Jump to content

PopReference

Citizen
  • Posts

    31
  • Joined

  • Last visited

Everything posted by PopReference

  1. This Parallax is not the same as the one used in ENB series, also these textures were created before that feature's release. The Ice/Glacier models include parallax feature themselves, I think the main difference to make it none parallax is to remove any transparency from the main surface texture. As to rootsrat's question: Probable chosen for best appearance, based on screen shots I guess.
  2. It's a cool effect, very cinematic, but not actually realistic; arrows don't spin when released from a bow they sort of shake or wobble. I wouldn't say it''s a necessary mod for STEP.
  3. Faster GET UP STAND UP animation vanilla friendly Should be a welcome fix to anybody's mod list. Just speeds up the stand up from being knocked down; animations files only no .esp, recent update includes clipping fixes.
  4. Could it be an after the fact fix? As in if you go threw the dungeon again and can't get out then?
  5. I'll post some screens as I can: Vanilla                                Smim Also, Chesko's Lanterns have a different texture(just a re-colour/re-size of vanilla) and STEP includes a retexure for the Lantern as well(not sure which mod adds it though, Skyrim HD probably): Chesko                               STEP (Notes on Texture sizes[diffuse & normalmap]: Vanilla=128 & 128, HD=512 & 512, Chesko= 1024 & 512, STEP= 1024 & 1024, SMIM= 2048 & 2048[!])
  6. Skyrim's never liked being Alt+tabbed. As for SFO, if you still want some of the changes it makes with less performance hit you can try the grass .ini tweak found in the wiki page, if you haven't already.
  7. It IS identical to Realistic Smoke and Embers. Moder's quote: "Based on vanilla textures and some files from the mod Better Smoke and Embers: https://skyrim.nexusmods.com/mods/836" The only change he made is too the fxember.dds file, and all he did was combine the ash01_g and fxember together. "*** Another one of my Steam workshop files, now shared here on the nexus." ('nuff said)
  8. Okay, back from sleeping and looks like i was wrong but it no longer matters. As for vanilla lanterns they aren't "lore friendly" either, if you look at the HD DLC textures it's clear that the lamp was welded together, this is not mere brazing either it looks to been welded by modern day MIG/stick style techniques. Therefore these lanterns MUST be from the future and thus are completely Un"lore friendly"!(orbethtexartitsjustsuck)
  9. This patch only supports Wearable Lanterns 2_2a, shouldn't effect the Lanterns for Guards Optional Add-On.
  10. This should be an obvious change, but maybe not suitable for performance STEP: Wearable Lanterns SMIM Patch On hold as of STEP v2.2.5 -Pending availability of reduced texture res options.
  11. Your right but. Water will get cloudy when the river bottom is disturbed. However dirt, sand and rocks will settle back to the bottom fairly quickly, more so in fast flowing rivers, leaving the water translucent enough to see the bottom clearly. I know some rivers are very cloudy all the time but I'm really not an expert on why some do and some don't. Also, just had a thought about colour changes to rivers and water, just another thing to consider what looks better/more real.
  12. In a recent update Laast fixed that, by popular demand:"Update 4 (March 2013): Slightly less transparent water in some areas (requested by many users)." - Everybody has their preferences; myself, I like Pure. What should also be considered is the Scale of effect the mod has, because WATER changes more then just the water textures now, so is that good or bad for STEP?
  13. problem post sry.
  14. Good idea, I'll just keep using this till CaBaL's is released then.
  15. Files are 1024x1024 diff and norm, and no size options. Interesting note that these are 8 times larger then vanilla.
  16. I'm not very good with screenshots, but here's a few I took when I had time: Vanilla/HDÂ Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Proper
  17. STEP doesn't use the ESP for Daedric Armor and weapon Improvement mod, see the notes:"...Also disable the ESP as it isn't needed." It will conflict with Improved Closefaced Helmets.
  18. I don't think a real comparison and screenshots deal is needed here, if read the descriptions for this mod and Smim they do exactly the same thing: "I got sick of looking at the low poly, low resolution lockpick in my inventory. so i made this, it uses the breakable model from the lock minigame for the inventory model too." & "SMIM'd the Lockpick clutter item. I just replaced it with a modified version of the high-detail lockpick used for the lockpick minigame. Finally no more utterly atrocious lockpick!" I'd say it's safe to drop this mode and just use Smim because it comes in the file anyway.
  19. This is not a 1:1 compare. Something else has also been changed in the second screen ... ENB maybe? Anyway, we can't use this as a direct compare.Whatever.it got cloudy... -__-
  20. Just thought I'd add an interesting note if I could. (Never used Wet/Cold) After running a few save cleaners on an old save file, I had this "problem" as well. So basically this can happen if ever the right REFR is tampered with.
  21. Hi Res Fire Effects Recommendation is redundant if used with both Ultimate HD Fire effects and Thinner torches U-HD Compatible. Also a bad idea because Ultimate HD Fires' been updated first and it may change the torch flame Texture size. Speaking of U-HD Fire; the campfire meshes also conflicts with Dynamic Fire should check that. I've removed the recommendation to use the HD Fire Effects on the torch mod, thanks for noticing this. WB isn't reporting any conflicts with Dynamic Fire for me, which files are they?Sorry should have looked closer, it doesn't 'conflict' it just uses different meshes with similar names: meshes\clutter\woodfires\campfire01burning.nif to meshes\clutter\woodfires\wbbcfcampfire01burning.nif (and 3 other files same folder) So Dynamic fires plugin won't take advantage of the SMIM or Ultimate HD Fire .nif edits(where ever you have dynamic campfires.) [Just check for changes with nifskope and looks like he just removed the collision data for the wood logs]
  22. Honestly, in my opinion, your completely wrong. First thing I want to say is that just because it doesn't look like a banged up piece of volcanic rock[=looklikeshit] doesn't mean it's not "Lore Friendly." What lore, as in previous records or imagery of, do we even have to work with? The only other thing I'll say is that the only reason for so few unique Items in Skyrim is not because of Beths imaginative lore or grand purpose. If you ask me, and I do have evidence for my belief, it's because they cut a lot out of the game and either just glossed over the other unique items or simple dropped them to save space. Besides; when you here of Red Eagle's Bane all through out Skyrim, then go to all the trouble to get it, who wants just another Druag sword with maybe better stats?
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.