the one named GLOBAL and disable useEffect. That will shut down almost all of ENB. And should leave you with only a very minimal overhead.
  6. Only in america.... Any issue pop up and bang... law suits left right and center. Funny thing is that it is the middle men who are going to sit with the loss... they are the ones who have to accept returns and provide full refunds without being able to sell the card as new getting their expenses covered. One could imagine that lawsuit between people like amazon and Nvidia.. but not the consumer and Nvidia. Simply does not make much sense.
  7. If you are running with higher ugrids.... dont until after the intro sequence.
  8. The textures you use for roads do not match the snow textures you use. Snow roads are infamous for bad blending, and sometimes even when you have blending textures the lighting will cause it to not blend anyways... really tricky. I know that the amidianborn landscape textures have road and snow that blend really nice... best blending I found. They are however not to everyone's liking.
  9. Does your vanilla profile start the game ? Does the game start with only texture overhauls running? At least that is how I would start my troubleshooting.
  10. Thank you! I have deliberately not done all of those minor things, since the .esp changes like 10 times a day atm. If my game can start and blackreach load... then it must be okay for now! :)
  11. Before this gets out of control. Everyone relax a bit... already a few posts in here that are on the tip of getting warnings. CTDRuinsmyliffe: If you do not post full ini´s mod list, etc. nobody can help you even if they want to. Also please provide system specs´s and any other information that might allow people with similar mod lists to help you.
  12. First thing I would like to ask is for a link with some more details.... a project plan... something concrete. Atm all I have is fallout meets skyrim, using unreal engine 4! :)
  13. Version 0.6 is out. Yes I know it is a rather fast update, but I have just been having so much fun these days days hence worked way more then anticipated on this. Also people have come with some suggestions I did not consider which lead to even more fun! You can check in the OP what has been finished and added. I will keep it up to date as progress goes on, and I do hope to hear more suggestions from people so I can add even more stuff for the next few updates! :)
  14. I verified that sewers of skyrim is compatible yesterday. Just as a side note!
  15. I do hope it will live up to be part of that very nice pack! The goal is to make sure people have more epic stuff to see and explore. So I guess it will fit in nicely. I would also love to know if there is any incompatibility with any of the mods there... so far I have made one quick compatibility update with wayshrines of tamriel.
  16. By far this is the most superior around. Too good not too use, and I guess down the road mesh issues for one thing can be fixed as well.
  17. I do think I said something about DoF and blur effects being costly a while back! :) Those are just not worth maxing out... even in the witcher two they are just brutal. Mainly because high width blurring cost so much when you increase resolution that it is just too crazy. You can also see that when using ENB in skyrim with the more pretty bokeh DoF´s. Pretty for screenshots.. but brutal on the performance.
  18. I doubt that prod would want to mess with textures that in no way affect him any longer.. but I guess you can try to ask him if he pops by. Or just get GIMP and make some changes of your own. The sun textures are really really easy to work with.
  19. Does it happen only in that one spot or can you use the console to coc somewhere else and have a stable game again ? Since you are using a complete overhaul mod list then there are quite a few things that can cause conflicts. If you have not done a conflict resolution patch for your mod list then that would most likely be part of the reason. Since you are using quite a few scripted mods as well then this is even more important. I am going to assume you are using default ini files or close to it as well. If you happen to increase ugrids or something like that then that will also cause issues.
  20. Increase ambientlighting intensity. Most likely that will help bring the lighting levels back up to something you might enjoy.
  21. Hello everyone! First the link So the time has come... after a month or so of messing around with various ideas and the CK I have finally made enough stuff in blackreach to create a beta release! Currently the release is stable.. and highly compatible with almost everything.... since nothing really alters blackreach. The only incompatibilities that might be a thing is weather and water mods. The .esp should be loaded after those to ensure compatibility. It is only slight visual things so perhaps you do prefer what you already have in which case you just load before any of those mods and let them overwrite. The mod have been made with ELFX so it is entirely compatible with it. It should also be compatible with RLO and Relighting skyrim.... I have not tested this 100% yet though, but in any case any conflicts should be minor and hopefully easy to sort out on my end. Like I have said on the description page then I do still love feedback, and if anyone of you have a good idea on what to implement or add then just throw the idea in and I will consider it. The main requirement is that it can be done using just the official content... since I am not ready to start adding in custom meshes and what not at this time. Thanks for trying out this mod.. I do hope it will fit nicely into some mod lists and will make you want to return to blackreach more often! All that said then here is the progress map for the mod and what I plan to do with it! I do ofc. hope for suggestions and inspiration in the thread! Progress Post / Roadmap This post will contain the current progress of what will hopefully be added up towards the final release and perhaps a bit beyond. It highly depends on what people suggest to me or what crazy ideas I come up with myself. Ofc. everything below is not 100% set in stone. The content might get changed, cancelled etc. depending on how much fun and time I got to play with this. For version 0.6 Silent City prison camp and clutter: Goal is to make sure the silent city looks a bit more like a falmer stronghold. Expand the area with more cages and perhaps some prisoners alive and dead. Progress: 100% Falmer Camp: Add prison and torture location as well as some things to imply that it is used for some mining as well as farming Progress: 100% Overseers farm: Expand further on the area to make it look like it was and still is a place of active fungi farming. Progress: 100% Near Raldbthar: Add the entrance to the future planed new areas, as well as connect it to the manor location. Progress: 100% Tower of Mzark: Add a few more clutter items and in general make the exterior of it a bit more interesting. I am thinking goods transfer dock kinda deal. Progress: 100% For version 0.7 Raldbthar Crossing: This is meant to be a transition area that will link to more areas down the road. You can think of it as a central hub. Finished the basic layout as well as light placement. Total Progress: 85% Spider Lair: Add a bit more stuff in this region... Make the area seem a bit more dangerous and hence inviting for exploration. Progress: 0% Flora: Will try to go over the various locations with a bit more vines and such to help emphasize the decay and "nature taking over" feel of the place. Progress: 0% NPCs: Expand on the current custom NPC pool. I imagine some passive slaves that do not attack you but just hide and cover in fear.Progress: 10% Visual FX: Try to get some basic visual effects into some of the more prominent locations to add to the atmosphere. Progress: 30% For version 0.8 Raldbthar forge: A forge and factory... The sounds of industry can be heard through the halls... what wonders can be found at the end of the tunnel? Progress: 0% Tower of Mzark underworks: A hidden passage can be found into this ruined dark place. Progress: 0% Flora: Will go over the general flora of blackreach, and try to see what can be done in terms of diversity and additions. Progress: 0% NPCs: Expand on the AI settings. Create a peaceful faction of former slaves with their own little corner of blackreach. Progress: 0% Unique Enemies: Try to create some unique boss like enemies for the new areas. Progress: 0% For version 0.9 Atherium halls: Since the region near Raldbthar according to lore was the place where Atherium was mined this is going to be an area where the crystals where processed before being shipped away. As well as displayed and investigated etc. Progress: 0% Atherium mines: Deep underground these crystals where found.... I am not sure how this will go yet.. If all else fails I guess a giant fire demon and a small ledge will provide loads of cliche fun. Progress: 0% Puzzles: Since dwemer locations are usually dependent on some sort of puzzle or fancy lever setup I expect I will look at this here for the new areas. Progress: 0% For version 1.0 Quests: I hope to be able to make at least a single quest with the new areas for release. Hopefully the current ideas are going to allow future expansion as well. But this is going to be the last thing I will try my luck with. Progress: 0%
  22. In general if you want more natural appearances then a simple desaturation of everything will most likely work wonders. Just about all presets increase color intensity in some way, reducing that will bring the lighting back to more... bland and realistic values.
  23. It was made back before procedual sun was made to sort out the vanilla sun looking bad.. and the CoT one as well. At least in our optic. Prod had some good ideas and made this as a separate mod. However this was a mainly thing that looked much better with ENB. I would argue that there is not much point in having any sun textures for STEP really... mainly because just about all of the textures around add rays or coronas, all things the default sun do not really have.. it is just a glowing blob and that is it. Which is not a bad thing because once you add rays or any features.. you will have those features all the time because the default sun is just a texture moving across the sky.. just like the moons.
  24. See now I am almost inclined to just say "challenge accepted" and do it! But I got to focus! However once the wizards of installers and what not have decided what they want to do I guess I will take a quick look at it if it is required. I also assume I will have to try to see what sort of noise works best.. that fractal noise generator I have is so silly versatile that there might be something good in there one can use.
  25. Glowing crabs... love the idea! :) Guess it will be for phase two or so... for now I think I will stick to using what is in the official files as well as the DLC rather than create custom meshes. I will have to take a look at your water plants though.. since I have actually been considering adding more flora down there to help break up the monotomy of the place. And fungi while getting you far.. just is a bit cliche I think.
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