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Everything posted by z929669
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Morningfogs was automatic, but I did have a glitch where the GUI ini would not pop up ... had to quit and load save again to get it. RE your LoS plugin: Riften was visible again after I disabled your plugin, so some interaction with your plugin, LoS and ELFX maybe. I am loading ELFX, then CoT, then your plugin. I forget where BOSS puts LoS (before or after the other two)
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@All FYI The default DoF in this is very subtle. I recommend using it unless for performance reasons (but I can't detect any performance diff with and without on my system). The alternative DoF steals several frames from me if the GUI setting is increased up to 9 (but that blurs distant objects way too much). The alternative is also dynamic bokeh by default (I think), and it behaves erratically sometimes (goes in/out of focus rapidly and causes rapid brightness changes under certain lighting.). Lots of config possible though for alternative, including DoF type I think. @Magna I have noticed that the lighting at dusk just outside of Riften main gate with the "Morningfogs.ini" running (not sure about the weather now) is way too dark, and it would not respond to my normal tweaks to ambient light and point lighting. It is ENB causing in combination with lighting mods I think, because with no ENB, things are much more visible, but at some point, suddenly the gate torches point lighting turns on (likely a mod I hope). Lastly, the Vividian Lanterns of Skyrim plugin completely darkens Riften inside the gates. the lanterns have no impact at all. this may be interaction with another lighting mod. I am using CoT, ELE, ELFX and some other stiff, but will post plugins/order later this evening.
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I actually like to see those messages (in shortened form though ... "Sent from my mobile device.") This helps us to know why someone would be contributing brief blurb to a conversation with what might otherwise seem like a callous and offhand remark. This kind of message is an added qualifier that the person is commenting under limited capacity. Creating a reg exp to deal with all of the variations would also be difficult, and almost certainly, some would get through. perhaps it is better to ask people that their mobile sigs be generic and very brief. ... changing mine now ;)
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Tannin requested our help. Quick Tip MO feature explained, ini tweaks option.
z929669 replied to GSDFan's question in Mod Organizer Support
Option D works best then, I agree. As long as there is also a way to scrap the "option D" INI under the profile from MO (did I mention that we need a stable nomenclature for MO INI 'methods'?) -
Yep, small Packs are fine. Especially when authors create patches specific to other Packs.
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SKYRIMLE Skyrim.exe - The Way It Should Have Been by Kahenraz
z929669 replied to Kahenraz's topic in Skyrim LE Mods
Mouse capture in ENB is definitely broken. it is a bad hack that Boris won't likely fix ... if you load up an ENB (without your mod) and then press Shift + Enter, you will see the behavior. It is infuriating. Input for both the game and the ENB are simultaneous, and both have focus :/ With your mod, no focus is given to the ENB ... although, I am using my Xbox controller, so that could be the problem. Will try without and let you know. -
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Just found Vividian ENB, and I highly recommend checking it out, since it is specifically tailored to CoT and ELFX. It is by far the cleanest and most comprehensive preset I have found to date. Code is well marked up too. Still needs a little work, but not nearly as much as any other solution that I am aware of.
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Added as mod author ;) This is the most comprehensive and polished ENB I have encountered to date. It is specifically built around CoT, and is by far the best ENB preset for me ... I am in the process of evaluating now ... lots of little lighting 'issues' that I am changing, but 99% of the hard work is already done and done very well. All code and files seem very clean and organized (but the weather INIs still have some of the old settings ... not sure if they apply or not though). Again, lot's of tweaking to do, but I am very impressed with the organization, consistency and attention to detail of this preset.
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Tannin requested our help. Quick Tip MO feature explained, ini tweaks option.
z929669 replied to GSDFan's question in Mod Organizer Support
I was responding to this post: https://forum.step-project.com/showthread.php?tid=3581&pid=61391#pid61391 and option b is to place into the initweaks.ini file. -
#7 is my favorite, but we still seem to be no closer to a dcision on this or related mods. kryptopyr's previous not hints at how we must approach the testing. All combinations and much closer-up screens needed I think.
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I posted something relevant to this conversation on the thread linked above. We should probably continue over there with this topic.
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Tannin requested our help. Quick Tip MO feature explained, ini tweaks option.
z929669 replied to GSDFan's question in Mod Organizer Support
I would vote for option B ... initweaks.ini for storing the INI rewrites. I don't care if the tweaks do not persist. This is consistent with all the resto f MO. Nothing persists, and that is the whole point. As long as the references persist, that is all that matters. The INI Teaks folde contains the references (as does the plugin INI tweak) ... We really need to nail down the nomenclature, or we can't communicate effectively: Game INIs Skyrim INIs: The standard game INIs located in %USERPROFILE%/My Games/SkyrimMO Profile INIs: The MO-profile-specific Skyrim INIsMod INIs - presence should be indicated by the paperclip on the mod in MO (left pane) ... Plugin INIs should have the paperclip within the plugins list (right pane) as is now the practice. INI Teaks: Mod-specific INIs that exist in an INI Teaks folder at the top level of the mod package.Plugin INIs: Mod-specific INI tweak analogs of the plugin that loads them. These sit beside the plugin in the /Data directory.OT, sort of, but tangentially related: It is currently not possible to know which mods in MO (left pane) are associated with files hidden or plugins marked as optional. Once such files are filed away (presumably to remove the unneeded noise), it is nearly impossible to use said files if they ever become relevant (unless one makes notes about these 'quarantined' assets and their related mods). Like INI tweaks, these and all other mod-level functional tweaks should have a marker to indicate said tweaks so that they can be easily reverted if necessary. -
I think that MO mods are actually sent to the Recycle Bin
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SKYRIMLE Skyrim.exe - The Way It Should Have Been by Kahenraz
z929669 replied to Kahenraz's topic in Skyrim LE Mods
I'll do that, and will report backthanks! The setting has no impact just tested this and no luck launching through mod organizer or starting normally. using wrapper version of ENB.Same. ENB in-game settings are not functional with this mod in its current state. -
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I can confirm that all of the patch options work except for both of the the Automatic * options, which throw the error. Also, in the plugins I attached above, the Bashed Patch is not right, so you will need to rebuild that if you want to use it.
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Link to my plugins download (skyrim 'fixed' plugins not included ... assuming you have those and main skyrim plugins). The file is nearly 50 MB: https://dl.dropboxusercontent.com/u/45644759/plugins.7z
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How do you see it they get merged on startup? Is there a console command to spit out specific setting specs?
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STEP type guide for Fallout New Vegas
z929669 replied to Synixtrix's topic in General Fallout 3 Discussion & Support
We are looking for any community members that want to step up to provide STEP guides for the other TES games. it is a lot of work, but we are willing to host it and provide all of the base infrastructure (forums/wiki). new admin required though! -
Well, generally, textures need to be created for a mesh replacement (especially where effects are concerned) ... does this mod provide any textures?
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thanks, I will have to look into that, because I don't much like it! I know taht there are no assets that I can find overwriting textures, so this must be plugin driven. I know taht it is associated with CoT ... argh.
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Yep, core. OP updated

