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z929669

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Everything posted by z929669

  1. Install crash logger from nexus and follow it's instructions for finding logs after a crash. Then perform your steps, which seem reasonable. I would do both #2 and #1 before trying to reproduce the CTD. You also may want to check that you have installed all 02-Extender mods correctly as well as certain 09-Fixes mods. Basically, anything related to SKSE.
  2. Obscure undiscovered (location) in the map and/or on the HUD. No explanation necessary?
  3. Marked as accepted for 2.1.0. We may yet modify the L/W patch and screenshots for this mod, but we seem to have admin and user consensus to make the switch next release.
  4. This is a big change, but we have approval of > 2 admin and several users to swap this mod out for Ambiance (follow link for details). Marked as dropped as of 2.1.0
  5. You can also set the game path in the registry by launching the game via Steam and quitting without clicking 'Play' or whatever it is in the launcher menu.
  6. Yes, I will create that one and place into testing. Permissions on this mod are in question, so waiting for a reply before i link to it. It's also available from another source, but I prefer using nexus if it pans out. TBD.
  7. It's just a game-engine GFX limitation, and ENB accentuates it. It can be limited by reducing certain fog settings, but that is at the expense of other visuals. As I said, the next ENB update will largely eliminate this issue.
  8. I use separators rather than categories, but both work.
  9. Same. I place xEdit Output early in my LO and temporary stuff late.
  10. Got it. Yeah, I would go after the Image Space editor Ids with 'default' string by reducing the saturation to 0 and then try others until what you want is affected. I don't recall seeing one with 'menu' but there could be one with 'ui'. Once you find it, I would play with brightness/contrast and the two bloom settings.
  11. You could get a screen of the part you want to alter. I am not clear on what aspect of the "Main Menu" you mean. Text? Images on loading screens? You should be able to capture a screen of anything on your monitor with the xbox gamebar (installed by default on Windows). Access this using windows key + G Capture screen using Windows key + Alt + PrtScn Images are saved by default in ..\Videos\Captures I know it's an Image Space record as you say, because lighting mods impact this. I believe it's the same record that affects the character setup screen. Maybe the 'default' Image Space (there is an editorID with a name like this ... look under Skyrim.esm and Updateesm in xEdit, change to some outlandish value(s), and test in game to check. Obviously, forward to a custon ESP in xEdit.).
  12. Thanks. I will address this.
  13. Screens updated (linked from OP) After looking more closely at Ambiance and the vanilla screens, I now see that Ambiance is actually enhancing shadows where they exist in the game (vanilla). This was done specifically with stealth gameplay in mind as possibly a way to assist the player in finding true vanilla shadows ("hide here") ... note the increased shadow depth of Ambiance in the interior screens. The mod description on Nexus also goes into some detail on this. The RAID MA also suggests this being the case in terms of true vanilla shadows. Night, certain weather and lighting mods and mods like EVLaS all can accentuate or even add shadows where they don't exist in the vanilla game to begin with (e.g., EVLaS in exteriors). These look like shadows, but the game doesn't interpret them as shadows, so this breaks sneaking realism, particularly outdoors. I believe Ambiance mitigates this indoors --and to some extent in exteriors ... and mods like Luminosity explicitly break this indoors. And the 'sun' lighting DY likes in Blackreach seems to be Luminosity now that we have the vanilla reference. Amazing what we can discover by having the vanilla reference ... this is why we always need a vanilla reference!
  14. Once you downgrade, just be sure to strip out any foreign DLLs or other stuff the downgrade patcher leaves behind. then copy this to the adjacent * - SSE folder as described and let Steam validate against the original downgrade copy to give you your AE instance. Steam's manifest file will tell Steam you are all good even if you change the folder names. Just prevent Steam from auto updating while on the 1.5.xx instance. See this post (note links in the footer of the OP):
  15. Yes, that's how I do it. Then all tools, including Steam just treat it as usual. You just need to remember to set your BethINI and MO configs to point to the correct MO profile before modding either one after the rename
  16. I think it is related to the esoteric "EVLaS-ENB bug", but nobody seems to know for certain. Apparently, Boris is somewhat aware of the bug, but I don't know if this is a manifestation of said bug.
  17. All I did was to copy my entire 1.5.97 "Skyrim Special Edition" Steam folder into "Skyrim Special Edition - SSE" adjacent to the original in Steam path. Then on 11/11/2021, Steam updated the original and left my 1.5.97 alone. All I need to do is rename "Skyrim Special Edition" to "Skyrim Special Edition - SAE" and "Skyrim Special Edition - SSE" back to "Skyrim Special Edition". Steam and all modding tools do not know the difference and work without any config changes outside of my having to switch to a compatible MO instance between the two and turning off Steam auto-updates. You can essentially do the same thing once you downgrade. I was proactive though and never had to fiddle with the downgrade tool
  18. For Blackreach, I prefer the "Ambiance colors, CW fog distance & image spaces" patching method, as it gives the best result, IMO. I venture to guess that vanilla lighting will be very similar to Ambiance, so more orange than pink halo, which is apparently CW. However, that is easy to change in the patch, so I will have a look. Vanilla compares coming later this evening. I also want to 'fix' exterior flames in fires, braziers, and torches, so hopefully will track that down as well.
  19. Indeed. The approach and mod lists are like 80% identical I would say.
  20. You must have one of the best GFX cards on the market to get that performance with that resolution on multi-monitor setup.
  21. I mostly prefer this approach, because it's the approach used for generating LOD grass under AE (i.e., without NGIO support), so the synergy makes sense to me. I have no idea how the CC content plays with the vanilla masters under 1.5.97 though. Update.esp is probably all that changed. Unless something drastic changed (like landscape edits), then I assume it's just some xEdit work. Soooo, if it were me, I would fully update my AE game and save it into a unique path. Then downgrade a copy of that (less the CC content) and use the concurrent-version approach (which I still have set up on my system BTW) whereby I can easily switch between the two by swapping name strings on my game folders to trick Steam and modding tools like MO.
  22. Thanks for confirming. It seems you and Tech are in agreement with me on the changes. I will keep experimenting without touching what we know is involved in the detection system to see if I can squeeze any more out of Ambiance. I may revert the bloom changes, as I can't really see any improvement from that change ... saturation was the issue. I know I removed that evidence for simplicity, but take my word for it. I will continue to update the shots with worthy changes and add some shots as well (char-screen and Riften needed). The question is: Is it enough to sway us to trade Luminosity beauty for Ambiance practicality for Step? It's a question about competing priorities for sure. I think preservation of gameplay mechanics wins out, since both of these lighting-color mods are an improvement over vanilla (proof pending as I mentioned previously) ... so IMO, Ambiance entirely adheres to the Step Mandate (and is an improvement), whereas Luminosity compromises gameplay for beauty. Other lighting-color mods deviate more extremely from vanilla than Ambiance, sacrificing visuals for gameplay ... or gameplay for visuals.
  23. Indeed, I should have vanilla (Step wo/lighting-color mod) for reference, strictly speaking ... it's just that for lighting color, we have clearly already deviated from vanilla as far as the game mechanics go (Luminosity 'breaks' some of them), ... it's well know that vanilla lighting is inconsistent. Models and textures are very different in that we want to stay true to the vanilla style. Having a reference shot for that is usually key. This is more like fixing a seam in a model/texture: we know it's broken, so the reference is just there for proof and not for stylistic assessment. In this case, we like the style of Luminosity (which we have been using for years now) and are asking: Is it worth changing to a more vanilla-friendly lighting-color mod? What are we sacrificing visually for higher-fidelity stealth mechanics? Can we make some visual improvements whilst retaining this gameplay fidelity? Regardless, it's always interesting to see a vanilla comparison, so I will add that when I get situated again
  24. there are no restrictions on sharing our files. Feel free to do so. I'd rather follow our latest guide under 1.5.97 than try to follow our previous guide with said patch. Either way, lots of manual patching and caveats involved. I'd rather have a current mod list too.
  25. Yes, look in the file archive and get the highest 1.0.x patches. You will want to follow Step 1.0.0 guide though. This will be challenging, since most of those mods have updated to AE. It may be simpler to do as Mousetick mentioned and plod your way through our AE guide. Either way, we don't support it for these reasons.
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