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z929669

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Everything posted by z929669

  1. Ahh, then you must not have hidden the ENB Light files as instructed. Or maybe you hid the textures but not the meshes.
  2. A mod or mod option was probably installed that is not in our guide, as I don't have this texture in my instance. Nor do I have any DynDOLOD Summary generated (so no such errors with the mods in our guide).
  3. It seems like you may have installed a tree or foliage mod that is not in our guide, or maybe you chose an option that we aren't using for an existing mod in the guide. I cannot find the texture in my instance, and I don't get this warning in my DynDOLOD logs. Ultimately, the LOD for that mesh will revert to vanilla, so it's probably not something that will be seen in LOD anyway, especially in Blackreach.
  4. According to Mindflux, OBJECTGLOW should have an impact. It may be the latest version of ENB 503 broke it, or what I'm thinking is that this effect may be reliant on UseOriginalPostProcessing=false. The Step presets use UseOriginalPostProcessing=true. More testing required.
  5. Posting some testing results here. I'm using this mod, the Particle Patch glow maps, and the Embers XD optional glow maps (all recently modified with the black alpha channel to decouple from WINDOWLIGHT under ENB 0.503+). Only the chaurus eggs and embers are impacted in these screens. First, this is a compare under Step 2.3 with Step Heavy ENB: default glow maps >> re-glow maps Notice that with no other changes besides swapping the new glow maps, the chaurus eggs are brighter, and the embers are a bit dimmer with a higher 'curve' effect (more saturated and reddish embers). Window lights are not different in either case, as expected. Next are the impact of changing WINDOWLIGHT and OBJECTGLOW settings (pay attention to the IntensityInteriorDay settings for each of these parameters in the screenshots): default glow maps re-glow maps: My conclusion is that the re-glow maps decouple these objects from the impact of WINDOWLIGHT settings, but the OBJECTGLOW settings have no impact on the re-glow maps just as they had no impact on the default glow maps prior to ENB 0.503. WRONG. I was testing changes to the weather-specific config in the GUI with OBJECTGLOW > IgnoreWeatherSystem=true in enbseries.ini, duh. I will update this post or repeat this in a proper post when I have time There's either some other setting or dependency that's missing (), or this is the intended behavior (), IDK. Conclusion: unless the OBJECTGLOW settings can control the visuals of the relevant objects (chaurus eggs and embers in this case), the re-glow maps don't seem to have any benefit, because I think the eggs are overly bright, and the embers are overly 'curvy' (too dim/red).
  6. We don't know for sure, but proponents would probably say 'yes' because CS can be implemented piecemeal, I think. CS is nearing the point for our taking a serious look at it. I'd like to let it simmer a bit longer personally.
  7. Step is not configured for CS use, and we haven't begun testing CS officially. If you want to use CS, I recommend evaluating each mod the Post-Processing ModGroup for use with CS. Some of these mods may or may not work as intended under CS.
  8. Thanks. The MP is now protected, so this will never happen again.
  9. Yeah, the sky reflection stuff we had discussed may be impacted. I still prefer using reflect sky with the Sky Reflection Fix, but this new update may solidify that for you guys as well, IDK.
  10. I'm glad you broached the subject and opened up a discussion on this though. We don't want to step on common-sense reasoning of an MA. In the future, I will commit to discussing linking to hidden files prior to doing so. We should probably treat deleted files in the same way. That one I linked previously for FNV is a good example. I know nothing about what it does or why it was hidden. All I do know is that some MAs have deleted/hidden their mods in the past without any reason other than "sticking it to" Nexus or users for some silly reason ... not to say it's something that happens often.
  11. I was just about to post likewise. It's alluded to in the new articles for CS published Dec 6. He probably want's people using CS for superior treatment of shadows (and much more). Agree it's not a huge loss to not run this mod, but it's a small improvement, which is why it was added. I'm even more confident now that this mod has no issues. The "hidden reason" boilerplate is a bit of a misnomer in this case.
  12. I had added another edit to my previous while you were posting. FYI, you can use the following SMW query to see how we have been linking to archived versions of files. Most cases are links to non-Nexus files or Nexus files for LE that work under SE. We are linking to a number of files that the MA has outright deleted, which is also presumably not in the MA's best interests (else they would not have deleted it). {{#ask:[[Game::GameSpace]][[SourceName::Other]][[SourceURL::~*someString*]]|format=table}} Nexus' ToS and non-deletion policy allows users to access hidden and deleted content, presumably (at least in part) so that it's users are not subject to the whims of content creators hiding/removing their files for spurious reasons. If we get word of an issue, I agree that we should not link to the archive, but there's no specific reason not to do so ATM (other than assumption), and many people are and have been running the mod now with no known reports of issues that we're aware of to date, including myself.
  13. It should be obvious that something is happening, but no progress is shown unless you open the console as indicated by the message that appears at the beginning of the caching process.
  14. Use MIC to determine what mod is providing this. Review the following topic carefully:
  15. It's part of the guide, and we've had no issues. The MA hasn't specified what the issue is, and for our purposes, there seem not to be any. We are doing the same with a number of other mods as well after the MA hides the mod (for whatever reason). EDIT: we've been doing this for years actually... in the SSE guides as well as the FO guides Otherwise, we'd need to update the guide whenever an MA hides their content. EDIT2: Well, it looks like we've been linking to archives of Nexus files in all of our guides for years, but only when the file has been deleted outright ... with one other exception for FalloutNV: Sun Guard Headgear Logic Fixes I will say that the hidden reason is a boilerplate on Nexus though, and there's nothing that validates that Soft Shadows has a 'bug' per se or is broken somehow or otherwise has 'issues'. Most likely, Doodle just doesn't want to support the mod any longer or is possibly updating it. For all intents and purposes, it works fine in our guide, which is why we are using it. If Doodle asks us to not use the mod, I agree that we should honor the request.
  16. I updated the wiki link to point to the archived version of what we are using in the guide.
  17. So it seems like we should be revisiting the ENB mesh mods in the guide as well as any dependent/conflicting glow-map mods (like possibly this mod, PP glow maps, and now Embers XD glow maps). I'm trying to determine what meshes each of these glow map mods expect. I assume Rudy fixed any applicable PP and Embers meshes with the wSkeever tweaks, since they are updated a lot. I want to look at all the meshes to see which are using the glow maps and correct/incorrect flags. These are the mods providing ENB-compatible meshes, except for the glow-map mods I'm testing (many of the mesh mods also provide their own textures). It also looks like our BSF instructions need an update. Agree that Rudy has a bit of a mess to clean up, but I suspect it won't ever be done to keeps BSF relevant.
  18. Sounds like you have a corrupt/outdated/modified configuration file. This could be caused by updating DynDOLOD by copying the new files over the old. Instead, remove and replace the existing DynDOLOD folder with the new folder from the updated DynDOLOD archive. If you want to preserve certain settings, use a program like WinMerge to compare and merge files manually (assuming you moved the original folder location instead of deleting it). You will be asked for your logs as explained in the DynDOLOD 3 OP and forum guidelines presented to you before posting this topic, so you should post them here asap.
  19. Yes, this update is mainly changing the behavior of the existing RS lights in Riften. The horn candles incompatibility doesn't apply to the Step build. I updated the mod installation instructions for the 3.0 update (removed the USSEP option is all).
  20. Yes, the boulders are vanilla, lol.
  21. Then the issue is that either one or more mods in the Step build were installed incorrectly (wrong file, plugins not hidden, etc.), the LO needs to be sorted with LOOT, or a hardware/software issue. You can try posting your MO error on the NGIO Nexus page.
  22. @TechAngel85 Your mod's options have me wondering if we should be using ENB particle lighting for Chaurus eggs/sacs, but our instructions for BSF are to not install the Chaurus option. IIRC, you had suggested not using the Chaurus option in BSF, so do you have advice on this? EDIT: Also, BSF applies to the Rudy HQ for Chaurus, which we aren't using.
  23. Discussion topic: ENB Light Inventory Fix by Kitsuune Wiki Link This mod is being (tentatively) accepted without evidence, because (according to the author of Blood Spatter Fix, wSkeever) it is evidently required to prevent a bug with BSF that otherwise causes a freeze in Snapleg Cave: When shooting the soul gem in the soul gem trap (in Snapleg Cave) with an arrow to dismantle the trap, it causes the game to freeze with this mod installed. This mod also fixes the inventory view of meshes having ENB particle lights.
  24. We've never actually demonstrated a reason for using the "Vanilla Campsite Rocks" option aside from assuming it's closer to vanilla. So I've added compares for a couple of hunter camps. Vanilla Campsite Rocks ticked >> Vanilla Campsite Rocks UNticked I think the Embers XD rocks are better. There's also a slight performance increase. Note that I am using the "High Quality" rather than "Optimized" Particle Light option, so my FPS are reflecting that performance hit.
  25. Then it's likely related to some added mod you are using. If you are running the Step 2.3 build, disable any mods other than those instructed by the guide.
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