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z929669

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Everything posted by z929669

  1. Thanks for the compares ... I can take'em or leave'em. Some are slightly better, while some are not.
  2. Interesting ... agree that it's not something we would include in STEP, but it's worth mentioning in the guide at the end as an optional enhancement ... if it works as intended. I like DoF, and vanilla SE DoF is very, very subtle.
  3. @Tech I think you could add spoilers to the more in-depth pieces that only apply to: (maybe: "Toggle additional info ..."): {{Spoiler|shown=|hidden=}} @Simondereste You can also make these edits where you think extraneous text can be hidden. Sometimes making these kinds of edits works best if info is rearranged a bit first, so use your own judgement. If you are familiar with how wikis work, then you will know that reverting changes and seeing revisions/compares is simple. Page 'history' can be accessed from the top menu.
  4. That seems like possibly a video driver/hardware issue if a restart fixes for you
  5. So this value is basically good for testing purposes? I.e., if set to 2 or 1, you see all shadows tweaks versus no shadows?
  6. bDrawLandShadows=1 or bDrawLandShadows=0 .... Are you sure that you don't have these reversed in your compares? bDrawLandShadows=0 seems to cast object shadows in your shots, but I don't know where the sun is to say for sure. Seems best to set this at '1' if it really works. bTreesReceiveShadows=1 or bTreesReceiveShadows=0 ... not sure if this is reversed either, since it is listed in a different order than^. Seems like a value of '1' should be best, but I like your bTreesReceiveShadows=0 image best for those trees. I don't know what iEnableShadowCastingFlag is doing, but colors are way diff if set to '0' (not necessarily bad looking though). iNumSplits=3 seems better from your shots. fShadowClampValue
  7. This setting reference is a mistake maybe? It's out of context anyway
  8. Thanks for verifying ... I will update the guide and MM mod page again.
  9. My only issue is that this is more like a compilation of work from many mod authors and not necessarily a 'vanilla' replacer like SRO. SRO specifically upscaled vanilla textures in most cases and/or stayed true to the original look/feel. It seems like this mod doesn't necessarily do that. There may be some copyright issues as well, IDK. Looks like user must also register on that venue to download.
  10. Thanks for confirming ... hopefully all fixed now and clearer.
  11. @Tech I didn't remove the 2D tree DynDOLOD gen section, although you may have thought so by Greg's porevious note ... I somehow omitted 'step 8' I think he was saying. @Greg I updated MM mod page and the guide instructions around that, pointing to explanation for DynDOLOD resources. Validated with advice from sheson. xLODGen resources should only be temporarily enabled, but DynDOLOD resources should be permanently enabled as long as the mod itself and object LOD are being used. Also, I made a lot of "heavy handed" changes after running through the guide myself from the user perspective. I corrected a lot of minor inconsistencies (formatting mostly for use of GUI clicks, paths, double quote usage, bold/italics usage, etc.) as well as some of the instructions for clarity and cohesion with the mod instructions ... all noted in the Changelog. It's easy to be inconsistent in writing up the various wiki guides, and I also create inconsistencies among edits made at different times. I think that I have corrected everything, and we got some good feedback from FendisKhan and others to help with that. EDIT: There are likely 'detailed' mod instructions on other wiki pages that could be modified for consistency. I will address these as I notice them or am made aware of them. I'm not specifically hunting them down though.
  12. Correct. This file updates the DynDOLOD Resource SE mod and should probably remain active. I will correct the MM mod page instructions likewise. EDIT: after further testing, we've determined that the optional LODGen portion of MM should be disabled after LODGen is complete. Guide and mod page updated likewise.
  13. Sounds like a winner to me. I'm all for it if you say so.
  14. what's a 'playthrough'? I have nothing but random saves ... no cohesion.
  15. I totally understand the time it takes getting compares for mods like this. Hence the need for Mod Testers with the desire to help out
  16. RE fMapMenuOverlay(Snow)Scale=0.00001 setting: I don't see much diff from those screens, but I think I see what you mean. You may want to try running "A Quality World Map". This has a standalone option for a clear, cloud-free map that makes comparing much simpler (clouds obscure things and are not consistent, so compares are very difficult). Our main page on the wiki links to our SLE/SSE INI guides, which have some good descriptions of most INI settings. Many SLE INI settings still apply to SSE. This may give you some ideas on that setting. EDIT: The SLE/SSE INI guides are not the end-all/be-all, but they are the most comprehensive that I have seen, and they are maintained by the creator of BethINI.
  17. I would just delete all those that sheson pointed out. They will have default values and will still be configured without being in the INIs if they are valid. Consider using BethINI to manage. MO2 is worlds better than NMM and most other mod managers for many reasons. Wrye Bash is also a solid option. Our wiki guide is very relevant to MO2 setup. You can review some of the initial setup in the STEP SSE Guide (or SLE Guide) and the MO guide on the wiki for general instructions (including basic tools setup; fe, BethINI, LOOT, DynDOLOD, etc.).
  18. I'm basing my conclusions on the limited examples in the screens, so there may well be good reasons to use this mod or some of its components. I'm definitely not against it.
  19. Hmmm ... I trust your instincts then
  20. If this mod adds reasonable and vanilla-friendly functionality without breaking anything, I am in favor.
  21. I would go with whatever is most like vanilla (material/color) but improved (more detail/higher def) with compromise if the improvement is a deviation from vanilla but clearly more aesthetically pleasing. Here's what I DON'T prefer (I don't favor any one in particular except STEP's Akatosh): Julianos: not STEP Kynareth: not STEP Stendarr: not STEP Zenithar: not STEP Talos: not STEP
  22. Do those compares show the extent of the diffs from vanila? It seems we are running vanilla right now, and the mod page on the Nexus shows a pretty stark difference between this mod and vanilla that the OP screens don't show.
  23. From the screens up right now, this mod seems unnecessary, IMO.
  24. Agree. Thanks for checking
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