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z929669

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Everything posted by z929669

  1. I hadn't noticed, but yes, it's fuzzier in my screens than it is in game (where it was a real improvement, IMO).
  2. If you are using the latest version of RWT (5.x), there is nothing to fix. This is just a warning to verify you don't see artifacts of the large-reference bug in SSE and that it has been accounted for properly by this plugin (which it is). All such warnings are just that. Most other mod authors haven't made the changes as RWT has made in it's most recent version though. PS: I rarely see an issue in game for most of these situations, even if they are valid. Sometimes, there are visible issues in game, so having the warnings is a good thing.
  3. I think if we use the Realistic Print option from FO, this might resolve for you guys. I personally prefer this mod's fuzzier text though, since it looks more like printed text.
  4. For LOD, the dead trees are just not working correctly, due to texture mips and possibly alpha. I have tried everything with no luck. Even with assistance from T4, sheson, and kojak747
  5. Thanks. Tag changed. Added to wiki, ModList, etc.
  6. It is also no longer available on Nexus. These sorts of mods have always been a bit hit/miss in terms of whether or not they work as expected for a given user, since OS settings can impact (and SKSE/controller configs). There are some old Reddit posts on this particular mod not behaving as expected.
  7. 'Installers' are needed to install mods. To me, they are a 7z archive containing a FOMOD or a folder structure conforming to Bethesda file-path standards. Do you mean BAIN installers? MO doesn't care as long as the mod's folder structure is standard. BAIN installer folder structures conform to standards. There is likely a MO plugin for BAIN Wizards, but I never saw the need. FOMOD is the current standard, and BAIN can be installed using MO's installer helper with drag/drop. Do you have an example of what you are trying to do? Wrye Bash should be run as an MO executable in order to properly generate the Bashed Patch based on your load order. This is a bit tricky to set up as I recall, since WB is launched via a Python launcher. Moved Topic into MO support forum
  8. So you are running strictly vanilla with not a single mod? If that's true, then it's probably something to do with your display driver settings or INI settings. Use BethINI as we recommend and see our Display Settings guide. Directly from the description I linked: 1. You cannot overwrite mods that add bulbs with mods that add more bulbs because then you'll have an insane amount of bulbs and tons of flickering. 2. You can overwrite mods that add bulbs with mods that edit lighting colors. 3. You can overwrite mods that edit lighting colors with mods that only edit indirect lighting (for example, if you wanted to use a darker ambient lighting mod) Luminosity: edits lighting colors RS: adds bulbs, edits lighting colors ELE: edits lighting colors ELFX: adds bulbs, edits lighting colors, changes tons of objects to help reduce flickering created by excessive bulb placement NAT: edits lighting colors All other weather mods: edits weathers and will not conflict with interior lighting mods This likely addresses your problem.
  9. I meant that if you check your level via settings, you can use that to subtract a past level from a current level ... but yes, the point is to not know or care. Just like you don't really measure experience in real life, even though you get better with practice.
  10. No worries, I didn't realize you were attempting to help out. I thought you were trying to install your own hybrid of Step 1.0.0 and 2.0.0. This forum is open to the public, so best to add you to a forum role that will allow you access to more resources for helping out (including the dev forums for 2.0.0). Posting here only invites onlookers to want to use the dev guide ... and ask more questions. This is who I am talking to when I mention that we don't support the dev guide. We may wind up locking this topic to avert that if necessary.
  11. I'm sure you can find mods that attempt to fix the bounty system in a number of different ways. Most fix obvious bugs, but some go further.
  12. Your lighting configuration is not configured properly. Too many incompatible mods that mess with bulbs in the cell you are testing. This mod's description has some helpful notes.
  13. Subtract? The following may be redundant advice. I missed that it pertains to Survival mode where not seeing leveling may be the point, as in Requiem (in which case, you are not supposed to know!): Pay attention to your 'level' progress indicator. Sleep as soon as it maxes/ Otherwise, you will not know unless you subtract from pre-sleep level.
  14. LOL ... that article is pure "ad phishing". Scavengers/parasites create a bunch of useless and generic 'support' blog posts to trick search engines into propagating them via SEO in a sad and annoying attempt to capitalize on ad clicks.
  15. I already mentioned in my last posts that NET FW does not work for 1.6.xxx ... We do not support questions on 2.0.0, because it's all under development, and that includes any version-specific mod instructions or patches. You can use the guide "as is" and figure it out for yourself. We welcome feedback in support of development but not the other way around. Yes, and this is why I really dislike it when MAs redundantly have the version in the file name. That's what the file description and changelog are for. I fixed this to be more agnostic of this pitfall.
  16. Obviously, OS security isn't 'off'. A simple search would yield you the following topic. This topic is redundant:
  17. You said SSE Engine Fixes was hidden ... it's available now. Yes, it should work, but my SAE build is dead, so there is some other SKSE plugin voodoo going on now with last SSE update. And another is coming. NET FW is needed for NGIO and grass LODGen. Not needed for anything else really though. It probably won't be ready for some time still. Also check that your game updated fully. I had this issue, but it didn't fix. I'm just taking a break until the dust settles. Working on meshes and mod updates as they come in the meantime.
  18. Please look at the sticky in this very forum and search if that still doesn't tell you what you need to do.
  19. As explained a great many times in this forum, it's your AV and windows OS 'protections'. You will need to perform the steps outlined in several posts in these forums. See sticky posts and/or search these DynDOLOD forums. The answers are littered all over the place multiple times.
  20. You cannot run .NET FW in 1.6.xxx ... this is the big one that is taking the longest to update, since it must be rebuilt from scratch I think. SSE Engine Fixes is probably hidden while it is updated to latest 1.6.342 (or possibly waiting for the purported forthcoming 1.6.xxx). So you need to run without those two mods for now. No grass LOD in SAE for weeks or months still.
  21. As I recall, I think @TechAngel85 made changes to such records in Realistic Water Two 5.0.0 to do just that (-90,000 I think) ... not sure about any necessary changes to the models though. I cannot check until later this evening, but if you have validated this or care to do so, please let us know if that's the case.
  22. Tagged Accepted, added to ModList/changelog/etc.
  23. Tagged Accepted, changed to Post-Processing, added to ModList/changelog, etc.
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