
Aiyen
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Everything posted by Aiyen
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ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
Aiyen replied to z929669's topic in Skyrim LE Mods
@jawz... you got too many monitors, and too much time to look at them! :p Anyways jest aside. It was just since issues with green tints was mentioned. For some users this is going to be inevitable. Not everyone cares that much about color accuracy! There was not really any suggestion that you should make any changes because of it... I like ELE the way it is done right now. Looks good without additional processing, and epic with it! :) -
It is star wars.. so I would like to see some actual gameplay and most likely wait until after a few patches as well. So many star wars titles where you give in to the hype, or expect the game to live up to past titles, only to be disappointed.
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ACCEPTED Relighting Skyrim (by NovakDalton and JawZ)
Aiyen replied to z929669's topic in Skyrim LE Mods
@JawZ: After trying out my ENB preset on my friends computer and monitors the other week I started to notice a few things about the greens in the game. Most textures that are based on the vanilla design tend to have higher green saturation amounts, I guess there was a sort of "which came first.. the hen or the egg" moment during the design. Either the textures where very green and the image spaces where made like they are to compensate, or the other way around. Either way the textures are made for the desaturated style of skyrim. For that reason any time you adjust colors etc.... the greens become an issue and will require a bit of fiddling. The 2nd issue is that most monitors tend to lack in the green part of the RGB color space, even when fully calibrated. Lower quality panels .. especially TN can have a hard time to cover a large enough part of the greens. As such the green hue you got on your end will look different on another monitor. I had to further reduce green saturation on my ENB, as well as shift the overall color theme so it looked like on my monitor.. and even then there was also a few issues with the blues.. but it was a cheap panel and it did not look super bad... anyways long story short... the greens are always going to be an issue most likely. -
Vividian - Weather & Lighting enhancement - CoT - RCRN and Pure Weather
Aiyen replied to Mangaclub's topic in Post Processing
Looks spiffy manga.... amazing you still find it fun to do this sort of thing on this scale! :) Only noticed a few minor things based on the shots that are related to the post processing, most are due to textures, which are outside of your control really. You got me on steam if you want details etc! Will have to try it out when I get the time and see how your code looks these days! (after all that is the main thing that interest me hehe) -
Why so much MO hate? (semi-rant)
Aiyen replied to Octopuss's topic in General Skyrim LE Discussion & Support
Every single tool cause issues to the users.... They will also cause issues to each other since they are programs that where never written with the intent of working with other tools. This does not make any single tool bad or an issue. Part of the reason STEP decided on MO and to advocate it was the profile system that no other mod manager had at the time! It was simply too good to not use. I personally also found the loose file approach a god send, because frankly I hate BSA´s, I do not want all my modded game assets hidden away in a silly archive format that I would then have to extract and re-compress every single time I have to do anything. But there is the option for using them the same way that all the other mod maangers do so there is not really much more to that debate...It is not MO´s fault that a user decides to use an advanced feature without understanding it. If that was the case it would also be tes5edits fault that a user ignores the HUGE "ARE YOU SURE!!!!" message it come with before making a change. Another point that was made was the user friendliness of MO.. assuming the user just want to play the game. The user cannot mess up their data dir, having to reinstall the entire game which for quite a few people would mean a day or more of downloading the game from steam again. Also points where made to the UI of MO being far more intutitive then that of WB... I know veterans of the modding community will disagree, but I am also of the opinion that MO is just sleeker and present the information in a better way. However the UI is ofc. a minor thing, the main point was the whole "you cannot mess up your data dir". There where other points, but overall those two where the main ones. Like krypt I have not had any issues (That was not caused by myself) either and when I create mods I also prefer MO, since the whole convenient extraction of assets is so powerful. Also the ability to have multiple profiles is really essential when I have to provide support for multiple different ENB setups... If I was just using WB I would never been able to expand beyond a single mod setup, which would be a shame. Edit: as a final note.. I also would like to know what this hit squad is? -
The reflection fix relates to issues with reflections on the LOD parts of the water. Reflection is calculated from the 1st person view camera´s point in space. Hence if you tfc or go to 3rd person it will not longer be perfectly aligned up, and it will be noticeable when you jump. If I recall correctly Boris already stated that this is not possible to alter since it is an engine hardcoded thingy... but it was a long time ago that the reflections where a topic last, so perhaps something changed in the mean time.
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Detailed shadows ? Under EFFECTS in enbseries. You can then further tweak the quality of that effect under SHADOWS.
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Looks like you got a rock texture and cave wall texture that does not do the best blending job in the book. Rocks are often used as clutter in caves to make them look more interesting. However they should share more or less the same type of texture, however it is ofc. possible for you to have a different one for one and the other. I guess it would also be helpful if you post which location that is specifically.
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I personally did not like the combat rebalance mod... I actually found the base combat more enjoyable.... weird I know. Perhaps because I was mainly playing for the story, not for the combat mechanics. Also one thing I learned from playing without that mod was that there are a few combats where you are just going to get smashed to bits if you do not know what is going to happen beforehand... And not in the good "I have to learn and adapt" kinda way... just in the BS one shot kinda way. I do agree with the texture mods though. Anyways back to combat, again do not do it in witcher 2... I completed it on the dark difficulty, which was kinda fun, but doing the while "you got only one life" ... no way, there are simply too many combats where a freak hit box issue can mess you up entirely. Ofc. if you play unmodded you can more or less make yourself perma invulverable, so it is entirely possible... it just makes the game really boring imo. I did not really feel like texture mods for witcher two really... the game already have settings that allow you to get silly texture quality, so there is really no point.
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The specular is the alpha of the normal map, not the diffuse. The alpha of the diffuse is transparency. (unless it is a landscape texture and you use ENB, then it can be the parallax texture.) Each model have its own lighting shader properties (some have more) that deals with how lighting affects that particular model. You can set the specular intensity to 0 and never have any specular regardless of what you have in your textures. Also if the model has an env map attached it can be what is visible.. reflections have a hard cap of .. 512 in resolution and only pre baked env maps can be used, so those will always look bad. In that case you adjust curves or levels to make the env map darker and it will have less of a visible effect. Finally since this is a snow related issue there is the issue of image spaces, most snow + sun weathers have a really high sun scale which means that speculars are even more lit up... so one could also try to simply adjust the image space of the relevant weathers and lower the sun scale... ofc. this will be a rather radical change overall, and might make snow look too bland and grey without any glowing in the sun.
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ENB presets have a setting under Environment that is called specular intensity.. it can be used to adjust the specular component of the game. Alternatively you would have to alter the meshes involved with that particular texture to turn down how the specular settings work.. but that is a bit of a more elaborate solution I would say. Best thing I can suggest is that you try any ENB preset and verify if it is in fact specular settings or something else. You can adjust it ingame using the GUI on any of the newer ENB binaries.
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Get different textures. Or turn down the specular intensity in ENB... if that does not do it, then it is most likely not specular that is the reason.
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Looks a lot like it is the specular settings of the textures. Skyrim does not have a detailed enough engine to really pull off various materials without it looking sorta plastic like. Either that or it would be the snow decal overlay on those textures... But I am thinking it is specular since it is affected by you moving around.
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I would check the log it generates to see if it provides some insights.. it would be odd if it does some but not all. Only thing that comes to mind is if an alpha channel is involved and it has a setting to do something else in that case.
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Compression and resolution are two different parameters. Both affect the file size. You would need to adjust the compression used to alter that and the resolution constraint if you want to affect that. Granted I never liked how DDSopt handled compression. Never figured out how to just force it to save all files in a specific compression... Remember getting quite annoyed at it and stopped using it when it continually made some textures I made into dxt1 when it clearly caused artifacts... and I needed at least dxt5..
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Dynamic Distant Objects LOD - pre 2.xx
Aiyen replied to sheson's question in DynDOLOD & xLODGen Support
Ah smart. But yeah as long as you do not have any texture issues before the process you wont after. Keep up the good work on this! -
Dynamic Distant Objects LOD - pre 2.xx
Aiyen replied to sheson's question in DynDOLOD & xLODGen Support
Sheson: But why are the textures relevant at all? As I understood all of this fancy stuff you just regenerate new LOD files.. which do not care about the texture paths. Only the meshes care about those, and your mod does not alter those ? The worst that could happen if the textures are not there are the purple "missing texture" object if the mesh is looking in a path where there are no textures. But again there should always be... at least in my mind! :) Hope that made sense. -
I do think that staff should remain neutral. I can only imagine that it will cause more issues down the road, for the reasons you already stated. Never was a fan of "employee of the month" kinda deals... I have never seen it actually contribute anything positive in the work environment. I have only seen it implemented decently when it involved entire groups... to help foster up some healthy competition in project work. Note: Not saying that this place is like work, just an analogy! :P
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Oh I was not really proposing a solution, just stating how SR-LE does it, and why.. sorta. You are not the first who wanted to get differences between dungeons and village buildings. I do like your quick and dirty solution, however I am fairly certain it does not play nice in ALL locations! And you just do not know until you find those ingame! The problem is that there are not just dungeons and village interiors... there are a host of different variations. For example some places will have a giant sky light and now they will have dungeon like darkness even though it makes no visual sense that the particular dungeon is dark at all. :) And the same with some interior locations.. such as prison dungeons which will now be really bright even though they should be dark... anyways I am sure you get the point. However If you go about and fix them as you find them I am sure you will end up with something nice in the end! :) and as a final note... Enhancer is NEVER the optimal solution if you got ENB... I can make a long technical rant about that but kinda serves no purpose here!
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Well if you start getting purple ruins in the distance etc. you might have some texture related issues to the dynLOD process. But again that would just be weird, since that mod should not alter the file paths, only the LOD files.
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Which STEP Core mod causes the biggest FPS hit?
Aiyen replied to robbydee's question in General Skyrim LE Support
Take the "do it yourself" option and then do not select the high quality fences and rope options. As I recall it have images showing the differences between the options. -
Which STEP Core mod causes the biggest FPS hit?
Aiyen replied to robbydee's question in General Skyrim LE Support
Use a lower version of SMIM, it would be the extra detailed models that cause your hardware to struggle. Especially in riverwood where it changes quite a few of them. -
The textures should not matter. It is the meshes which are the vital part of the dynLOD process. The textures do not enter the equation until you load up the game. It loads your files and generates new LOD files for your game, which then go look for the textures at the relevant file paths.. which have not changed during that process at all, so if they load now, they will load after. The dynLOD process only makes it so that the game renders LOD meshes at longer distances, it does not affect which textures are written to those LOD objects, since they already exist in the game.
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Sadly people who cannot afford that are kinda short on their luck in the options department. Doing interior lighting overhauls, even if you only touch ambient colors and lighting templates is a monumental task. And I highly doubt we are going to see more massive interior overhauls at this stage of the games life. But I would not mind being proven wrong in that regard. But perhaps what is out there will look good on your monitor... just do not expect that it will on everyone elses.
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The SR-LE version is that ELFX wins everywhere and RS only affect the locations that ELFX does not. Enhancer is not used because it is not a good thing to use with ENB. ELE is required to normalize most of the image spaces so everywhere looks at least decent. In general mods that create darkness by adjusting only the image spaces should be avoided. It will never look consistent across many monitors. Instead you need to go for mods that alter the ambient colors to darker values since you then get a more consistent result. However only ELE really does that for just about everywhere... no other mod have ever had a dedicated team on it to cover the whole game. If one can use an ENB then that combined with ELE is the most optimal solution since you can then get the general lighting you want inside interiors, and you only have to adjust in a few locations to know that everywhere will look equally good (or bad). Sadly SweetFX like post processing cannot do this since it does not have the ability to influence the specific interior color values... only pixel values which is again the same as just altering the image space values.