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z929669

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Everything posted by z929669

  1. Hmmm ... interesting. It sounds a bit like FormID Finder and RefSkope for Oblivion. Very useful tools. Does this apply to any model or texture or only to NPCs? I can't tell just from looking briefly at the mod page/discussion. We need the above tools for Skyrim, so I just want to know if this is it finally (and if anything like the above DO exist for Skyrim).
  2. Actually, Terrain Bump does have a HQ option, since we are recommending the performance option.
  3. Yeah, Left Handed Rings uses the slot 60, which is used by DSR by default.You can fix it by changing that slot to 57 (for example) in the DSR patcher options. Very cool. I will try that ... I assume that there is a way to see what slots are used among my mods ... ?
  4. Thanks for the info and the screens. I'll check using another MO profile and save game to see what may be happening and post back what I find.
  5. Yes, thanks for the feedback ... to clarify, the quality options noted above reflect the current reality, and we need to make the guide look like your post?
  6. I am not privy to Equipment Overhaul, but if it is not stable right now, then we will not likely consider it. If it becomes stable, I definitely think that it can be considered if it truly fixes the dual sheal issue and gives us proper equip slots for everything. Left hand Rings is a bit buggy for me. I constantly have to re-equip my LHR, because they are always un-equipping for some reason. Anything I may be missing regarding this? I'd like it to work, but it seems to not play nice with DSR or something else in my Requiem build. If there is a DSR patch for that and I missed it, then my bad.
  7. Regarding dark shadows ... this is not realistic, and realism is the best solution for all I think ... remember, shadows in caves or big spaces with low light will certainly be inky dark. I just don't think it makes any sense to have super dark shadows when there is plenty of diffuse light being scattered around in a room and especially outdoors in daylight. Dark shadows should remain but only where it makes sense (no nearby diffuse light source of any significant 'strength' ... spotlights don't count, but window light and overlapping light sources do count ... and outdoor daylight is a huge overlapping, multireflected light source ;) ).
  8. Well done on this Pack! I am glad you found a workaround for mod notes that relate specifically to this Pack. Apologies that we don't yet have a better pack-dev infrastructure built. We will eventually once we move to a now forum solution and finish with that development (still several weeks of work on that front though). EDIT: Regarding Realistic Room Rental - I did ignore the navmesh error, but I notice that the Riften rental room in the Bee & Barb now is bigger (wall is several feet further from the door), and the table is jammed into the bed (spatial conflict). I assume this to be the navmesh issue. Can anyone confirm and provide a solution?
  9. I think that this thread has racked up 6 pages in the last week. It was going almost unnoticed before then! Very happy it is getting attention, since this stokes the flames of development (I hope anyway!).
  10. My picks are Vividian and Skylight. Both are actively evolving and comprehensive for all lighting solutions. These are probably the most versatile and evolved in my XP. I moved this thread and left a short-term redirect at the old location, since this is really an ENB general support question, and any continuing discussion regarding a specific ENB preset should occur on the specific threads under the PP suggestions forum.
  11. Glad to help (especially if you see my nits that way!). I would like to see this evolve, so that is why I am investing the time into nitpicking :P I think this and Skylight have the most potential as versatile ENBs for STEP ;) I added some qualifiers to my previous post (I almost ALWAYS re-read and re-edit my posts after posting, bad habit I guess).
  12. The new version of this mod (4.01) is very good ... even better than the previous. Still a couple of things to address though (hopefully not too subjective): Fire - This is now not attached to weathers, but it may be worth attaching, since it is a light source and would vary just a little, depending upon the weather. Not that important though. More important is that fire should be very yellow and nearly invisible in any daylight (cloudy/clear and to some extent, even overcast). Curve and intensity should both be lower, IMHO. Orange and intensity should increase as light fades away.Lightsprite - This is quite a bit too high in the daytime for almost all weathers. The only exception is fog, where it should be higher even in the light. I am generally lowering in most conditions but for night and fog, where I am increasing the intensity and altering curve such that more color is apparent in darker conditions.Skylighting - there should be some visibility in all shadows, and the more light overall, the more ambient light should be in shadows. Under cloudy/overcast, shadows should not be very apparent, so light should generally be a bit lower outdoors, but ambient light under shade should be quite high under intense cloudy/overcast such that shadows and shade are more subtle. This is due to increased light scattering. This could be tricky to set though.Point lighting -Â much too intense in many cases. I am reducing point lighting and increasing ambient light in most weathers/situations in my config.Sunset/sunrise - are really about the same with regard to light. The only difference is that sunrise comes with higher chance of fog due to warm sun warming up cool earth. This will increase the glow just a bit (probably lightsprite more than fire). Furthermore, light at sunrise/set is somewhere between day and night, so sunrise/set values should always fall somewhere between day and night values for all light-affecting variables. Ambient light under the current CoT presets is usually way too prevalent at sunrise/set/night and not prevalent enough during the day (skylighting and environment). However, moon light and aurora should drastically increase ambient light at night if that is even possible.Indoors - settings for indoors should not fluctuate much, and there should be relatively little difference between night and day indoors. Day should have more ambient light though in all respects. Day should also have more red and green whereas night should have more blue and less red ... the same is true outdoors as far as color tone goes. Warm colors are the first to fade in low light, while cool colors hang on longer (ocean divers will know this). Ambient light is a bit low indoors, and should be increased just a bit, IMO (skylighting and environment).I use CoT/ELFX/ELE as prescribed by this ENB (and this is a fairly common lighting scheme I think), so some of the lighting issues I see are problems with ELFX I think (note the brightness of the outside of Riften's main entrance at night and the relative difference with the inside of the same door ... this is same weather and same conditions, each with two torches, yet the outside is glaringly bright relative to the inside). Some of the light sorces in this lighting scheme are surely to blame and not this present so much.
  13. I am on the fence that this should/not be in Core. If there are conflicts, I would tend to agree, but if not, then I think it is safe to assume that dragon voices do exist in Skyrim and that it is an oversight that they were not included in the first place.
  14. Finally got around to running this ... and it works! It must be related to ASIS dependency on an older version of SkyProc.
  15. Thanks. I am American but am also one of the few I know that actually uses that expression correctly ... I refrained from correcting Tech so as not to be too annoying, but, since you mention it, I concur :D
  16. Realistic fire in bright daylight should barely be visible and cast no 'glow' (unless it is a building burning with great depth of flames and smoke). the same fire in fog (or with many particles in the air) should be brighter but yellow and should cast more of a glow. At night, you get glow and more orange colors. Fire at night should be very effective and visible. Interior fires should look pretty consistent in day or night uless there is a lot of window light. ENB presets often get fire (and lightsprite) wrong in bright light. Smoke should be very visible in bright daylight, and it should be white (if wood or black if it is fossil-fuel burning). At night, smoke should be dark-ish and much less visible.
  17. Install order is very different and distinct from plugin load order. Mod installation order governs what overwrites what when written to the data directory, but plugin load order dictates what overrides what during game run time. The former is somewhat confounded by MO, since it actually causes overwrites to be equivalent of overrides, but that is beside the point. Install in the order of the guide and just let BOSS sort the plugins
  18. No that I know of. Moot point very soon though.
  19. I am stunned that there are so many FOMOD installers and hype to use this method, but no apparent guide to creating one :/
  20. Who moved this to testing?? The tool was not used, so unless you know how to do it, please refrain. Moving back to MS
  21. Of course ... I was the one that added that to the guide, and it has nothing to do with the Riften weathers/lighting ;)
  22. This entire subject ... meh. Disk space is not the issue, but it seems that white space is ... it seems that people just fund it 'annoying' for some reason, even though it only eats up two vertical lines. I couldn't' care less what we decide, (so go for it ... or not, s4n. The icon sounds fine).
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