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z929669

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Everything posted by z929669

  1. I know, but I recall having to hide downstream meshes relating to fire or embers I think so that these 'win'. May not be necessary though with other related mod configs updated.
  2. So don't install SMIM compat meshes?
  3. We need to determine exactly what to install and configure for this one. v0.98 Alpha 2 is probably the way to go, but there are also several optional files that we may want as well. I defer to Tech for all of this stuff as the main lighting/ENB developer
  4. I'd like to look at this for the WIP guide. I know that some of the meshes will conflict with ELFX, ENB Light, and EmbersXD among others. May need to hide some meshes somewhere.
  5. Discussion topic: Enhanced Lights and FX by anamorfus Wiki Link Accepted for v2.0.0 Wiki page updated with complete instructions. We may want to use the meshes
  6. Pretty sure this one is 'accepted' but need confirmation
  7. OK, so we need to determine if we are accepting this ... I vote 'yes'
  8. Marked for testing ... not sure if it's something we want to use, but I defer to Tech as the lighting wizard
  9. Recommend drop in favor of EmbersXD (accepted)
  10. Need to drop for 2.0.0 in favor of Battle-Ready Candleight Fixes (accepted)
  11. Visually incompatible with Embers XD (accepted). Recommend drop ... Compares on Embers XD mod page
  12. Not sure if I mentioned this before, but I vote that we move to MM Darkside. It just blends much better with landscape in latest dev guide setup
  13. Give it another try. Clear browser cache
  14. First image is no longer entirely relevant. Need to update that or remove it.
  15. Yeah, I guess I would have named it "Grass xEdit Script - NGIO" @DoubleYou did you get a hold of meh? I see he is active on that Discord sheson linked.
  16. I can post some screens when I get my Step install up to date. Lots of mods I need to update yet.
  17. Yes, lore friendly ... but I also don't define "vanilla friendly" that strictly. By that definition, any texture replacer that makes any change at all to appearance would not be vanilla 'friendly' (so only upscaled/downscaled textures would be vanilla friendly). Personally, vanilla friendly = compatible with the vanilla aesthetic, because it is consistent with game lore and style. I think we use many mods (including historically 'core' mods) that don't fit that strict definition but we still refer to them as vanilla friendly (at least I do). If tree placement is different, I see your point though, so "lore friendly" is probably more accurate for this one.
  18. It's something to do with the IPBAuth extension not being able to negotiate account creation. No new wiki user accounts created since site upgrade. I will need to look at this on the backend over the weekend to resolve.
  19. Cathedral Landscapes is known to cause snow to be gray-ish. We generally increase the gamma a smidge to 1.25 I think during Terrain LODGen (in addition to using a less-noisy, more neutral noise map as mentioned). Then ENB can further be used to improve Skyrim's horrific snow (in addition to not using the 'improved' shader as mentioned).
  20. Good to know that this should work as well. Never thought of it.
  21. Going by the documentation and my own OCD, in order to guarantee that object LOD is representative of what we think it should be, we need a clean save between differing DynDOLOD runs. Here's what I do: Start a new game, using Alternate Start mod to give me Breezehome (or wherever is convenient for my testing) Walk down to my front door and make sure my weather-switching mod is readied Wait until noon-ish Save (this is my clean save that I can reload every time DynDOLOD output changes) Exit home, and approach front gate (DynDOLOD successfully activates as I walk to the gate) Enter the worldspace exterior by opening the gate COC/COW to a position and possibly use distant references to line myself up for screenshots This way, you can always use the save game at step 4 for each run. Another tip: you don't need to zip your outputs. They can be placed directly into the empty mod. This saves some tedium and time when working with lots of outputs if you have the drive space. MO doesn't install mods as archives either even though it will read from them.
  22. If you use -1 for all LOD levels, then there is no point in generating terrain LOD ... it's effectively an 'off' switch. You should use default settings if you are uncertain, as they are set that way for general, evidence-based compatibility. You only need to generate terrain LOD when you make changes to fundamental mods affecting landscapes, which don't often get changed once decided (unless you are testing a bunch of them).
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