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z929669

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Everything posted by z929669

  1. Yeah, I get it. Just saying the file description is wrong and misleading is all.
  2. OK, so it's the stand-alone seam fix ... the file description is still nonsensical and in no way makes this clear. It seems to be saying that this is for those using CW, while you are saying it's for those NOT using CW ...
  3. Looks like USSEP is compatible with latest update to SSE 1.6.318, but I've seen mention of an update to vanilla SSE that itself is not SAE but rather a prerequisite for SAE. Can anyone confirm? Not at my home PC all day, so cannot look at this stuff myself until the weekend. IF SSE update is NOT SAE, and it remains available, and SKSE supports it, there may be some hope for SKSE plugins ... but I am not clear on this. EDIT: looking at the list linked, it's a bit more clear that 1.6.318 IS SAE ...
  4. So the translation is that if you want to use their patch: "you must be a SKSE AE beta tester and not use any mods requiring SKSE support (until they are updated)." So this obviates anyone from modding the game using some rather foundational and useful mods if they don't have a copy of the previous version (unless we drop this mod). EDIT: I see comments on Nexus that SkyUI does work with SKSE for SAE but not sure about other SKSE-dependent mods. Also see this post and this ... I don't see SSE Engine Fixes and many other useful mods as 'obscure'.
  5. It's still completely unclear to me. Step has CW, so the horizon seam fix is in place. This mod option states in the file description: ... which is presumptuous and therefore unclear. The author assumes that if either of the above conditions is true, then we should install this file Instead of simply stating what this file does (how it modifies the main file) so that we can decide. It only replaces clouds.nif, so easy enough to check in game, but it is unclear if we should be using it.
  6. I think this mod is good for the console feature, but the dynamic INI settings seem to be only useful for testing purposes IMO. As a method of validating performance-impacting INI settings specifically. Using the log to verify what setting tweaks result in beneficial impact. I would not run with this mod otherwise unless it is being used to resolve some nagging performance issues. And then it is likely still best to use it to seek out more appropriate INI values for key INI settings that impact performance. Maybe throttling this mod to only certain key settings to be dynamic would be best (e.g., terrainmanager), but I think it is highly experimental and would not recommend using it for Step as a blanket approach. The TargetFps setting should be set to a realistic value and NOT what you are using as a frame cap necessarily. My cap is set to 141, and I rarely get that outdoors but often indoors and always in menus. TargetFps for me would be something like 50-55, which is what I see often in game. I would rather have consistency of visuals than consistency of frames. At the end of the day, I think it is best to set optimal static INI values as always. Seems like mileage will vary significantly, and troubleshooting/conflicts/obfuscation of legit issues will possibly be exacerbated by this mod. Definitely a fun mod to use for testing/tweaking, but not as a blanket solution for Step, IMNSHO.
  7. I think the vanilla diffuse with the SRO normal is the best of the bunch personally. Fine detail, and best quality, IMO. The vanilla normal is not so good.
  8. Ahhh, so the author was referencing "Cathedral Weathers" when it should have been "Rudy ENB for Cathedral Weathers" ... Hopefully others will agree that this is a bit unclear.
  9. This is different and also provides many other files. No conflicts with Step outside of: The optional file replaces clouds.nif, but the author has not clearly explained who would need this: Cathedral Weathers already has this fix I thought, so this file description makes no sense to me.
  10. Agree. Normals can sometimes be a huge factor, and they usually are not compatible with different diffuse. So context (surrounding textures/objects, lighting, mesh effects, etc. in game) is required to make judgements, which means only looking at differences in game are valid comparisons.
  11. I agree with this assertion, and sometimes I DO add such changes to the post-release changelog (did so just today with respect to 1.0.0 terrain gen, since we now have that in a mod and was redundant in the guide xLODGen 'preparation' section). Nevertheless, I sometimes skip changelog update for such instructions, albeit unintentionally
  12. I agree that the vanilla texture is better, but it likely doesn't blend well with surrounding textures. This would be an eval of SRO in totality versus SSE.
  13. It really doesn't matter much. The extended versions only add a bit of distance to the edges of the map in case there are new objects out there. There aren't for Step, but using the extended version "future proofs" this.
  14. NPC overhauls most likely break this. Look for 'vampire' or 'dawnguard' patches for some of the non-Step mods.
  15. In which case, Tech is correct. We must hide those to get the SRO versions.
  16. Thanks for checking ... I believe it's all fixed now if you want to validate.
  17. Perfect resolution. So this tells us that we don't need the extra 'hide' instructions. Would you care to test if the 'StoneWall01' texture hide instructions are also redundant?
  18. So what is the new setting if 'bFreebiesSeen ' is invalid? Upon changing what settings with BethINI? What is the change 'it' will try to make (BethINI or the game?)
  19. I understand that, which is what I posted above. My issue is that we are explicitly instructing to install no-ENB versions rather than mentioning both. Wondering if this is intentional or if we are letting the ENB flag guide people. I think we should be providing clarification in these cases for consistency. For some mods we are and others we aren't (Mousetick posted about this inconsistency, which is why I am asking).
  20. Yeah, crap vampire system in Skyrim, LOL. Morrowind was the BEST. Very subtle, mysterious, and believable.
  21. that was my assumption. So BOTH the diffuse and the normal should be hidden. Will modify the instructions.
  22. Thanks. Consistency is important, so this will be corrected shortly.
  23. I thought it was the update you have been working on?
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