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Aiyen

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Everything posted by Aiyen

  1. Better to have a 4k and manually downscale then a 1k and manually scale! :) Would be cool to see them all go together and make a complete overhaul! Sadly I do not think they would ever agree on a general artistic style!
  2. Just coc to them, no point in spending lots of time walking there just for screenshot purposes. As for the textures, then overall I like them, the real question is if they blend well with their surroundings. Just like for all textures ofc. I personally like the rocky one rather then the chained one... but that is mainly because I dislike a statue that looks like its been cut with a laser or is made from a substance that is akin to marble which is most likely not the case.
  3. I use a manual edited version of it so that it affects every location that ELFX does not. Also copied in ELFX color values etc, for uniformity. As far as I tell from looking in tes5edit then it covers just about all interiors. Would be a nice enough candidate for Extended without a doubt. It is not as detailed on a per cell basis as the others, but then again it does not need to be, since it just builds on what is already made.
  4. As it has been nicely summed up so far. ELFX = More cinematic approach RLO = More realistic approach Vanilla = Ambient lighting all the way! Main issues with ELFX... some light sources are just too strong relative to what else is in the same building (I am looking at you dragonsreach!) However the dungeons are mostly superb, and the overall lighting is just better for the game imo. Main issues with RLO... Lacks dungeons, and most places outside of major cities... Even the places that it touches are a tad too realistic, it makes no sense why people would not put more candles up etc. if it was so dark. Main issues with Vanilla.... Where to start! Its mainly just ambient lighting, in most places then point lighting is hardly noticeable. The only benefit from it is that its image spaces make sure that every dungeons etc. blend nicely with an overall theme. Personally I would use Relighting skyrim anyday over vanilla. Its more or less the same, but with alot more emphasis on point lighting rather then ambient, hence trying to be a blend of cinematic and realistic. The good thing is that it touches just about everywhere in the game. As for the colors etc. If you do not like the colors, eg. you think they are too orange, then its fairly simple to alter those in tes5edit. Hence I never bother to being skeptical about that. We all have different tastes in terms of what color should be used.
  5. Just manually delete the entries if they bother you. The correct values are written into the file they need to be in. The .dll only reads the values in a given file so even if they are duplicated it should not matter if the same values are present in another file.
  6. The corona is a fixed texture with a fixed size, but depending on how it looks it will add its intensity to the overall image. If you think the sun is to big, then reduce the glowintensity and sunintensity values.
  7. Not really a matter of belief... just a matter of having enough scripts running. It can cause just as much issue as any other script based mod. If you can live without wet and cold, frostfall etc. then sure you can run with it without any issues.. but running with large amounts of them... nope. Perhaps if threading issues ever get solved. Deadly spell impacts is mainly a weird engine issue since it apparently does not like decals being too large res I think. At least reducing the size of the textures make most issues directly related to that mod go away.
  8. Guess ultimately it does not really matter much which texture is used a a base. After the mesh are completed then new textures will be made regardless. The best thing is just to have something that is sorta good to start from, then perfect it afterwards when it is all visible ingame with the lighting applied as well.
  9. SIC uses both methods. Also as far as I recall then the vanilla spawning system is made so that the enemies in general always are a few levels below you in terms of power, but they get progressively better and better gear. Also certain enemy types do not scale after a certain level... I think bandits stop at like level 15 or so. Which is why you suddenly have every lowly bandit wearing glass and daedric and somehow they all robbed the great enchanted weapons store somewhere. This is also why the game effectively stops being a challenge once you cross like level 25... Since then you have godlike enchants and the enemies just do not scale with you anymore...
  10. Its just a horrible animation.. period. Realism or not then its just annoying after a few dragon fights not to be using it! The dragon can still turn you over, and then fry you if you are entirely out of position which is fair enough.
  11. coc = Center on Cell. You get a cell formid then you materialize from out of nowhere in the middle of that cell. You can then use "showracemenu" to alter your race looks etc. Technically its faster then AS if your only reason for using it is how fast you get to play the game. And yes AS only works during the start. However it does have cell edits that will stay with the game from start till end, since it overwrites the vanilla cells. (Just look at Neovalens guides for what should be patched! For a mod that you only ever see once that is quite a lot, and that only covers what Neovalen use! :) But that being said it is most likely not going to be your prime candidate of issues (As long as you made patches for conflicting mods). So just check up any mod you have that alters cell edits and make sure you have the correct patches. If you do not know how to do this, or do not want to spend the time... then just ditch it since then it is most likely going to cause issues.
  12. That is under the assumption that the government is actually effective :P Like in real life just because they could pick a cheaper solution does not mean it is so! Since it just need to be debated for a few years, after which nobody remembers why anyways. :)
  13. In general I really like his alteration, gonna try out the newest version now... I still use an old one. It does fix foggy weather by quite a bit, and have a great atmosphere as the screenshots also suggest.
  14. Essentially you have mods that add spawns, and you have a mod that alters cells, mix the two and you got your work cut out for ya! I know I found alternate start to cause more issues in certain areas... BUT I had ASIS and I later ditched it. But never went back to AS since I honestly do not mind the helgen start... sorta like the whole mysterious prison thing. If I wanted something else I would just coc into an area and make up my own start from there! It would be better to have it all animated and fully immersive, but got enough stability issues as it is without adding a mod that only ever affects me one time in the game (In general I just do not touch any mod that only have one feature, at a given place at a given time. Since they are most likely never worth it once you get playing anyways).
  15. And the one right above it. Intensity deals with how... intense something looks, curves deal with how bright or dark the colors of the object is based on its texture or lighting values.
  16. If you keep asking about suggestions for what you think looks nice then I am just going to answer 100.000.000! :P Joke aside. If you think anything is too intense or too large, then reduce the values until they fit. Just do one at 8 am, 12 am, 6 pm then you have how the sun will look covered. Also if you use CoT then just use one of the brighter clear weathers, for example. xxx58149
  17. There are settings named corona. They alter the sunglare texture effect. Reducing this can also make the sun look less intense.
  18. Its essentially this..... RUN (through the) FOREST RUN!!!!!! :P
  19. Just alter the color in the ENB GUI. The difference between the various glares is not so much their color, since that can be changed ingame. What differs is how they look, and how intense they are.
  20. Well its better imo. If you are happy with it then play along, otherwise you know how to fine tune it! Edit: You can also reduce the corona and see what happens. Again just alter it to the same values across the board.
  21. It should be said every single time, the sun settings need to be tweaked for every single sun textures that you use. Every single preset only has settings which the author use. These might just be vanilla, or they might be a custom one. In all cases its very few values that you need to tweak, and it can always be done from the ingame GUI. (As long as you are not still using one of the really old versions!)
  22. Waiting until they mature a bit more. Perhaps next version perhaps tomorrow... Got plenty of ENB stuff going on already... Trying to learn how to add mulitple passes into the files so I can make more funky color corrections. The Bronze shine is more the specular then subsurfacescattering, but it might play a role. Looking forward to playing with it. Perhaps I will do it tomorrow.
  23. If you have really large mod lists like Skyrim Revisited, then it most likely will cause some issues. From mild cases of script lag, to freezes and CTD´s. If you just have a few texture mods and only this then it should not be any issue what so ever. It all depends on how many other scripted mods you have added to your list. But this does not only apply for this mod, but for all. The approch Skyrim Project Stability use is a bit debateable, since just because a mod has scripts that update frequently does not automatically imply that it causes instability. But most of the time it is the case.
  24. If you are applying CoT to an existing save you need to go to an interior and wait a month I think it is for the new climates to apply properly. Better to just start a new game using console. From main menu open console and coc riverwood Then you should have a CoT weather from the start.
  25. I thought we had been over those tweaks like 5 times in the past 6 months now, all with people reporting back the same thing. No noticeable performance differences. Also they have been up over at the ENB forums with essentially the same result. As for stability.... then it could be better, it could be worse. Nobody really knows since there are so many other issues with stability that its very difficult to say for sure. But considering that the whole issue with threading is the next big thing in overhauling the engine, then I guess its somewhat logical to assume that those settings are in general just not optimal at the very least. It has been proven by the smart people(A something, and the author of ENB) who actually try to do things with this, that its the engines bad way of handling threading that is the reason why higher ugrids become so woefully unstable.
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