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Everything posted by z929669
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ACCEPTED Smooth Shores Patches (by Step Modifications)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Nice- 18 replies
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- SKYRIMSE
- 20-patches
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DROPPED Inferno - Fire Effects Redux (by iRetrospect)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
bumping this- 5 replies
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- SKYRIMSE
- 06-models and textures
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bumping this
- 6 replies
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If we accept this, it will need to be patched. It makes lots of changes, so needs extensive testing against current Step release
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- 17-locations
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This needs to be tested with Smooth Shores for 2.0.0. We will be keeping this, but we will need to patch something if we accept Smooth Shores
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Discussion topic: Rudy HQ More Lights for ENB SE Torchbugs and Moths by rudy102 Wiki Link
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- 21-post-processing
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Discussion topic: Rudy HQ More Lights for ENB SE Glowing Mushrooms by rudy102 Wiki Link
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Discussion topic: Rudy HQ More Lights for ENB SE Deathbells and Nirnroots by rudy102 Wiki Link
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Discussion topic: Rudy HQ More Lights for ENB SE Bthardamz by rudy102 Wiki Link
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Discussion topic: Particle Lights for ENB - Wisps - Witchlight by RemmyKun Wiki Link
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ACCEPTED ENB Particle Lights - Dwemer Lanterns (by fadingsignal)
z929669 posted a topic in Skyrim SE Mods
Discussion topic: ENB Particle Lights - Dwemer Lanterns by fadingsignal Wiki Link-
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- 21-post-processing
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DROPPED A Quality World Map (by IcePenguin/Chesko)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
I think we need to drop this one (rather, not accept for 2.0.0 ... it wasn't in 1.0.0) if we are adopting A Clear Map of Skyrim and Other Worlds- 22 replies
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ACCEPTED Nemesis Unlimited Behavior Engine (by Shikyo Kira)
z929669 replied to DoubleYou's topic in Skyrim SE Mods
Tested this and it works fine, but effectively no different from FNIS with Step. I support changing to this just for future compatibility. Thoughts?- 54 replies
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ACCEPTED ETHEREAL CLOUDS - Special Edition (by Gamwich)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
Yes, makes perfect sense ... I will add a note to the mod page on this if not there already ... however, this mod would then be in competition with Improved Clouds Mesh, so we will need to take a look at both I would think. EDIT: looking at the file now, this mod provides textures only, so we will need to look at current load order for conflicts with both of these mods installed along with L&W. If anyone out there can do this, it would be helpful.- 8 replies
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ACCEPTED RUSTIC WINDOWS - Special Edition (by Gamwich)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
@TechAngel85 We may want to use the dimmer glowmaps option with ENB ... at least we should make this has an ENB option, since dimmer glowmaps may be better for ENB. I don't have compares, but thought you may have some opinion working on ENB- 2 replies
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ACCEPTED ETHEREAL CLOUDS - Special Edition (by Gamwich)
z929669 replied to TechAngel85's topic in Skyrim SE Mods
This one seems redundant for 2.0.0 but maybe not ... do we need to reevaluate along with the cloud meshes in testing or with CL options?- 8 replies
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This is probably a OS issue as described
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Discussion topic: Radiant - Candles by TechAngel85 Wiki Link ENB required.
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ACCEPTED A Clear Map of Skyrim and Other Worlds (by DoubleYouC)
z929669 posted a topic in Skyrim SE Mods
Discussion topic: A Clear Map of Skyrim and Other Worlds by DoubleYouC Wiki Link Simple compare of A Quality World Map versus this mod: Vanilla --> A Quality World Map --> A Clear Map of Skyrim and Other Worlds Vote to use this in 2.0.0 to replace A Quality World Map Requires: Atlas Map Markers SE - Updated with MCM Soft requirement: Unique Map Weathers Framework Accepted for 2.0.0- 85 replies
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Thanks both. This is now fully comprehended by yours truly. Though both of these methods are plausible, I think it intuitively seems best (if practical programmatically) to implement what I call the 'layered' approach by which all rules are consolidated according to governing global/local/load-order prioritization and processed into a final rule set. This seems like a more foolproof way to effectively preserve user-created rules unbound to any plugin in the same manner as shipped rules are preserved.
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Thanks, I'm getting there ... So if I have a saved preset with a bunch of custom rules I have painstakingly configured and ordered AND I have a new plugin from a mod that I created with a rules config file that I want added to my mesh processing rules, then the ONLY way to get everything from BOTH is to: Click low/medium/high - this loads all predefined rules that ship with DynDOLOD and also loads my new plugin rules (I finally understand this ... unless I don't ) Load my saved preset - this loads all of the custom rules I created previously but wipes out all of the rules applied via #1? (and my new plugin rules will still be there OR will be processed from my plugin-loaded INI?) Is it impossible to get both? Trying to find a foolproof method that will include all of the shipped rules AND all of my own 'global' rules AND all of my plugin rules I do understand that if I somehow can get all rules I want into the GUI grid, I can save that and get it back whenever I load them in the future (and loaded rules will also be saved as 'default' for next run if I take none of these actions next run)
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This still doesn't answer my question explicitly ... I must assume/infer from your responses. I understand about plugin-loaded files (including INI definitions). I want to know: if I have a plugin with associated rules as described in the documentation, will my pligin-loaded rules be read and applied by DynDOLOD if the plugin is enabled in my load order, and ... I do not click a low/medium/high preset In DynDOLOD GUI and hit 'OK'? I load my own previously-saved preset In DynDOLOD GUI and hit 'OK'? (saved before I began using the plugin that is loading my NEW rules) I completely understand that rules added into the rules grid in the GUI will be wiped out if I click on a preset or load a saved preset. That is intuitive and apparent. It is the rules conveyed by INI in the background I want to understand. Follow-up question: Are plugin-loaded rules added to the preset and saved between runs just as those I add via the GUI rules grid?
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I did, but again, it's not necessarily stating this: I added this Maybe no rules are read from anywhere, including mods without clicking low/medium/high in the GUI, but that would be a faulty implementation I believe. It's not foolproof. Loading a preset does not require clicking one of those buttons, so plugin-loaded rules would still need to be loaded. Maybe I'm being dense ... wouldn't be the first time
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I didn't see those words in the doc. I think the doc is more/less saying that the GUI rules will replace any custom rules applied via the GUI window. From my understanding, plugin-loaded rules will apply regardless. Perhaps it was posted explicitly here, or I missed those words in the doc? I added this EDIT: But totally agree that we shouldn't be supplying preset files that user loads via the GUI
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As usual all good info, so thanks for that. Still want to know if these rules will be read (not necessarily applied if superseded) regardless of whether or not I load a preset or click low/medium/high (or ONLY if I also use a preset, or not at all because this method is wrong): Create DynDOLOD_SSE_{whateverWeLike}.ini with following content and place it anywhere in my mod list (or must it be tied to a specific plugin name?): [Skyrim LODGen] LODGen1=mountains,Level0,Level0,Level1,None,FarLOD,Unchanged,1, LODGen2=\rocks0,None,None,None,None,None,Unchanged,1, LODGen3=treeaspen,Billboard4,Billboard4,Billboard1,None,FarLOD,Unchanged,1,

