-
Posts
482 -
Joined
-
Last visited
Everything posted by exploiteddna
-
SKYRIMLE Solstheim landscape and furniture (by Langely)
exploiteddna replied to WilliamImm's topic in Skyrim LE Mods
ok, i got dibs on Thirsk Mead Hall. Im going to get compares for that tonight. A large number of the textures are for that location. I may also be able to get general landscape shots, but someone else can get those if they want (one thing to note though is that SeriousHD Landscape now covers most of the landscape-related textures found on solstheim. So compares should include SeriousHD if im not mistaken) -
DROPPED The Beauty of Skyrim - Dungeons (by raiserfx)
exploiteddna replied to vfxninjaeditor's topic in Skyrim LE Mods
that sounds like a lot of fun -
SKYRIMLE aMidianBorn Roads and Bridges by CaBaL
exploiteddna replied to statmonster's topic in Skyrim LE Mods
lol yeah its pretty hot out these days (tallahassee fl) but weve been getting a fair amount of rain which tends to help a little.. or it can just turn it into a sauna lol -
yeah its one thing to get it installed and add the executable to MO properly. but its another thing getting it to actually work properly and recognize the correct skeleton.it seems to be using the default skeleton (or some other skeleton with only 99 bones in it) instead of XPMS skeleton i use (which has over 225 bones). If you read the output in the FNIS window when youre done updating the behaviors, you can read a bunch of details about what it just did, including information on the skeletons. So yeah, the issue is not getting it installed, its getting it to run properly when being launched through MO. If I install FNIS and my anims directly into the skyrim directory, it works just fine.
-
DROPPED The Beauty of Skyrim - Dungeons (by raiserfx)
exploiteddna replied to vfxninjaeditor's topic in Skyrim LE Mods
ok great. looks good. sorry i havent posted any compares in the past few days, but ever since the langleys pack debacle and the realization of how tedious the work would be to get compares for such a huge diverse set, ive been feeling a bit jaded. I dont imagine youre wanting any additional compares for this mod? ill sift through the MS forum and see if theres something other than langleys i can work on. -
SKYRIMLE aMidianBorn Roads and Bridges by CaBaL
exploiteddna replied to statmonster's topic in Skyrim LE Mods
yeah i think he added the snow textures a little while back like a week or so ago. wonder if he'll do all the other landscape textures. would be nice if he did and i liked them all. as of yet there isnt a single landscape texture pack that i like in its entirety. I currently use parts of SeriousHD, SkyrimHD2K (but 1k version), Real Ice and Snow (RIS) Dark (of which i only use snow and snow roads), and Better Landscape Skyrim (of which i use a few random ones - pineforest01 for example). So yeah, it would definitely be killer to have a pack with everything that is good work and suits my taste ;) -
General Support Thread
exploiteddna replied to Solist's question in Guide Support & Bug Reports (retired)
Interesting indeed. Do you use any sort of non-vanilla blood textures? It purely vanilla? -
yeah i totally did not get the memo. that fu&!@%$%&! yeah i must have missed that. and for the past several weeks ive been thinking, "man we're really overdue for an update..its been a WHILE now" :ox:
-
General Support Thread
exploiteddna replied to Solist's question in Guide Support & Bug Reports (retired)
agreed. i have used EBT in some form since the day i first played skyrim. BFS I only used for ~2 months just recently and only did so because it was in Neo's guide. I stopped using it because it didnt match my personal tastes. For a while I was using only the high-res textures from EBT just as replacers to vanilla, but eventually i started using the esp again. Ive never had any major troubles with it. Although come to think of it, the one time i find myself with very serious lag is battle of whiterun.. i could def see how that would be caused by EBT (and BFS and DSI if theyre installed). But for normal combat scenes with only a handful of actors ive not experienced anything significantly negative. -
General Support Thread
exploiteddna replied to Solist's question in Guide Support & Bug Reports (retired)
this is true. if that were the case then removing any one of them should, in theory, also fix the problem. i dont know about skyre and duel, since ive never used them myself, but ive used all the others together without a hiccup. But everyone's setup is different. Really my only original point was to prevent the user from thinking there was something inherently wrong with DSI because their problems went away after removing it. :) -
surely you dont mean there wont be any more skyrim updates?
-
General Support Thread
exploiteddna replied to Solist's question in Guide Support & Bug Reports (retired)
well if removing DSI solved your problems, then clearly there was some major conflict issue between it and some other mod in your load order.. could probably be solved with a compatibility patch but youd have to find out what mod its conflicting with. I can tell you right now there's nothing wrong with the DSI mod itself. It's made by a good author and ive also personally used for the past 6 months without a single issue. -
SKYRIMLE Civil War Overhaul (by Apollodown)
exploiteddna replied to EssArrBee's topic in Skyrim LE Mods
agreed. i didnt really know where it should go so i just arbitrarily placed it in base c. thanks for the suggestion :) -
SKYRIMLE Civil War Overhaul (by Apollodown)
exploiteddna replied to EssArrBee's topic in Skyrim LE Mods
honestly I havent even opened it up in TES5Edit yet with my whole load order to see if/where it contains any esp conflicts. But there havent been any noticeable conflicts in-game. I'll take a closer look at the ESP in the next day or so and let you know what i find. Off the top of my head though i suspect there will be a few conflicts between it and better quest objectives, but thats nothing to worry about and patching that is a piece of cake.But I'll update the post when i compare the esp to my my load order; hopefully there's not much to worry about. -
ACCEPTED Superior Lore-Friendly Hair - HD textures (by skyrimaguas)
exploiteddna replied to FCqt's topic in Skyrim LE Mods
im just installed/activated the "less shiny" + "less saturated" version. we'll see how that looks (with BVH meshes, of course) -
SKYRIMLE Civil War Overhaul (by Apollodown)
exploiteddna replied to EssArrBee's topic in Skyrim LE Mods
well ive been testing this mod now for about 3 weeks and I am extremely impressed. At the same time, there have even been moments where the mod elicits an anger response because it reveals to me so many vanilla assets and vanilla storyline components that it leaves me feeling like wt* Bethesda!?@?#!? The amount of recorded dialogue that is there but never used in-game amazes me. I feel very lucky to have someone like apollodown who is skilled enough to pick up all of the pieces and build something like this. Anyways, I started a new character and have been doing a playthrough with all of the current STEP-Core mods enabled, a handful of non-Core, and an equal handful of my own personal mods. All things considered, it has gone very smooth. As of a few days ago the mod still had not been added to the BOSS masterlist. Initially I wasn't too sure where it should go in load order, but I ended up just making a new rule that places it in 'Base C' (C for Civil War Overhaul.esp), and that location in load order seems to be working out just fine. I only mention this in case anyone else was wondering where they should put the esp in their load order. So, all in all, I think this is a great mod and I am strongly advocating for it to be considered for STEP testing.  I feel that even though the mod adds a whole new dynamic to the game and thus truly is an "overhaul" mod (which STEP mandate is typically against), I believe this is a very unique circumstance where the overhaul being done is clearly in line with the original game, as the author has only continued the work of the bethesda game designers.  I suppose an argument could be made that, since all of these vanilla assets were just abandoned, clearly the designers ultimately chose not to take the game in that direction, and thus this mod doesn't truly reflect the game's original intent.  While that argument may have some validity, I don't feel the mod deviates so much that it shouldn't be considered "in line with" the original game. This mod is truly astounding. The amount of work that he has probably put into this is likely overwhelming. Aside from that, the mod adds many features that I feel are truly missed in the original game, and it also fixes/enhances some of the features already present.  I have  had very little, if any, problems or incompatibility issues.  I don't see any reason why it shouldn't, at the very least, be approved for STEP testing. This is my final recommendation. :D -
oh i know what youre talking about, i guess i just didnt know the authors name. yeah nexus has been buggy all day it seems. I tried to go on this morning and had trouble, then tried again just a few minutes ago and more of the same. oh well.
-
ACCEPTED Superior Lore-Friendly Hair - HD textures (by skyrimaguas)
exploiteddna replied to FCqt's topic in Skyrim LE Mods
I respectfully disagree. I think if, for whatever reason, we are stuck using vanilla mesh, we should use a texture that can better "hide" the poor quality of the mesh. Two mediocre things that blend together nicely are better than one great thing and one terrible thing that dont blend together at all. Just my opinion, of course. That being said, I have used the meshes from Better Vanilla Hair and, wow, what a huge difference. I think it should be a requirement to use these meshes if you intend on using Superior LF Hair. Otherwise, I feel the best combination is AOF hair + vanilla mesh. And of course we still have Realistic Hair, which covers all/most of the remaining hair textures aside from the hairlong.dds/hairlong_n.dds (which are the only two textures that are covered in the AOF hair and Superioir LF Hair mods, by the way). So, since Realistic Hair contains many textures that are simply not included in any of the other current/future/proposed hair mods, there shouldn't be any question about whether or not it should stay. -
im not familiar with that author or profile. Theres a new profile that came out recently from a new author who, like phinix/Kyo/Matso/etc., has a pretty advanced understanding of the shader code and the modded post-processes (i.e. PP 5, 6, and 7). It goes by the name of "Tundra ENB" and I like most of it. It does have this red/orange tint applied during daylight (esp noticeable in the Rift and fall forest areas) that i can't seem to figure out how to remove or lower the intensity of it. But yeah, I think overall its a decent profile that I'll keep in my enb manager for a rainy day :) (~pun not intended)
-
yeah, for me FNIS is more of a utility than it is a mod. It doesnt do anything on its own, but simply allows me to use all of my animations. I may just keep it installed in the real data directory along with all of my animation mods. Ugh it's so frustrating sometimes using MO. It's definitely a love-hate relationship. At least with WryeBash there was always a way to get things done, even if it wasn't as feature-rich or convenient. This is basically what happened to me last time I tried to make the switch to MO (before I was an MT), I got fed up with all the little quirks and just said screw it and went back to using WryeBash, swearing id never try to use MO again. But here I am again, in the same position I was last time. Tell me, who's the fool now? lol
-
i use the phinix profile sometimes too but the latest profile/update im seeing from him is for the 13.7.13 binary and not the 0.193 binary
-
sounds good. i figured as much, but thought id double checkÂ
-
i dont think my FNIS is working properly. Ive just now noticed that when i run the executable, it says that there are only 99 bones in my skeleton and i know that is not correct for XPMS. So, for the sake of testing I installed FNIS, XPMS, and a few animations directly into my pristine skyrim\data folder and ran the FNIS executable. As expected, the number of bones reported in the FNIS output window was closer to the number i used to see before using MO (200+). Anyone else noticed this before, and if so, what can we do to fix it? (some of my anims are out of whack)
-
ive always gotten complete drop of memory when going into skyrim worldspace from a city world. issue for me is always going into some interior from skyrim or city worldspace. What do you mean you get 10 fps across the board?? Do you mean 10 fps less than before, or less than some other ENB version?? Im going to try it myself now, so hopefully its not a big difference in performance loss. Im using 13.7.13 binary right now and my performance is fine, so hopefully it stays that way. Will report back.
-
ACCEPTED Superior Lore-Friendly Hair - HD textures (by skyrimaguas)
exploiteddna replied to FCqt's topic in Skyrim LE Mods
i always have those 2 mods active on all of my profiles, so no problemÂ

