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z929669

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Everything posted by z929669

  1. Well there are definitely some UV issues with stretching. Higer-res texture would also help once the UV issues are fixed. I'll look at the mesh. EDIT: The UV layout looks good, but it needs to be relaxed in a 3D program. I will play with that when I have some time. The original mesh has the same issues for the nodes in common. The textures are only 1024/512, and for a mesh this size, it makes sense to use 2048/1024, IMO. Hmmm ... cow textures.
  2. See my edits ... Yes, we have this patched now much as you say. I just can't believe how drastic the effect is on some of those fires. The lighting seems fine, but the fire itself is sooo orange.
  3. Thanks again ... I think Embers should override Ambiance for all fire conflicts. It's definitely too orange with Ambiance. I mean the source light and not the reflected light. Need to find out what's causing that. It may also apply to magic fire. It looks like that would be more consistent with the light sources as well. Blackreach: Are you overriding CW with the Ambiance changes? I have patched this to use Ambiance colors and fog settings but CW in all other respects. There are several ways to go with this conflict, especially if CW-Godrays is included. I think the Light Color plugin is preferable, and Ambiance is definitely closer to vanilla. EDIT: Luminosity has quite a bit more red in the lighting than I assumed EDIT2: also need to look at laterns. There is quite a bit of patching we have done that needs to be tested.
  4. Thanks ... we'll obviously also need to look at this mod in the compares as well. I will get to it eventually if nobody beats me to it. Rally's is pretty far from vanilla but looks good. EDIT: Is the middle one with this mod's mesh? If so, strike my comment above. EDIT2: yeah, it is ... I think this mod is a no brainer as long as you don't notice any clipping or other oddities in game.
  5. Such overrides are part of what need to be tested. Torch fires should emit similar to Embers rather than lighting I'd say. It depends on the result.
  6. Good to know. The only conflicts of note with the Light Colors module is ENB Light, whichh is late in the LO anyway. Ambient main plugin still sorts rather early in the LO, so I will look at this again. I have this installed the same as you: no darker fogs and with Light Color plugin.
  7. Probably not the darker fogs, but I honestly haven't tried that option. I think Tech mentioned that we shouldn't use it, but IDK for certain. We need to test the lighting color variation too though. Ideally, compares should be against current Step (Luminosity), but whatever you can do is helpful. I still need to set up and test before I can decide on screen compares.
  8. Hey sheson, could you provide a bit of background as to what prompted you to add apparent support for Grass Cache Fixes? What's the scenario this resolves? GrassGID=gid GrassGID=cgid I also see mention of reading GID from BSA and some LODGen support as well for this stuff. I want to keep our guides properly updated with respect to the new version.
  9. Discussion topic: Elytra and Bliss Bug ENB Light by wSkeever Wiki Link Seems like a no brainer to me.
  10. Ahhh, now I get it I vote to accept this one then and I will create a mod topic for the other mod you linked. Both seem like no brainers for ENB
  11. I updated my last post. I recall shadows being an issue with the Maze. It isn't an added download though. It's one or the other, so seems prudent to grab double sided version.
  12. Sorry, I'm confused by your last couple of comments, which is why I posted. Are you providing some of the content for this mod? Could you elaborate a bit?
  13. But see DuskyB's comment on the Nexus mod topic. Seems logical ... Shalidor's Maze is an example I think
  14. Probably should get some screen compares for this one .....
  15. I will not be testing this one, so if it's wanted, people will need to advocate using it versus not. Otherwise, it should be removed from testing.
  16. I will not be testing this one, so if it's wanted, people will need to advocate using it versus not. Otherwise, it should be removed from testing.
  17. I will not be testing this one, so if it's wanted, people will need to advocate using it versus not. Otherwise, it should be removed from testing.
  18. I will not be testing this one, so if it's wanted, people will need to advocate using it versus not. Otherwise, it should be removed from testing.
  19. I will not be testing this one, so if it's wanted, people will need to advocate using it versus not. Otherwise, it should be removed from testing.
  20. I will not be testing this one, so if it's wanted, people will need to advocate using it versus not. Otherwise, it should be removed from testing.
  21. I am also not getting a FNIS.esp any longer. All other output is generated though. Strange. I tried without the XPMSSE script fixes and still no dice. The plugin is a dummy and necessary for XP32 Skeleton, so something is amiss.
  22. I use first person too. Works for me. I vote to accept as well. Marked accepted for 2.1.0.
  23. I don't think this is an improvement. The original concept art was not adopted in the final vanilla implementation, and since this isn't a fix, I vote not to accept this.
  24. Discussion topic: Ambiance - A Vanilla(plus) Ambient Lighting Overhaul by TheMilesO Wiki Link This would replace Luminosity and improve RAID compatibility. Test with and without the Light Colors optional plugin. The Step ENB should work fine with this mod. SCREENSHOTS
  25. What are your critiques? I will tentatively vote to accept this one if they are minor, since this mod has no 'creep' and it's adding glow to fauna that should be bioluminescent.
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