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z929669

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Everything posted by z929669

  1. Mod updated to v2.02 with all bugs/issues addressed. Theoretically, it's in a polished state at this point.
  2. First off, it's "DynDOLOD" - Dynamic Distant object Level of Detail I moved this to the DynDOLOD support forum. Please post your logs as described here.
  3. Glad you found it
  4. Using ENB? Toggle it off using Shift+F12 to confirm if this goes away. It should be fixed in next update.
  5. NOTE: Dust modding overall seems pretty complex with respect to the meshes in particular. DUST by Ramccoid may be something to evaluate again. We used to use it and dropped it in favor of this mod. The only way to really evaluate DUST vs Particle Patch is to experience the differences in game at some length, as I cannot assess looking at the meshes alone. That said, simply dropping this mod and letting Particle Patch take over is a good solution, but it may not be as good as mixing and matching with DUST. I just don't have the time to look more closely. Tagged Dropped for 2.1.0
  6. Compares: Note that ELFX and particle Patch supply only meshes for this one and rely on vanilla texture paths for some webs, so can't easily mix and match meshes/textures for several webs without editing the meshes to point to custom textures (or renaming custom texture paths to vanilla). Vanilla >> Step (Webs) >> ELFX >> Particle Patch >> Step (Webs) w/ELFX meshes >> Step (Webs) w/Particle Patch meshes ENB No ENB I think current Step (this mod) seems best, so recommend no change (unless someone can bring a better web mod).
  7. Yes, just hide the DROPS meshes.
  8. Compares: Step (DROPS V3) >> Particle Patch >> Step (DROPS) w/Particle Patch meshes ENB No ENB Based on the compares, I think DROPS V3 has better 'drops'. ENB does impact, and DROPS doesn't show up as well against the dark background but seems fine against the light background. With the Particle Patch, drops are visible against the dark background but not so much against the light background. This holds true in game with the animated drops. Screens have limited value here. Using DROPS with PP meshes resolves everything, so that's what I vote we recommend: Hide the DROPS meshes. and let PP win those conflicts.
  9. RE @Phlunder's Glacier LOD textures and TexGen, please see these notes: The not so obvious issue The solution ... even better solution Some context about using Phlunder's Glacier LOD mod (the Mountain LOD file)
  10. Subtle and prominent dust effects look better and more realistic, IMO
  11. I suspect this mod may not work great with ENB. Hoping someone will assist with checking or just comparing to the Particle Patch version without ENB.
  12. I suspect this mod may not work great with ENB. Hoping someone will assist with checking or just comparing to the Particle Patch version without ENB.
  13. So to the compares ... Step (this mod w/Particle Patch meshes) >> Particle Patch >> Ramccoid DUST >> Ramccoid DUST w/Particle Patch meshes ENB No ENB First, Particle Patch and Ramccoids versions are far more comprehensive than this version , which only provides the three dust textures and uses a non-ESL plugin to load it's textures The textures are similar between the two (very small dust particles ... resolution really doesn't matter for this once you are at 512 or greater, IMO: Step (this mod) >> Particle Patch >> Ramccoid DUST Second, ENB doesn't appear to have any obvious issues with Ramccoid's meshes, but Particle Patch meshes do seem to make dust more apparent in terms of the number of particles present, so ENB compatibility may be at play here. My assessment: I prefer the Particle Patch. Dust should vary in size/shape as evidenced by my own life XP. Dust from falling rock or windblown dust may be more uniform with smaller particles, but ambient dust comes in all shapes and sizes (to a point anyway). Ramccoid's version does include loose files with 19 having no conflict with the Particle Patch (and other Step mods), so I would tend to go with Ramccoids version, hiding the dust textures and conflicting meshes (all but the 19). From these shots and the meshes used (fxambbeamdust02.nif & fxambbeamdust03.nif), I can't see any major difference in game, but the PP meshes seem to make particles more evident, regardless of the preferred dust textures. This makes me wonder if some of our other mods need rethinking for ENB support (DROPS, Webs, etc). EDIT: I vote to drop this mod for 2.1.0 either way.
  14. It's a glitch of sorts. I have loaded the game and seen guards with torches and sometimes without. It's definitely a glitch of sorts, but I don't know the cause. I'd like to fix that mod but I recall perms don't allow. I think we should probably double check whether we do or do not want the glow maps and remove the corresponding steps.
  15. No idea. Maybe look for a mod that does it and let us know. Otherwise, you will need to research what it's doing in xEdit.
  16. The ones using plugins are doing other things in addition to muting the sound, I think. I actually prefer the default sound so that I know if my sneak attack worked. This is the intent, and I think it feels normal after all these years. I'd suggest going with the pure NULL WAV file replacer as you are doing.
  17. I added a note to Natural Eyes. FAR was modified by @TechAngel85, so I defer to him on that one. It does seem redundant to move the glow maps into Textures and then uncheck them before install. NOTE: we are using the no glow option, so maybe those should be installed to replace the default and the instructions assume the glow versions are installed??
  18. Use whatever you like. there's muted ones: https://www.nexusmods.com/skyrimspecialedition/mods/17496 https://www.nexusmods.com/skyrimspecialedition/mods/12510 https://www.nexusmods.com/skyrimspecialedition/mods/3387 Or replacers: https://www.nexusmods.com/skyrimspecialedition/mods/22866 (includes one for archery) https://www.nexusmods.com/skyrimspecialedition/mods/43100 Download them and listen to the files to compare and let us know what you wind up using.
  19. Tagged accepted for 2.1.0. We're recommending to reduce the max potions that can be used by an NPC during a fight from 4 to 3. This number is randomly assigned at the start of the fight, and NPCs have a 40% chance of using potions in a given fight. So 40% of fights with bandit, mage, and assassin NPCs will result in the NPC using 1 to 3 potions during a fight. Three potion uses should be seen in about 0.40 * 0.33 = 13% of these fights.
  20. Accepted the related 'parent' mod, so tagged accepted for 2.1.0.
  21. Accepted the related 'parent' mod, so tagged accepted for 2.1.0.
  22. Accepted the related 'parent' mod, so tagged accepted for 2.1.0.
  23. Accepted the related 'parent' mod, so tagged accepted for 2.1.0.
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