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z929669

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Everything posted by z929669

  1. @DoubleYou Thanks for providing a config file. I am using it as is and will report any findings when I find the time.
  2. Correct. The changelog would show history only to direct edits to that.
  3. I never add changes to mod page instructions to the guide changelog ... arguably I should (Tech may shame me). But I don't. Too insignificant.
  4. Updating SKSE will take a few days/weeks ... THEN we must wait for SKSE-dependent mod authors to update all of those. That's what will take months.
  5. My bad. In aligning the instructions, I copied from Nemesis and failed to update that bit. Fixed
  6. As I understand from looking at the xEdit Discord, 4.1.4 should also be released today
  7. Highest value setting = best and most efficient occlusion data = best in-game performance relative to other values.
  8. If that were the case, it would have the guide version tag indicating it was previously considered A comment doesn't hurt though.
  9. It is currently not being considered, so it just stews here until someone advocates.
  10. I saw that. It doesn't apply to Step this time.
  11. The process is to post a mod here (or in analogous game Mods forum). We will prefix it (or tag it) with 'Testing' whenever it's being evaluated for a particular guide (and tag the Topic with that guide version# as well as it's expected ModGroup) If we don't think it's right, we would strip the 'Testing' prefix but leave the other tags so that we have that context. If we 'like' it, the Testing prefix would be changed to a 'Accepted' prefix , leaving the other tags so that we have that context. Later, if another mod is being evaluated that would obviate an Accepted mod, the Accepted mod would get a 'Testing' tag (only one prefix allowed) and the applicable guide version# tag would be added. If the new testing mod would replace its predecessor, then that replaced mod would have its prefix changed to 'Dropped', and we would remove the Testing tag/prefix from both (all historic tags would be left for context).
  12. Thanks. This confirms that SRO is enhancement of vanilla and that Real Wood is changing the fence completely (so we wouldn't use that fence in Step). You should be able to copy/paste directly into this editor in the future. You likely have a 2 Mb size limit though, so be sure to use jpg format where applicable. With/wo hiding is: hide the texture vs unhide the texture. Verify the result is: load the game with it hidden/unhidden to see the result (and get screen compares). You will also want to be running the Step build when doing this, so that we can be assured that you don't have any other mods in the mix that we are not aware of. Go into MO and look at the conflicts for these textures (from mod information by double-clicking on the mod and viewing 'Conflicts" or from Data pane at right). There is also a MO setting that lets you look at conflicts from assets in BSAs. My guess is that textures/architecture/farmhouse/WovenFence01.dds is supposed to be overridden by something but the normal is not, so we hide the one but not the other, since it is redundant.
  13. Nope, I really mean it's a 'good' update. Lots of potential compatibility issues with other mods addressed and general best practice implemented.
  14. If you tick Windowed Mode in BethINI, you should also tick Borderless. You may also want to consider ticking Vsync, but that should not be related to this issue.
  15. If we don't instruct to do so, then there is no need. Many LE replacers can be dropped into SSE without issue. SSE meshes are not compatible with SLE, but SLE meshes are (usually) compatible with SSE.
  16. OK, now I follow. I can't recall off the top of my head, but if you do a SLE/SSE Mods forum search for "aMidianBorn", you may find the mod pages where this has been discussed. Otherwise, maybe one of the others can recall exactly why we didn't consider the content add=on for Step. Most likely reason is that it either did not fit the mandate (too different from vanilla 'style' or was not as 'good' as what we were already using. Rest assured that we have a rationale.
  17. Performance in game: use '3' Performance of application (DynDOLOD or xLODGen): use '1' In lay terms: You don't want the game to render content that you cannot see at a given position. That's effectively all this is doing. It's like an off switch for rendering content behind mountains and such. I think it can be said that using '3' yields the most accurate occlusion from player position in Cartesian space, so performance in game should be theoretically maximized relative to 1 or 2.
  18. I won't be able to help with this issue specifically, because I dislike vampirism in Skyrim (and Oblivion... and have limited XP with these mechanics). Others will have some advice though. One thing you should share though is what version of Ste SSE are you running, and do you have a strict Step install or have you deviated to any degree from the guide? Any plugin could impact what you are experiencing, so even mod version changes or a custom mod (or not using one of the guide's plugins) could all impact this sort of thing. Having these answers will help those who are able to do so.
  19. We do have a Discord that staff use pretty regularly. We haven't opened it up to the community , due to the increased administration and maintenance overhead it would cause us. We have decided that it may be useful for alpha/beta testing of guides pre-release, but it's still something that needs to be set up and deliberated upon. Once we are done with the next guide release, we will have more time to discuss what we want it to look like. So TBD in the near future.
  20. Flickering Mesh Fix was also in testing, but we just 'accepted' it in 2.0.0 for no apparent reason. Also don't forget that ELFX and all related ELFX mods are/were also in testing for this round (also largely accepted without any explicit rationale). That's at least 7 new mesh-replacer candididates for 2.0.0. We began looking at them all, due to using an ENB in 2.0.0, so with that, we also need to consider ENB Light. That's 8 contenders for meshes. With other mods new as of 2.0.0 (e.g., Embers XD) that also impact meshes, we have a crap-ton of mesh replacers to evaluate and prioritize. Again, testing this stuff is a ton of work, so I don't blame us for not posting compares of everything (it would probably be 1000+ screens); however, we could have a closer look at some of these to compare the methodology and attributes (shader flags, breadth of coverage, poly-count diffs, etc.) of each mesh replacer to help us determine which are the 'best' bets. Maybe this was done tacitly by Tech or others, but not me ... nor do I know.
  21. Agree. We avoid adding instructions that would manifest no noticeable change in game ... to keep things as simple as possible (even though none of it is really 'simple' to begin with).
  22. Agreed, and we seem to be blindly accepting some of these mesh mods without any specifics other than "we have them in our load order, so they must be better than not using them". I know this is a lot of work to check, but we should keep this in mind in case we find any issues. Seems like we could be borrowing some trouble with all these mesh replacers.
  23. Avoid 'what' retexture? I don't understand your point, because we aren't using creatures from this mod (and they would be overridden anyway just as you say). As I recall, we are not using Creatures from this, because they are not as good or as 'fitting' as those that we are using. Check mod pages of creature mods that would overwrite this mod. There are likely some compares and hints as to why we are not using creatures from this one.
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