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Aiyen

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Everything posted by Aiyen

  1. Ah good to know what those physics extensions are also some to watch! Thanks for figuring it out in detail!
  2. Well I am sure prod would be happy if you make exclusive content for serenity! ;) Also sure there is going to be a load of other people who think otherwise! Hehe! I will just be happy to see what you make! If the ground work is done then a few tweaks here and there are easy enough to do!
  3. Main problem with ice and the subsurface textures is that they really really really I think I said really enough now... but really depends on the lighitng and color you are using. So essentially if you make one for one ENB preset then it will most likely only look good on stuff that is close to that. (I know I cannot release my ice textures since they just look absolutely abysmal with vanilla only post processing, or any lighting and color scheme that is close to it.) Even subtle changes in saturation is enough to make it look just plain silly. That said it is a powerful shader that they have there, sadly they do not use it nearly enough, and most likely because it requires so much fine tuning. But who knows perhaps you can find those special special settings! I will dream of the day! :)
  4. DocClox: The usual culprint is SMIM. Higher detail meshes also means that lighting computations become more costly, and it is not always that this is catched by the developers of the various lighting overhauls. Nozzer66: wow... did not see that coming. Unbleak is almost as opposite in style as you can get! But glad that you enjoy it. For all: As always I appreciate any feedback for any weather, interior etc.
  5. Other then the header one I do not know of any issues... it is an archive, and the game reads it as long as it is done properly by either CK or another option.
  6. If you only got 2Gb of RAM then that is the cause. Plain and simple. Investing in an 8Gb (or higher) block would most likely solve all your issues, and those are not silly expensive. You cannot substitute VRAM for RAM since they are hardware wise very different, and do not perform the same function in a computer.
  7. Well the screenshots are nothing like it looks now.. most are from v.4.0 and before! In fact I think there is only 2 v5.0 screenshots up atm. I need to get better at making a pretty showcasing for my work.. Anyways this is not the thread for that if anyone have anything further on that then post it over at the skylight thead! Go go sombre!
  8. When using ENB your window color can vary greatly! Keep that in mind. (But still within limits ofc) Alternatively if you do not like a certain type of windows color then that sort of cosmetic change is rather easy to do in gimp or photoshop. The main attraction for me is the detail in the windows, and how they look not so much their color. Windows are placed in fake position on buildings that do not reflect how they look inside most of the time, and in general the lighting inside would never fit the lighting amount windows have baked into them. They are essentially purely cosmetic.
  9. From BSAs and straight into the frying pot! Sorry .. had to do it!
  10. Solitude... henceforth known as Purplerock! Nice screens though. And in general nice textures, but I really do think just about all authors do 1 think super nice for Solitude, and then take 2 artistic liberties that I do not agree with. Perhaps one day I will go over them manually and get the perfect look.
  11. Skylight. Nothing at all like this though.
  12. Would not call it dark... since it does use rather low contrasts to keep the look. But a nice take on a cinematic style. Performance is tweakable... the performance heavy settings (Not disable effects, but lowering their quality) are not style critical unless you really go pixel hunting, and do compare shots etc.
  13. 1. Tonemapping 2. Use textures without strong specular effects. And again tonemapping.... 3. Tonemapping and/or skylighting. There are not really any tweaks in enbseries.ini which control this, it is all post processing parameters.. especially the tonemapping which control it. Depending on which preset you are using then there are different ways of doing this.
  14. Knew I should have left this alone! lol I have already put up a more detailed post in the other thread..... somewhere. It is going fast so. But yes in short I unpack all mods BSA´s and ONLY the textures.bsa´s of skyrim, and its DLC (Which are then optimized and fixed and put into their own mod folders and placed in the top of priority so that they are always the fallback). I do not touch all (meshes, scripts, and what have you) the others since there is no point. But again more details are in that other thread... of doom. Sorry had to add that! Alternatively you can read the skyrim revisited legendary guide... Neo says he does almost the same as I do. Hope that helps.. otherwise I am sure someone else will jump in soon enough!
  15. We already have a thread for this mod. Please verify if a mod already exist before posting thanks! Also if you do link do not just copy the entire description page.. use your own words! Thread closed.
  16. I retract my previous statement and adhere to someone who actually looked it up! Sorry for any inconvenience!
  17. That is not a texture issue. but a mesh one. Some mod have an incorrect mesh somewhere which cause it to either not render, or to be invisible. Most likely culprint would be the city altering mod.
  18. ENB(oost) needs to be called d3d9.dll or it wont be detected. You link to the other two via enblocal.ini. Never played with optimus so perhaps someone else will fill in specifics in that regard. But if you can use injector then just do that. The end result is the same. Also it is a sweetFX preset not an ENB one.... the name is just trying to be catchy.
  19. Well seems like it would be worth testing out before continuing. If the issue is in fact not because of bsa´s but sorting then the issue is entirely different from what the we are discussing now. Just think it is worth to eliminate it. Should not take more then a single test run. If it does resolve the issue then this discussion should more go over to how to deal with what to suggest in relation to sorting over what to suggest with relation to bsa´s.
  20. Just to clarify something for me... do these issues also happen if all unofficial .esp´s are moved after all the .esm ? In which case it is not even a BSA issue but a sorting one. Getting a bit tried now so sorry for asking this here! Just thought it would be nice to eliminate sorting issues as potential cause once and for all.
  21. Okay I hope this is clear to avoid all confusion then. For the sake of this discussion. Only the textures.bsa is unpacked and optimized and the result put into its own mod! The rest are in the data folder save and sound. Only the main skyrim file .bsa´s are ticked. All the DLC ones are not! In my MO overwrite folder I have the cleaned official .esm files (So Update.esm, DG.esm, DB.esm and HF.esm). I could move them to a separate mod (Like Neo does), the only reason I have never done this is simply because I am lazy and never had a reason to do it. The load priority order takes precedence anyways. The only thing you should not have in overwrite is assets you want other stuff to be able to overwrite. The priority order is the following Skyrim.esm, Update.esm, Dawnguard.esm, Hearthfire.esm, Dragonborn.esm, ... everything else. On the left mod list pane the priority order is SKSE, HDDLC textures, ... everything else. Hope that all makes sense.
  22. Z sorry for doing this all in here.. but since you split your response over two threads I really do not feel like repeating myself in multiple locations. To clarify. No bsa´s are moved on my setup. Like I stated earlier only the texture .bsa is unpacked due to being optimized... the only files I have in overwrite are the cleaned .esm´s. Since ALL my assets are loose then all I have to worry about is the priority order. As for this being a work around... and somehow is forcing every mod author to make separate install instructions if you use MO makes no sense to me. You copy the official .esm´s in once as part of the MO install and are done... the data dir is left intact and unspoiled, and you can install mods without these weird issues since the priority order will make sure everything lower automatically overwrites. I have simply used what MO has written in the bottom part of the archives tab since it came out. If you only have loose files then everything will always overwrite the vanilla .bsa´s regardless if they are marked or not. Copying a few files when first installing, and setting everything following that to be unpacked does not seem like a massive workaround for me.. just normal installation procedure. The only issues that can come from this is if sorting software create their lists based on assumptions of how NMM works. Which I am still fairly certain is the core of the issue... not MO itself or how it does things. If it was up to me the way MO does it would be the standard since it is logical, simple to understand and allow for efficient modding!
  23. If it does not work with moonglow then I might pass... I love that effect too much! And unless you run at really low fov then it will be difficult to have any real appreciation for this fine work. But nice with more sky updates in this day n age!
  24. The follow up to farting dragon ...... Magic dragon!!!!!!!!!!!!!!!!!!!! Proudly Presents! Skylight ENB v5.0 Now with new and epic bloom shader for new glowing goodness! Also with overall new shaders that should be really easy to read for non programmers who want to try out altering code stuff but was overwhelmed by the complexity of it! New guide that details what the new shaders do and how they work... for those that are into that sort of thing. Sadly that guide is still very much in draft mode since I just have not had the time to polish it up yet.. but did not want to release without it! (I am going to be insanely busy with real science lab work in the coming week hence why I had to push my release schedule!) Enjoy and let me get some feedback! Technical or visual or whatever!
  25. Kuldebar: So the solution would appear to be as simple as create that mod and/or use overwrite.. and add that to the guide. Instead of going about requiring that MO make a workaround for something that there already exist an elegant and simple solution for. (How much simpler can a solution get then a simple copy paste?) Heck if STEP makes their own BSA´s with following .esm´s and/or .esp´s then this solution is perfect for it anyways! Even calling it a solution seems a bit odd, since it has been an option all along to begin with.
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