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z929669

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Everything posted by z929669

  1. Bitte geben Sie Ihr Deutsch auf dieser Seite ein und fügen Sie den übersetzten Text per Copy/Paste in das Forum ein. (Please type your German on this site and copy/paste the translated text to the forums.)
  2. I fixed the changelog link. It should have been pointing to the 2.3 version instructions.
  3. Maybe the console or the CK. Otherwise, probably need an SKSE script.
  4. How are you testing? New game > harvest ingredients > make potion? What about simply eating the ingredients first? Do you discover the effects by doing this? It's been so long since I've messed with Skyrim alchemy. I conflate this among all the TES games. In Morrowind, you could simply eat the raw ingredients to discover basic effects.
  5. See the 2.3 guide System Requirements to determine this. You can indeed install this build, but you may want to choose more performance-friendly options that are available for many mods, particularly models and textures. The guide is designed to accommodate a range of systems from lower end to higher end. There's even a Performance Tuning section to assist with fine tuning to get back more performance.
  6. I had the page open for edit for several hours when Tech updated it. Then I saved. I'll fix it in a couple of hours. Got an appointment to get to.
  7. RBB sets those to initially disabled, and it should win, so it doesn't matter. Packages must sort in a funky way, because these were patched. I will update them to reflect the official AIO-CRF patch Packages though. The official patch doesn't touch HirelingJanessaSandbox, so I will remove this from the CR Patch altogether, unless this CRF change was made after the AIO-CRF patch was published (Sept 17, 2022) Removed this from the CR Patch, as it's redundant. Letting AIO win this one No idea, but they were purposefully removed for a reason, I assume. ScoutsManyMarshes: AIO has its own Package for this. SailorXander: This package is excluded from the AIO-CRF official patch, so I'm guessing it's redundant, obsolete, or conflicting with the CRF packages.
  8. Adding to what TchAngel said... I don't have much use for MO profiles, because instances do everything profiles do and more. Although instances must be used for modding different games, instances can and should be used within a single game if you want to keep everything cleanly separated. The top of the 2.3 changelog provides some context. Always create a new MO instance from the previous build, and upgrade the new instance. This preserves the 2.2.0 build if things don't work out. It's trickier to keep things separate and sorted out using profiles. Many of the tools tor using profiles effectively exist (LO backup, mod list backup, etc.), but it's very easy to muck it up abd keep things organized. If an instance is used, there's no possibility of mucking up your 'good' build. It remains completely stable and untouched if it's in a separate instance. Profiles share the mod list, and creating a new profile with added mods also adds those mods to the other profiles of the instance, so things can get crowded and confusing. Because they share the mod list, they also share the mod configurations, so you cannot for example use Enhanced Vanilla Trees Lush with bigger trees in one profile and with normal-sized trees in the other profile unless you install that mod twice under different names like "EVT" and "EVT-big". INI files and savegames are are also shared unless you toggle them to be separate: Instances on the other hand are totally separate. If you have ample disk space, instances are always better than profiles, IMO. See this article to better understand the distinction.
  9. See the previous post
  10. z929669

    Skyblivion

    I'm more looking forward to Skywind if it ever comes to anything.
  11. Fixed. And yes, little things like this
  12. Seems like it could be a script issue. Check the current weather when Kaidan mentions fog by invoking the ENB GUI (Shift+Enter). It should be listed near the upper right.
  13. Not a Step mod causing this
  14. Why would you not extract all files/folders from ACMoS Road Generator into the same directory location? Obviously, orphaning components of any tool will most likely break the tool.
  15. Perhaps. Maybe report it on that mod page. You should ask for assistance interpreting your crash logs. Nobody around here seems to be biting. I obviously cannot assist much.
  16. I see what you mean, because you get reflections on the glossy water surface either way. The primary reason I think bReflectSky=1 is better is because the blue reflected off the water actually matches the blue of the sky. bReflectSky=0 gives a very dark blue reflection that doesn't even closely match the blue of the sky. I just think it being on looks more believable, even if the LOD seam is more apparent. The reflections apply to all water all of the time, whereas the LOD seam is only apparent from a distant view from above and only when the water spans the transition point. Relatively rare.
  17. Not LOD seams so much. RWT and their recommendations help though.
  18. I don't think its easy to see in the second shot, but maybe it's slightly more apparent. All a moot point though, because the fixed LOD meshes seem to make the seam more apparent again, Same is true regardless of bReflectSky=1 or 0 or SRF being enabled.
  19. Just here to confirm the fixed LODGen version resolves this issue for me as well; although, I didn't even know I had this issue until I tested it. See this post for details:
  20. Good point. I went ahead and tested things again and found that the LOD water mesh is a bit bright and related to this fixed issue. See the entire topic for details. I used the test LODGenx64Win.exe LODGen64.exe file to regen the meshes. To recap: bReflectSky off (same as in my previous post) - water LOD had the issue linked above, but it's not apparent with bReflectSky=0 bReflectSky on (same as in my previous post) - water LOD had the issue linked above bReflectSky on (meshes from test LODGenx64Win.exe) - now we can see all reflections, including sky bReflectSky off (different scene, but same as previous post otherwise) - water LOD had the issue linked above, but it's not apparent with bReflectSky=0 bReflectSky on (different scene, but same as previous post otherwise) - water LOD had the issue linked above bReflectSky on (different scene, meshes from test LODGenx64Win.exe) - now we can see all reflections, including sky Just to wrap up, Sky Reflection Fix only applies to 3rd person and only when bReflectSky=1 bReflectSky off-with SRF bReflectSky off-no SRF bReflectSky on-with SRF bReflectSky on-fixed LODGenx64Win.exe mesh output-with SRF bReflectSky on-NOT with fixed LODGenx64Win.exe mesh output-no SRF (this is just to show the issue SRF resolves) To summarize: Reflect Sky enabled looks best, IMO The fixed LOD meshes don't have the sky-reflection-washout effect The fixed LOD meshes show object reflections in addition to sky SRF only applies to 3rd person and when bReflectSky=1 Lastly, the fixed LOD meshes make the LOD seam more apparent again, and this applies to bReflectSky=1 or 0
  21. CACO has no mention of any adjustment or 'fix' to the problem of no XP gain from discovering ingredient effects. Also, I don't know if you gain XP simply from 'eating' a raw ingredient. Morrowind gave you a small amount of XP for this.
  22. This mod works, and given my findings that bReflectSky=1 is a visual improvement with ENB (NOT without ENB, leave this at zero), this mod corrects water reflections in third person perspectives. See the Nexus mod page for that proof. I have verified myself, so I'm not going to beat a dead horse. It may not strictly apply to the Step build, but since many people use 3rd person all or some of the time, it makes sense to use this mod. I mainly want to advocate that we accept this mod for 2.4, since we'll be enabling bReflectSky for use with ENB only (see screens following). This mod works regardless of ENB though. The Step Heavy ENB is enabled in all the following shots. First shot is with bReflectSky=0, and the second is with bReflectSky=1 (this mod active in both, but the fix is not apparent, since I'm not using 3rd person perspective): Enabling sky reflections just looks more realistic/believable and 'better', IMO.
  23. As Mercury mentioned above. Caveat: only pay attention to LOOT warnings (yellow) and errors (red) when running the Step build. The general advice is given without LOOT knowing that we've patched these ourselves in the Step Patches.
  24. The checksums are different, so it must be the changed icon causing that. So a benign change, and the EXE code is identical among the game variants.
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