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Everything posted by exploiteddna
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ummmm. spam much?
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I think it somehow converts real time you spend reading a book into game time. You can open a book for 2 minutes and X amount of hours will pass in game, but if you open the same book and keep it opened for 5 minutes, Y hours will pass in game (Y being more than X). I like this idea too, the faster you read in real life the faster your character reads in game :) agreed. as long as the scripting is in fact minimal (as is being said), i think it's a great idea. PS - i love the 'script space' term. ive always thought of it like this myself, just never coined the term to describe it :) nice work
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location/name of Volumetric fog textures
exploiteddna replied to exploiteddna's question in Post-Processing Support
lol. was hoping for a different answer, but was afraid that's what you were going to say. so short of opening individual meshes, theres no way of knowing. I guess ill just start making a list for personal use. -
ACCEPTED Audio Overhaul for Skyrim (by David Jegutidse)
exploiteddna replied to Neovalen's topic in Skyrim LE Mods
thats a good question. i never got into that mod too much. I think i installed it once but something i didnt like at the time made me uninstall it. My first thought is that I think the two mods are different in terms of their overall goals and definitely in their approach. I could be wrong. The funny thing is, I was wondering about SPO just recently.. thinking about how popular it once was at the beginning but now i havent heard much from it in a while. I do wonder how the two stack up against each other There are certain features of this mod that just really impress me. Ive mentioned a few of the reasons already above. Another feature ive just experienced is some of the "running/moving water" sounds.. like a large waterfall in the distance. I really like the type of sound and feel it adds a new element of realism. Some places i think might be a little too loud (like markarth's flowing water systems), but this may be due to the fact i chose not to patch the AOS waterfall descriptors and left the ones from realistic water two in place. I have made an override patch for it and will go back to markarth to see how loud/quiet it is now :)  /rant -
location/name of Volumetric fog textures
exploiteddna replied to exploiteddna's question in Post-Processing Support
im familiar with the sky statics because they always get in my way while im trying to make worldspace edits in the render window of CK :) Had no idea these are what is being targeted by the [Volumetric Fog] parameters, so thank you for that info I don't use CoT so your mod won't be of use to me, though I could check it out to see how you implemented your volumetric fog. Which meshes are responsible for the "true" volumetric fog that reacts to [Particle] settings? -
i didnt really watch it yet. i thought it was a help video for optimizing textures, but my "issue" was with a specific portion of the guide itself -- getting my textures optimized was secondary. i have a feeling it won't really apply to what I was looking for. Nevertheless, I actually dont have the link anymore. i remember the password, but need the link. I'll watch it and let you know
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STEP v2.2.7 Official Bug Reports
exploiteddna replied to TechAngel85's topic in Step Skyrim LE Guide
Looking closer at the dialogue topic record I've found something interesting. Looking at each of the Dialogue response records beneath the parent dialogue topic of Shout03 (00013DFE), you'll see that a Spanish language exclamation mark set is used in the "NAM1 - Response Text" subrecord (an additional upside-down mark at the beginning of the word) ... whereas the default should be the exclamation mark we use in English language (just the one at the end of the word) This was probably made by an author that uses a non-english version of the game. Shouldn't cause any problems, but thought I'd mention it just in case. -
looks awesome. i love using azar ponytails on my female characters, so this works out nicely. will give it a shot soon
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STEP v2.2.7 Official Bug Reports
exploiteddna replied to TechAngel85's topic in Step Skyrim LE Guide
Maybe download the optional file and check it for yourself? They have the same name. Not two separate esps. The main file's esp is indeed record-free =) As you said. Didn't mean to argue that sorry. well then, by process of deductive reasoning, it seems i must be (mistakenly) using the main file :) Will go fix that now. So the 'optional' is actually a replacement plugin that, unlike the main plugin, has records in it. This is correct? Yep, just installed the optional. I see what you're saying now. Thanks -
ok, ive just made the edits. the part about using the size of "Vanilla Extracted" as a comparison was removed. I provided an alternative method that can be used to check that the batch process is complete. the other option would be to instruct users to delete all DLC assets from Vanilla Extracted except for the textures folder in each. Then the size comparison would work. The problem with this is that deleting those assets will throw off the total file count, which is used as a checkpoint a few steps before. Thus, i felt it was best to scrap that comparison and provide the alternative method of checking. Is this sufficient?
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I just removed all the extraneous assets from Vanilla Extracted and now all the numbers are checking out.
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ok kelmych thanks. i shouldve known better :facepalm: its all the other crap from the DLC BSA archives. so dumb. what threw me off was that I was following the guide and it says to make sure that size of those folders is equal to the source.. which, now that you pointed out, i shouldve realized is not correct due to the other assets (meshes, sound, etc). BAH! :facepalm: from HERE (about 1/3 way down the page - in the "Notice" blurb): "select newly created folders and check properties, when its size reaches the size of the "Vanilla Extracted" directory the process is almost finished." ALSO: you said the Vanilla Optimized folder size seemed odd .. thats because i never ran DDSopt. I never moved to that step because the numbers werent matching after running the 2_Pre-optimization.bat batch file. And i know the guide shows the folders/directories that should be there, and everything was matching up. Everything but the data size, which was suggesting to me that some textures were not being robust-copied. But, we know now that everything is cool.
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why was this moved to the ddsopt support forum? im not having problem with ddsopt, i was moreso trying to point out that there may be something wrong with the new protocol for optimizing vanilla assets (as ive been though this over and over and over, opened the batch file to make sure the code is right, opened my own elevated promt and then executed the batch from there, re-extracted all BSAs from scratch, etc. etc. So i have checked and double-checked my work and im exceedingly confident that I am not doing anything wrong. Thus the report in the bugs thread.
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STEP v2.2.7 Official Bug Reports
exploiteddna replied to TechAngel85's topic in Step Skyrim LE Guide
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I'm not sure if this is the appropriate place for this (and if not, feel free to move it), but Im having trouble working through the vanilla texture optimizing using the STEP batch files and protocol. I have all of the assets organized according to the instructions, have run the first batch file with the correct beginning and ending file/folder count (77116/2752 before running "HRDLC_Clean-START.bat"; 76395/2721 after) this is the directory structure ------------------------------ >Working ---->Vanilla Extracted --------->Dawnguard --------->Dragonborn --------->Hearthfires --------->HRDLC1 --------->HRDLC2 --------->HRDLC3 --------->STD ---->Vanilla Normal Maps ---->Vanilla Optimized ---->Vanilla Textures ---->Vanilla Uncompressed Textures ------------------------------ The second batch file i run is "2_Pre-optimization.bat" -- since i dont have sufficient free space on my SSD, all of this is on my HDD, thus the execution of this batch file takes approx 10-15 minutes to complete. Once complete, I check the log file. The wiki says that there should be 14 blank lines (17 blank lines according to the message in the batch file output). I have 71 blank lines. The combined size of all contents in the 4 new folders (Vanilla Textures, Vanilla Normal Maps, Vanilla Uncompressed Normal Maps, Vanilla Optimized) should match the starting size of the files in 'Vanilla Extracted' (14.5gb-size on disk). My total size is 12.6gb (size on disk) -- [8.0gb Vanilla Textures; 3.22gb Vanilla Normal Maps; 1.38gb Vanilla Uncompressed Normal Maps; 18MB Vanilla Optimized] So, this is where im stuck. Short of sifting through everything, file by file, to see which files have not been moved/processed, i dont really know what i should/can do at this point. Is there a way to get a detailed/debug log? Any help would be nice. Otherwise I'll just have to do everything manually. I dont really need to do this since ive optimized the vanilla textures,the whole process many times over. Im very familiar with DDSopt and the principles and concepts of optimizing textures. Im merely trying to learn this new method of optimizing assets in order to be better informed with STEP and its protocols. So, i dont so much care about getting my textures optimized because the ones i use for my game have already been done with the old protocol. The reason I posted this in 2.2.7 bugs is because this protocol is new, i thought it was new as of 2.2.7
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ACCEPTED aMidianBorn Book of Silence (by CaBaL)
exploiteddna replied to EisDrache's topic in Skyrim LE Mods
yes i can confirm. i didnt open the xml to check the code, but i did try the installer, and it failed to properly install the grey steel glass option -
SKYRIMLE Flora Respawn Fix by bluedanieru
exploiteddna replied to Valtarien's topic in Skyrim LE Mods
weird. wild edits, maybe? those type of things unfortunately have to be confirmed by the author, or by testing it ourselves -
SKYRIMLE Immersive Snow and Ice - Mountain and Rock Edition
exploiteddna replied to exploiteddna's topic in Skyrim LE Mods
hmmm.. i agree with most of what you said.. but i think the implementation is perfect. the methods used to apply the dynamic snow are entirely novel to skyrim modding. the textures may be a bit off, but thats a matter of preference. textures can always be swapped out, easily improved.. its the methods and implementation that make this unique. its a positive sign for things to come (so long as the author or other modders choose to continue working with it). But, in short, yes i agree with you that it needs some polishing. -
SKYRIMLE Flora Respawn Fix by bluedanieru
exploiteddna replied to Valtarien's topic in Skyrim LE Mods
on a different, but not unrelated, topic, i have this bug that is very similar: walk into alchemy shop buy most of the ingredients stock realize i forgot to drink a *fortify barter* potion reload the autosave that was just created when i entered the shop try to re-buy the same ingredients, but... the vendor's stock is almost, if not completely, depleted (as if all the ingredients i previously purchased were removed from the vendor inventory, even though i loaded a save from immediately before i made my first purchase attempt) this is similar because it has to do with reloading saves, and re-spawning items/objects hmmm. no idea. have you looked in t5e? -
SKYRIMLE Immersive Snow and Ice - Mountain and Rock Edition
exploiteddna replied to exploiteddna's topic in Skyrim LE Mods
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ACCEPTED Audio Overhaul for Skyrim (by David Jegutidse)
exploiteddna replied to Neovalen's topic in Skyrim LE Mods
One of the first aspects of AOS that hooked me is exactly the believable and realistic sound distance attenuation. I recall that version 1.2 had some issues with the impact sounds happening to "close" to the player but it has certainly been fixed in 1.4. I wholeheartedly agree with Neovalen on the bow sounds, they are one of my favorite parts of the mod. It just seems more impactful and...dangerous for lack of a better word. When you hear an arrow zip by your head, it makes you want to take cover in a hurry! Overall, after playing with this mod for a quite a few hours now, I find that it is a huge improvement over the vanilla system while still retaining the vanilla flavor. I don't know that mixing and matching would yield an ideal result because AOS just meshes better with the game world in general. You start throwing too many other sounds in there and it throws off that careful balance. I think some sounds could use some tweaking here and there (some weapon impacts for instance) but nothing serious. In order to be able to fully appreciate this mod I think it is important to follow the mod authors advice to just start up the game and play for a few hours. You really have to let go of what you're so used to hearing after hundreds of hours of playing and after a while you realize how much better everything sounds. For me, audio is every bit as important as graphics in terms of immersion, and it is all to often left by the wayside these days. So having a quality sound overhaul like this is paramount in my opinion. yeah man, this is good feedback. Even i havent ever run the mod without some of my other sound mods.. definitely could try this at the beginning of my next character. -
STEP v2.2.7 Official Bug Reports
exploiteddna replied to TechAngel85's topic in Step Skyrim LE Guide
im unsure whether someone has mentioned this, but the plugin for Dragons Shout with Voice is an blank plugin -
SKYRIMLE Immersive Snow and Ice - Mountain and Rock Edition
exploiteddna replied to exploiteddna's topic in Skyrim LE Mods
hmmm.. well, compatible in that they play nice together... but i know there are some record conflicts.. some of the objects he has already covered (which currently is limited to rocks/mntns) have also been edited by BDS.. no big deal really, just that some can have his snow and others can have BDS heh, joshezzel .. i just put 2and 2 together lol. the name in your sig matches the nexus user :) -
SKYRIMLE Immersive Snow and Ice - Mountain and Rock Edition
exploiteddna posted a topic in Skyrim LE Mods
Immersive Snow and Ice - Mountain and Rock Edition Looks like a very promising mod/project. Although it only covers rock/mountain statics (and i think 2 nordic bridges) at this point, it should grow to cover more objects. Looks to be an alternative approach to dynamic snow.. similar to the BDS approach but a little different. Im still investigating the asstes right now, but wanted to open a thread for it

