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Everything posted by z929669
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It looks like it worked OK to me. Probably needed to refresh the page is all.
- 68 replies
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- SKYRIMLE
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I would be happy to remove this from STEP. One less plugin (and I have never missed a rooster cawking in the morning ... not in Skyrim and not in RL :P ) Need confirmation from another admin.
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Neo, what do you say?
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DROPPED HQ Milky way galaxy (by Manesse)
z929669 replied to stoppingby4now's topic in Skyrim LE Mods
I vote to remove, but need another admin to confirm -
Agree that SFO > 2k is just not worth the cost, as it will easily push you over the edge. I run this and all landscape with 1k (or 2k/1k normals). ... And DDSopt-ing all landscape textures, including vanilla standard and HRDLC will ultimately gain back some VRAM just from compression opt alone for the textures that shine through even after full STEP install (see the performance area of the DDSopt guide for some idea of the savings even with overhauls and Vano89's optimized HRDLC).
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Agree. Need to set texture caps for Extreme STEP and correspondingly to Baseline and Performance STEP (only Baseline is currently defined as the existing guide). Extreme STEP should probably not use any textures larger than 2k in any exteriors (accept for dragons arguably). Max should be 1k for Baseline 9with maybe a few exceptions. Texture sizes can pretty much be limitless for Baseline and Extreme stem with regard to interiors ... the trick is identifying all interior textures. Dungeons are obvious. Cluter can be problematic. Extreme STEP will be more apt to handle Packs and instruction-intensive mods.
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Thanks
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Yep, I bumped as a tool for testing purposes
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NEEDS Mod Page created (hint: click wiki link in OP)
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Maybe 'Birds and Flocks' is salvageable after all? In light of this, SkyBirds should be tested in both a full STEP installation: one with Roosters at Dawn removed and one with Roosters at Dawn & Birds and Flocks removed. This will tells us if Birds and Flocks is really fixed by SkyBirds.Could you update the OP in MT thread with the recommended testing methods? thanks ;)
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Thanks CptJesus! I'll give it a try over the next week. I have been learning Python in my spare time, so this will be a good working example for me to use and build upon if it makes sense for me (I am very specific about my repackaging too, and I prefer a minimal, non-solid compression format for speed of install/uninstall via WB).
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The BCF can be posted using the tool on the mod page of the wiki. Could you try posting via that tool, Kelmych? (Assuming the mod page has been created of course.)
- 68 replies
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SKYRIMLE Proper Dark brotherhood armor retex
z929669 replied to PopReference's topic in Skyrim LE Mods
Both are being dropped from next release I think (need to confirm though ... I am going to reconcile everything in the coming week) -
All sounds good and I'll add this and other suggestions to the list. Release will need to wait 'till next weekend, as I have been out of town on business the past few days, and today is mom's day in the States, so I will not be able to get everything updated today. I'll work on this through the week and be ready next Saturday or Sunday for release of 2.2.6 (unless Farlo beats me to it).
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Is this based on fact of speculation? Not challenging, just wondering. I agree that it makes sense, and I personally use it but cannot confirm the effect. Mostly just OCD :P
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DROPPED HQ Milky way galaxy (by Manesse)
z929669 replied to stoppingby4now's topic in Skyrim LE Mods
I personally prefer "none of the above". I like the HRDLC. -
Can anyone comment on this? please respond on this thread.
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Thanks, can anyone confirm? I will post on that thread in the Anthology
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Agree
- 68 replies
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bump
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Thanks rpsgc. If anyone is willing to look at these textures, then it would seem the compilation mod is worth considering after all, since it contains several retextures not found elsewhere. ... and the variety of tiny mods that this guy/gal has presented clears up why he/she decided to bundle it all!
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Sounds like a good candidate for testing.
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Now I understand. These are not intentional 'traps' (i.e., pitfalls). I would prefer a chance of being injured or killed (depending upon the circumstances, e.g., distance fallen), but if these 'pits' are truly made to match existing breaches to the caves, then I think this is a great idea (barring quest breakage). I would also want to see the internal cave maps updated to indicate the breaches.
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Thanks torm .... any easy way to attribute those files to their respective Mystery-Modder individual mods?
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We will need an extensive review in the context of STEP for this one: When I (or anyone) have some time, I will review the doc and post the questions that need to be answered if we go into testing.

