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z929669

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Everything posted by z929669

  1. Agree Moving these now
  2. Fixed OP and wiki guides
  3. Fixed link. Go back to the NGIO mod page: https://stepmodifications.org/wiki/SkyrimSE:No_Grass_In_Objects#tab=Recommendations EDIT: as Tech mentioned, the instructions are a WIP, but see the dev guide NOTE for Grass LOD: https://stepmodifications.org/wiki/SkyrimSE:2.0.0#xLODGen
  4. It's compatible, but we constantly need to patch around it due to the way the mod implements.
  5. It's a common issue with latest Win updates for past weeks. See the support topic pinned thread for specifics:
  6. @TechAngel85 Great review. I had never looked as closely at the trees as you did and passed judgement by installing, generating LOD and flying around far and near the marsh. i will ping Kojak747 and give him an opportunity to respond. Maybe he has some info of some update files in waiting. As of now, I agree with your more granular assessment. One thing I did notice that you didn't point out is that there is a dead oak or other deciduous tree and maybe one other that could use some mesh tweaks. Some jaggies and pointy branches that are probably artifacts of having been derived from trees with crowns where these details wouldn't matter. When the crowns are removed though, some mesh work is needed to smooth the jaggies and add some polygons to the branch tips (especially the big ones). I love this mod from the 10,000 ft perspective though.
  7. Gotcha. I will step aside then and let someone running A48 chime in
  8. The one time I did it, it created Occlusion.esp and increased my DynDOLOD gen time by a small bit. Worked fine for me as of Alpha 44 I think. I almost never gen occlusion and simply reuse what I have, since landscape isn't changing in my build(s).
  9. I agree on all points (including that I don't use horses). An alternative that adheres to best practice is preferable for those that do use horses. Drop seconded.
  10. Totally plausible. Probably worth subjecting to the revised flowchart and defs I revised. That may help you to validate those changes.
  11. OK, then I think it makes sense to install this one regardless of ENB use. Keeps it simple.
  12. Thanks for confirming. I think there is also a yellow glow eliminator now ... I am not as far along in my setup. Will get there eventually. Another update dropped for this again today
  13. Well, we weren't using any of the plugins in testing, so news to me. Glad to know this though
  14. Yeah, I think we should test this and include it in 2.0.0 if no issues. I will do that in my setup.
  15. Reviewed changelog. Love the latest updates. Thank you!
  16. Yes, plugins should be removed. We are only using the meshes for all ELFX mods.
  17. Our advice will be to freeze game and SKSE update until we can update SKSE and any related guide/mod changes.
  18. Agree that the mesh should compensate and that this is another candidate for a mod we could release for our own selfish benefit that happens to also benefit the community.
  19. @TechAngel85 We will need install instructions for the new 4.0 version. I assume: Optional Textures - Select Nothing (using DROPS for rain?) Addons - Extended Ambiance Install Darker Gradient Textures (-10%)
  20. Nice find. I had no idea
  21. @sheson Setting string to SphereNormals at BsTriShape node resolved!
  22. Any other mods in your load order we need to know about?
  23. Thanks so much for the analysis. Very helpful.
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