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z929669

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Everything posted by z929669

  1. OK, so @Darklocq should not SHOULD version-increment the 3.0.0 guide then (if he wants to change mods or mod versions with significant updates ... otherwise, just minor updates to mod pages and guide text under same version [changelog can be left "as is" in this case]). Once finished with that, he can still create his own unofficial version for LE if he wants to create something special. i am all for that. Will post the rest on our admin forums
  2. What version of DynDOLOD? I assume 2.xx. Try following our guide for all LODGen steps. It has all been tweaked a bit in our current DEV guide for LODGen using DynDOLOD 3.00, but it is solid for a top-quality result using 2.xx (just maybe don't need as high-res textures as we have on that one right now). Ignore instructions that obviously do not pertain to your load order. Also see further up in the guide for installing DynDOLOD and setting up its resources properly. Always take sheson's advice where conflicting with ours though, as none of our instructions have been officially vetted by sheson ... yet. We are working on it in the upcoming guide for DynDOLOD 3.00 alpha. We have a lot of XP running it successfully though, and I am confident our instructions and process is more robust than almost every other guide resource. You probably will have some issues with noble Skyrim stuff not having proper LOD resources. There was another thread around here on that very recently necroed by Soulmancer.
  3. OK, that 'admin' was me, and I just forgot about it. We also have a PM I think with the other staff. As far as updating the current 3.0.0 guide, that's great. If it's more than updating/correcting some mod notes, then a new version is warranted. If you want to instruct users on creating custom patches, that's also perfectly fine in the 'official' guide page itself (rather than mod recs). Alternatively, you can create them and host them from the wiki or the Nexus via another mod page, which is what we do with the Step patches. If patches are dependent on user choice or mods they can opt to install or not, then it makes sense to instruct them on how to create themselves. Again, fine for the official guide. Once you are done updating/upgrading the official guide, you can also opt to build out an entirely custom guide of your own (an 'unofficial' guide) using the exact same guide-building infrastructure. Even NSFW mods are allowed if treated in a SFW way on this site. These would get hosted on the game home page for whatever game applies. What's nice is that we have tools in place to propagate guides into new version pages, so that you only need to modify rather than start from scratch. As far as the wiki infrastructure goes, you shouldn't have need to mess with templates or anything related to Semantic Mediawiki (you may want to read up a bit on that) unless we lack some needed feature. You will just need to understand how SMW queries work ... maybe. Again, those are all pre-constructed in all guides, so it really is a matter of writing more-so than creating new templates/forms/properties. It's always nice to have another person who understands how that all works though in cases where templates need to be improved, better documented or created. The most important thing is that you understand how to use "what links here" and how editing any transcludable page can affect many things unexpectedly (particularly with SMW core pages, which are all protected anyway). One thing to note: Due to wiki transclusion limitations, we avoid use of any templates on mod pages outside of FOMOD template. There should be an average of < 1 template used on any mod page recommendation (versioned or base). Also, wiki headings on mod pages will be added to the guide ToC, so we never use them in Recs. I will grant you edit perms on mod/guide pages once you are ready to start. Just ask questions if you are uncertain about anything, because mod pages apply to all guides, which is why we have the capacity to create guide-version specific mod Recs. We will also need to add you to one of our forum staff roles so that you are able to post on the guide DEV topics for coming to a consensus on any changes (adding/dropping mods mostly).
  4. I suppose the first thing is that mod instructions on the wiki are game-guide-version specific with the base Recommendations being the first-guide version. Mod pages have instructions for creating Recommendations applicable to a different version of the guide. This only applies when the Nexus mod version is also guide-version specific, which is rare, since most mod updates are wanted. Mods are obviously updated on mod pages, and the guide text is edited on the guide page itself. Guides are propagated to a defined new version with a click and updated on that page. The Step Portal page on the wiki links to game home pages, which in turn link to the instructions for adding/editing mod pages and creating/propagating new/existing guide pages.
  5. I created a new thread with a new idea, so let's move it over there, as it is getting OT for this topic. RE your previous post: Mod instructions bloat is no issue. If things change, instructions need to change.
  6. @Darklocq Let's move the discussion here. I actually think that it would be more efficient to bring you in as a wiki editor so that you can 'patch' the issues you find in the guide, particularly if you are a technical writer. If @TechAngel85 agrees. Are you comfortable around wiki markup? I do not mess with Skyrim LE any longer, nor do I plan to. Tech put together the latest LE guide about 6 months ago and mentioned that he wouldn't be maintaining it, I think. Since you seem to be "all in" for finding the issues, it would save you a lot of time if you just made the corrections yourself. We can obviously credit you as a content contributor and possibly even increment the version as a result. Anyway, please use this thread to continue the discussion.
  7. Yep, I didn't realize that the auto-selected stuff would need to be DEselected, so I agree in that case.
  8. I like anything that increases lore-based accuracy (even though i am no lore expert). I'm all for it if it doesn't introduce new issues with clothing/armor/whatever. I assume there is variability by race? So nords may be taller on average, but following a more/less normal distribution within the 'nord' height category? I read the mod page description, but did not see anything other than size scales (e.g., 1.0) ... so no standard deviation like M: 1.05 (+/- 0.10), F: 1.02 (+/- 0.08)
  9. Mindflux finally got back to me on Nexus. He really likes the LOD, and gave me full perms to post them on Nexus. Once he is more active, he will probably host them. At least we will have a legit source for the LOD and asset overrides. I will go ahead and produce the LOD for the 3x 2.32 versions. In the meantime, i will post the 1.03 LOD version on Nexus (probably not until the weekend, but maybe sooner).
  10. So you agree that it's a worthy trade-off with respect to the mismatching metal for a better gem? If not, then I am totally prepared to have my vote cancelled Then we can leave it up to the onlookers.
  11. Yeah, I get it, but it's just not so obvious to most people. I understand and appreciate attention to detail, but sometimes there is room for a trade-off is all. I don't feel strongly about this mod either way. Just noting the trade-off may (or may not) be worth it to a majority of people. If we can get the original 'bronze' look in some way, I agree that it makes sense to do so. If not, it depends on the trade-off. I personally think the improvement to the gems outweighs the sac of the bronze detail, but I am only 1 person and don't have much skin in this one.
  12. How big are your logs?? You should have a 2Mb limit for a single post, which should be more than enough. Keep in mind that many of the LOD-related logs append between runs rather than replace, so they can get big if not ever deleted.
  13. Glad you figured something out Windows scaling is notorious for causing issues. I would disable it completely if you can deal with the small fonts (which should not be an issue unless your monitor is < 32" or 32*2.54 cm).
  14. I am using the dark 'carbon' theme without issue. Check the log file and the path to see if there is another settings file in there. Also make changes in the UI, note the time, and check the timestamp of the setting file(s) to verify that the UI settings are updating in the file (sounds like you did that basically though). Also try editing the file directly and checking that the settings are translated in the UI. I would always run xEdit as admin. You should be able to set that behavior in Windows by right clicking the file and editing the config for running the program.
  15. I am able to save theme and fonts without issue. Settings persist. I run xEdit via MO, but I assume it would be the same either way. Try running as admin? From SSEEdit_log.txt in xEdit root folder: %LOCALAPPDATA%\Skyrim Special Edition\Plugins.sseviewsettings This has the xEdit settings, I think. You may need to run as admin for the program to save to this file, or edit manually once you find the settings to modify.
  16. See previous comments. There is nothing 'dangerous' here. If you disagree, then we need to provide a glaring warning on all modding tools, mods, resources, etc. "Modding is dangerous to the functionality of your game". ultimately, everything is recoverable, so ... meh.
  17. You can look at EBQO, CR patch, and Paarthurnax in xEdit to verify, but I assume @TechAngel85 includes the patch equivalent in the patch. If so, then you should see the dependency for that. If it is a stand-alone change that does not conflict with any of the mods mentioned, then a green bar doesn't apply to any of these mods. I don't have the LE build set up, so it isn't convenient for me to check myself. Also, the mod page already specifies that patches are included in the CR patch, so .... I think the mod instructions are clear as is. You literally "select nothing" for the last two pieces. No more, no less.
  18. I think we should just pick the gold metal or Iconic's. I don't think it matters if this matches the Snow Elf Ruins textures. It's not obvious that they are supposed to match.
  19. If this were done, then as a tree comes into full from LOD, it would change its rotation, which would be undesirable (rotation of LOD != rotation of full). I believe he is saying that if you want rotation to vary, you need to edit the references likewise in the plugin. For some reason, the plugin creator must have copied the same rotation for all like-tree references.
  20. The 1.0.0 guide has both Ethereal Clouds and CWS to install without any modification (which is what I am running). There are no conflicts between these mods or between these and OMF. OMF just uses a plugin to modify whatever is providing the fogs texture, which may be Ethereal in these shots. I don't think there is an diff in brightness between those shots. They both use the same ... ?textures?, and OMF just increases the density. I just don't see any 'glare' with or without. Just a little fog vs more fog. EDIT: OP updated. Looks like Ethereal only makes the sky more blue and enhances the clouds. I see no diff with the fog, so it must be vanilla fog. I prefer OMF with Ethereal both with and wo ENB (middle shots). Looks like the OMF plugin is really only changing "XSCL - Scale" and maybe adding some "XCLR - Region"s. Not sure but it doesn't look like it is using any model/texture. If so, then it's just an effect? EDIT2: Just saw that you had instructions not to install Ethereal Clouds if CWS and LW Patch are installed ... needless to say, I didn't follow those instructions and had both running this whole time.
  21. Posted compares. I think this one is a no-brainer if you like obscuring the mountains a bit more to give the illusion of bigger mountains and larger expanse (I do). There is no color diff ... it just adds a bit more fog.
  22. Discussion topic: ENB Helper SE by aers Wiki Link
  23. Discussion topic: ENB Light by 4109 Wiki Link EmbersXD seems to have built in compatibility for its meshes so ENB Light should not overwrite them (will need to hide or not install this meshes) Battle Ready Candlelight Fixes is completely overwritten by this mod (so hide these as well)
  24. There are some explicit instructions and commentary on Skyfalls and Skymills in the DynbDOLOD doc. I suggest you look at the doc and search for that commentary. The short version is that you don't need this mod to get the effects of 'working' windmills.
  25. ditto^
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