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Everything posted by z929669
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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.
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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.
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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).
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ACCEPTED Flickering Meshes Fix (by nicola89b and gururaj20000)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
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.- 64 replies
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ACCEPTED aMidianBorn Book of Silence SE by CaBaL
z929669 replied to z929669's topic in Skyrim SE Mods
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.- 13 replies
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ACCEPTED Real Wood Textures - Farmhouses (by LucidAPs)
z929669 replied to alphaniner's topic in Skyrim SE Mods
Good question. Could you post some screen compares with/without hiding? ... and verify the result of doing so (i.e., post screens of the normal and the diffuse textures seen in your photo editor). This is what we would do, so it would be a big help if you are so inclined. This mod has been around for a while, and sometimes mod instructions get updated incorrectly (or become deprecated due to changes in the source mods).- 18 replies
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ACCEPTED Realistic Water Two SE (by isoku/SparrowPrince/TechAngel85)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
And a fine update at that- 78 replies
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ACCEPTED Skyrim SE Improved Puddles (by PCG4m3r)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
There was no substantive change, looks like he only explicitly called out the file name is all, so nothing has effectively changed. The plugin difference is for 'full' vs "Wndhelm only". I agree that we need more clarity on this one. If ENB is being used, it makes sense to install 'full' ENB and 'full' no-ENB otherwise. It would seem that the Windhelm-specific file is not needed. I have not looked closely at this mod, nor have I done compares, so it would seem that we need some comparison screens to decide once and for all.- 14 replies
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SKSE64 ini pre-download for lazy users (by Sagittarius22)
z929669 replied to Mousetick's topic in Skyrim SE Mods
My only issue with mods like this is that it all is dependent on this mod being compliant with how we are installing SKSE under MO. If anything at all changes, then instructions are broken. There is only one way to install SKSE, and it's been the same for years. Our current instructions will always be correct. Just saying.- 4 replies
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I haven't looked yet, but we have a crap-ton of meshes in testing right now, so we need to nail those down before we assume anything specific.
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I defer to you guys. I honestly have limited XP with quests. I have been modding visuals for years and have not been actually playing since 2012.
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DROPPED Deadly Spell Impacts Transparency Fix for ENB (by Korodic and Daralima)
z929669 replied to Greg's topic in Skyrim SE Mods
What is the diff between these two shots? ENB/No ENB? Either way, it's good, and a good example of why we should have an ENB. Snow in Skyrim sucks without it, IMO. Same for water to a lesser extent.- 10 replies
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Message says that he is moving to a new host or mod, so give it a day or two.
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Did you test this against 2.0.0 or custom setup? Agreed if this is still an issue with 2.0.0. We are testing a ton of mesh mods this round, so we should be sure it applies.
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DROPPED Deadly Spell Impacts Transparency Fix for ENB (by Korodic and Daralima)
z929669 replied to Greg's topic in Skyrim SE Mods
Seems like a no brainer- 10 replies
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ACCEPTED kryptopyr's Patch Hub (by kryptopyr)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
... and that's why it should be worth a lot for pelts. Otherwise, there is no point in selling them, especially exotic ones- 83 replies
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ACCEPTED Wider MCM Menu for SkyUI (by uranreactor)
z929669 replied to Mercury71's topic in Skyrim SE Mods
Agreed -
@D1Z4STR Since you are posting mods fairly often, you should read the posting guidelines at the top of this forum (parent of this Topic). There is a link to boilerplate source code to use that will format the OP like all the others. I usually paste into the source editor and switch back to WYSIWYG editor for further edits if needed.
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ACCEPTED kryptopyr's Patch Hub (by kryptopyr)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
I wonder if a book specifically mentions how relatively valuable these pelts are. 'Realistically' a werewolf pelt should be worth 10x (or more) what a wolf pelt is worth.- 83 replies
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ACCEPTED CoMAP - Common Marker Addon Project (by Jelidity and Parapets)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
What do you guys recommend for installation of this? main File only, with 'standard' FOMOD options? Seems like question marks would be good for those that don't know the game so well.- 38 replies
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Yeah, nice feature, but not really useful to me. Just like a real carriage ride. Fun as a on-time thing
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ACCEPTED CoMAP - Common Marker Addon Project (by Jelidity and Parapets)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
marked for testing- 38 replies
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ACCEPTED CoMAP - Common Marker Addon Project (by Jelidity and Parapets)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
I wasn't able to read the mod description at length, so was asking if map MAs (mod authors) must incorporate this mod's resources into their mods or if it simply works out of the box (OOtB). Sorry ... I hate typing :P- 38 replies
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ACCEPTED CoMAP - Common Marker Addon Project (by Jelidity and Parapets)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
I really like this one. Tooling required by map MAs, or is this functional OOtB?- 38 replies
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