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z929669

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Everything posted by z929669

  1. Thanks for posting the compares. Ramiro is more true to the original vanilla shrines in most cases. I'd go with Ramiro's if it's higher res than vanilla. Otherwise, I'd go with vanilla. Let's hear from others though.
  2. Way to go on the testing! (your more images link does not render anything for me for some reason ... I access that site often, so pretty sure it's the link) Very interesting ... I have a feeling that contrast=64 and gamma=1.2 may look even better while keeping non-snow colorful and relatively darker still without affecting snow too much. I love your idea for -255 brightness ... it's very instructive for verifying terrain position and transitions. For LOD32 in game, try using console: ~cow tamriel 13 -13That will put you at the top of the map to test. Also, you may get even better results by increasing the following just a tad bit in the game INI (according to our DY's work on these settings under SLE): fMapMenuOverlaySnowScale=0.00001 fMapMenuOverlayScale=0.00001
  3. It almost definitely would. I've actually been thinking about denaturation and essentially darkening the textures for Just Ice ... but the only problem as that mod only covers a part of the "problem ice". If you have a look at Glorious Glaciers, it covers more and overwrites all if not most of the vanilla stuff that is still messed up even without Just Ice (the stuff from SRO and vanilla). I no longer have photoshop and am not set up for GFX editing yet.
  4. In order to post relevant compares for this mod, you need to have a STEP install. Reason is because this replacer is so dependent upon landscape textures (Cathedral landscape in this case). This is one of our issues. Unfortunately, CL is very specific in how it treats landscape to account for their terrain noise map and grass blending. This means that any snow/ice outdoor textures need to be designed for CL.
  5. I just created a post for Glorious Glaciers. All of your relevant posts with GG screens have been moved there
  6. Discussion topic: Glorious Glaciers by T4gtr34um3r Wiki Link STEP SE Notes: Test Files: ... Well, I tested, but this doesn't look right with Cathedral Landscape snow/ice either. Too much contrast, so I'm not even going to bother with screens.
  7. Asus is what I tend to look at for Mb and most components (EVGA is not bad either). I avoid HP/Dell and other major "big box" brands. Gigabyte and Acer can have some decent stuff though if the price is right. PS: I would never put any real $ into a laptop though. They just don't last very long and are not nearly as future proof as comparable desktops. They also cost more part-for-part and generally frustrate the hell out of me.
  8. Following are compares Tech mentioned in his last. Note that I have DynDOLOD and all LOD gen deactivated so as not to bias. STEP 0.3.0b without Just Ice (CL provides most ice) >> STEP 0.3.0b with Just Ice >> STEP 0.3.0b with Just Ice - 50% desaturated [spoiler=Compares] Snow and ice just sucks in SSE. I hate them both, but still think blending is marginally better without Just Ice (and that Just Ice is marginally better than vanilla & CL ice in and of itself). Icelake tiling is horrific ... we need to ask the CL team if they could retex the icelake and marsh ice ... I looked up those refs, and the meshes make no sense ... icelake icicles and waterfalls are based on cloud nifs, and the marsh ice (not the broken ice) is based on fog nifs. Icelake looks like the iceflow nifs mostly, but some of those refs are also unexpected.
  9. Those are good examples of snow and ice ... but they are not Just Ice vs vanilla, correct? Are those examples of Glorious Glaciers?
  10. Again, the images are not accessible ... I haven't looked at Glorious Glaciers, but if they alter ice textures, I can pretty confidently guarantee that they will not be compatible with CL and STEP
  11. That works. You can basically create whatever you want in your user space. I removed the heading ... Take a look at the page history and "compare selected revisions" to see what I did.
  12. Worth a look ... care to post some compares? Vanilla > STEP > Remiro's
  13. The first sounds like a mod issue rather than a guide issue, but it could be a 'build' issue. I don't know what mod(s) touches this. The second sounds more like a 'build' issue ... meaning that you may need to double check plugin sorting, unintentional deviations from mod installation instructions, incorrect plugin(s), etc. Essentially user error somewhere in the install process. As a first measure, I would verify installation of the Gampeplay - Quests & Stories mods as well as the Patches (particularly kryptopyr's and STEP). I would also verify that you don't have any custom INI settings and are using the base config as described in the guide (e.g., high uGridsToLoad can cause script issues) ... basically, revert back to all guide recommendations if you have made any alterations (same goes for mods installed/not installed).
  14. I distinctly recall reading either in the DynDOLOD doc or xLODGen doc (or other supporting doc) about trees placed above the visible terrain (i.e., floating above the ground). I cannot seem to find this info for reference on the cause and how to avoid. Would someone offer up a hint?
  15. I agree that we should leave CL/MM/CW alone. There are waay too many interdependencies, and these mods together provide a 'good' overhaul to the outdoors. Avoiding any specific snow/ice replacers is the simplest way to maintain consistency, IMO. Besides, if CL is ever updated, it may simplify things if they figure out grass-terrain blending without darkening the terrain noise map so much.
  16. https://imgur.com/gallery/KYP7dCT[/size] I can't access those images ... I discussed the same topic with Tech a few days ago, because I had the same question (been away from modding since 2013, so still playing catch-up). I noticed that four of the MM optional landscape textures (mostly dirt cliffs) would be contributed by this mod. This is what he told me: My screens are STEP build, so they should look same for anyone else using the current guide. In fact, they are probably worse for most. I am generating terrain with a bit more brightness and gamma specifically to deal with the 'ashy' snow of CL, so they should be even more stark for others. You can check yourself anywhere in the N/NE or on N Solstheim.
  17. Tech has been looking more closely at this: ... so if you want to test out “UNP Body Fit Armors and Clothing” and/or test the current vanilla armors and clothing with the UNP mesh we are recommending, that would be great. We haven't seen any issues with current STEP vanilla armors on the UNP body without "Vanilla Body with UNP Textures".
  18. In working with terrain LOD compares and Cathedral Landscapes (CL), I noticed just how bad SSE snow and ice are, even using tweaks as recommended by the STEP Guide (0.3.0b). It bothers me that ice sticks out like a sore, bluish, shiny thumb against the ashy CL snow landscapes. In testing a bunch of snow and ice replacers, I discovered that Just Ice --and any other ice replacer that is not CL-- is the culprit. While these are great ice textures that probably work well with vanilla and certain landscape replacers, I don't think they work well at all with CL and the current STEP setup. I think we should drop this mod until we have a better option for CL or another landscape replacer (which would be a big job to mess with). The simplest solution is to trade the marginal improvements to ice for the major improvement to all snowy landscapes with ice. The problem exists whether ice is close up (full textures) or far away (LOD), and it is exacerbated in LOD, which is really most of what we have in the FOV outdoors. Judge for yourself and please chime in ... also, try deactivating Just Ice in your own build to test (keep in mind that LOD will be off if you don't regen object LOD and properly update DynDOLOD in your save games ... PITA): STEP 0.3.0b without Just Ice (CL provides most ice) >> STEP 0.3.0b with Just Ice Note that even close-up, the Just Ice texture looks like shiny paint on some of the rocks. On others, it is just competely out of place. It does look good on some rocks where the entire rock is covered by ice. The CL ice textures blend much better and still have specularity. I have no issues with the CL ice in these shots. Also, ice is usually darker or more colorful than surrounding snow, because if is more/less transparent than snow. In these shots, the ice is all much brighter and shinier, which just isn't realistic, IMO.
  19. Yeah, I had since concluded on my own from the mod instructions(and from testing in game) that CL xLODGen assets should be disabled after xLODGen, but I also think Majestic Mountains optional DynDOLOD-gen assets can and likely should be left enabled after TexGen and DynDOLOD processing, because those are analogous to DynDOLOD Resources and even overwrite some of those. Sorry to go OT.
  20. Using STEP recommended xLODGen textures + meshes, I don't get the flicker (or pixellation) you are seeing in that second vid using LOD4 Q=0 at very similar view distance/angle/speed. Landscape transition is smooth. I do get some flicker with water and objects at the 4x4 cell border. I also don't see the sharp line you are seeing at the transition in both vids. I am thinking that some of this may be either hardware, drivers, settings or maybe that I am testing against STEP build and using a different complement of landscape textures and meshes. I am also running with all LOD gen completed if that makes any diff. Really, there could be all kinds of reasons or all may contribute (my specs are in sig). I'd love to hear if anyone running STEP 0.3.0b with current xLODGen settings is seeing what you are seeing. If so, then that would rule out build/game-settings as the fix and would point more to hardware/drivers-settings.
  21. I see the same problem. Looks like it doen't come from the game and it's not related to LOD (looks just as bright close up). What's more, I've noticed some inconsistencies that I hate with snow vs ice (also not LOD related). This blending is horrific. In fact the 'problem' texture of the snowy rock face is the way I'd like all of the snow to look. I defer to Tech on this texture and all of these issues. EDIT: DynDOLOD touched this texture, but it is still much brighter close up, so it's probably a vanilla inconsistency that for some reason is not covered by any of our replacers. Either way, this location emphasizes that snow and ice could use improvement in the STEP build.
  22. Quick question: After DynDOLOD output is generated, is there any use for TexGen output? Isn't this just a DynDOLOD resource that can be deactivated after DynDOLOD gen? Same question for DynDOLOD Resources SE, but I'm pretty sure that one shouldn't be active after LOD gen is completed but not sure if it matters either way.
  23. You will nee to determine the texture used and search for it in your load order. FormID would help to locate it, or just say where ... is it where your pointer is on the map? Is it just the LOD or the full texture as well?
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