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z929669

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Everything posted by z929669

  1. No, that would not make sense, since I can launch Skyrim.exe directly from my game folder. It bombs when launched via MO. Looking at Process Hacker after launching via MO, the Skyrim.exe process loads (with splashscreen) and eventually so do TESV.exe and enbhost.exe, but then all three turn red, quit, MO % rapidly goes to 100%, and that's it. Again, can anyone confirm that this runs via MO? If this does not work for everyone, then we cannot use it in STEP. If I am doing something wrong or if I am missing a crucial step, I am not aware of it. I added Skyrim.exe as an MO executable just as I did for many other programs that I launch from MO (like WB). I leave MO running in the config options when launching the process via MO, but I have MO running when I launch directly too.
  2. Thanks for the explanation (for posterity). I think the changes are 'corrections'
  3. Can anyone confirm launch via MO?? (see previous)
  4. Fixed No, it seems fine to me Fixed Fixed Removed (good point) I am not sure, but almost 100% sure that the answer is 'no' Fixed It is in STEP:Extended It would be good to know exactly what happens not upon first launch. Let us know if you can Thanks for all of the good feedback!
  5. Thanks all for the info. I'll take a look and post back when I have some more time!
  6. No luck. I just will not run via MO for me. Goes all the way to launch and just quits. Running directly works fine (but I don't get my MO mods laoded). There must be some other clash with MO that we aren't thinking of. Do you execute via MO?
  7. :? I added as an executable, and I get the splashscreen, but no game launch ... I can get it to work fine, but not via MO. It does not launch, but just quits.
  8. Could you elaborate? I will test now, but want to get it configured properly in MO
  9. In any case, dragons do fly, and adherence to physics is just sensible, as it applies to most other aspects of the game. I can see how the weight changes make sense, but only if we have a story about the number of scales/bones are consumed to make the corresponding weapon/armor recipes. I am guessing the krypto made some rational choices and likely 'corrected' some blatant inconsistencies. That is what she does.
  10. Did not notice the weight changes in game yet ... @kryptopyr Can you explain? If we can reasonably rationalize that these are corrections of vanilla, fine, but if not, then these may preclude inclusion into Core (or maybe you can make this stuff toggleable via MCM). Ore and ingots should weigh some pounds, but so should dragon bones ... however, dragons do fly, so their bones would be like bird bones ... less dense. Also, we have to assume that dragon bones that are taken away must be specific bones, as the skeleton does remain.
  11. Marking as accepted for Core 2.2.9 What mods does it replace?
  12. I think that this is fine to accept. Will require some more elaborate mod notes though.
  13. Marking as accepted for Core 2.2.9
  14. Accepted for Core 2.2.9 (unless anyone can present a good reason to not accept)
  15. That is a good idea. @SRB If you supply a list of mods/authors in the ReadMe, I will add to Nexus description and the STEP Guide as well.
  16. If this is compatible with the current release, it should be uploaded to Nexus with the proper versioning added. ( 2.2.8a, 2.2.8b, etc ) This will probably change the overall version on the page though. Which could be good bc it'll notify the trackers; thus, the users that a new version is available. However, I don't know if we want the version to change like that. If not, you can just upload with the same version number (overwrite the old ones). I'm unsure if the trackers would pick this up or not. I haven't gone through the Nexus process but once so I don't remember how everything works from memory. Sent from my Moto X using Tapatalk. @Rechet Try the new SKSE alpha version with the memory patch in SKSE.ini active to see if that resolves your issues. Sent from my Moto X using Tapatalk. Nexus updated with the new patches (total replacement ... file tracker will still notify users of activity). Nexus file attributes on Nexus and wiki updated as well.
  17. Bump .... I still vote to drop this one and potentially pick up the one DY proposed (see my prev post)
  18. yep, my eyes definitely were playing tricks on me ... basically, everyone should look again at the screens post to be certain that they are also not basing their former judgements on faulty perceptions :P Based on my newfound eyesight and more accurate perception, I have to say that it is hard to justify changing Core unless we revert back to the HRDLC. Shrines HD is definitely closer to vanilla colors and style than Ren's, but Ren's is better in my view in several examples. I think we keep Shrines HD for Core and use Ren's for Extended. We can add a note to Shrines HD instructing Extended users to install Rens and vise versa, and why.
  19. Please post on the 2.2.8 bugfix thread when you want me to update the Nexus Patches ... not sure if you are doing 2.2.9 here or 2.2.8
  20. I'll take a look at them now and update the file ;)
  21. Proper ENB Compares I am in the process of creating a more comprehensive and representative suite of screenshots of several different relevant ENBs. Configuration I used Mod Organizer to prepare specific profiles as recommended by each of the presented ENBs over the top of STEP:Core 2.2.8. Each configuration uses the default recommended settings of the respective ENB (less the letterbox effect, which I personally do not like). This means that all recommended lighting and weather mods and INI configurations were used as per the author's recommendations (fGamma=1.0000 if not defined explicitly by the ENB). Thus, I have mad no changes other than disabling letterbox for maximum screen comparisons, since many use it and many don't. I am going to add files for each ENB to soften the downloads. The best way to view these is to extract all archives to a single directory. They are named such that all screens and versions will be in a consistent sequence as listed following. This list will grow as I add the 11 screens of saves I have configured specifically for this presentation. I will upload to the Nexus if I finish and have something respectable enough that passes muster here. Let's begin: Bleak ENB - ELFX-based. Just as the name says. Well balanced overall. (I used the no vignette and no grain optionals)Falkonian ENB - ELFX-based. Also a bit oversaturated, but good lighting and color tone is also good.Grim & Somber ENB - Realistic Lighting, fantasy, interiors way too bright (that is RL I now know), even with darker dungeons (saturation is good though). RL is not required, so it may be better without that. water subsurface scattering is also an issue. Not happy with the skylighting ... there is no color in the sky and the sun is all but absent.HRK ENB - CoT-Realistic lighting, realistic. Good balance overall. Very realistic. Skys/suyn are not my favorite though. Realistic lighting causes the strange colors and glow in caves, just like Grim & Sober, so RL may be causing what I don't like here (exacerbating vanilla)SkyLight ENB - CoT-ELFX-based, realistic, water subsurface scattering needs fixing (this is under 58148 weather). Also, interiors on clear days are much darker than on snowy days for some reason. IMO, interiors should be almost the same in any weather with only subtle diffs (except day should be crisper and cooler than night due to window lighting). I would want to delete all interior lighting references from the weather INIs and use the global for interiors.Therion ENB - ELFX-based, dark/bleak, fantasy - uniquely stylized, a bit too grainy and dark at dusk/dawn, incredible (IMO).Unbleak ENB - ELFX-based. The opposite extreme of Bleak. Too saturated IMO, but not bad ... need a Midbleak version (I used the no vignette and no grain optionals)I am stopping here for now, as I have developed some of my own ideas about ENBs ... need to do some testing for my own game. I am especially impressed by Therion's. It is just fantastic and needs a closer look. I also like RealVision and Seasons of Skyrim, so will be looking at those more closely as well. I'll return here when I have more to share ;)
  22. Yeah, I could only tell the difference on one compare between HRDLC and Shrines HD. The textures look different in a texture viewer, but in game I just can't see it. Why use 2K textures of something so small when you can't even see the difference? I don't know if you would even miss it unless you had a high resolution monitor. I think some of Ren's could go for Core. Diabella, Mara, Stendarr, Talos, maybe Julianos, but overall it is a bit of a departure from vanilla in style since the vanilla ones were just purple sculptures. IDK, is there a, 'vanilla sucked so bad we made an exception' rule? No. The screen compares are showing the same textures. There is no representation of Shrines HD in the post where you present the screens. That is what I am saying. We need the screens updated, because we are only comparing HRDLC(x2) with Ren's. Please look carefully between first and second images of this post and compare the second images to the screens in this thread Disregard the background and anything else that is not a shrine statue ... doesn't anybody look?
  23. Yes, I created a BAT that removes the redundancies (on a forum post somewhere around here). If you are using SRO optimal torrent, then those redundancies should not exist.
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