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z929669

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Everything posted by z929669

  1. This mod has been accepted into STEP The wiki mod page needs top be created using the name in the OP
  2. This mod has been Accepted into STEP. Need a Mod tester to add this mod to the wiki under the name "Beards" please. Please include all info in the form!Â
  3. This mod has been Accepted into STEP. Need a Mod tester to add this mod to the wiki under the name "Brows" please. Please include all info in the form!
  4. This mod has been accepted into STEP @rootsrat Did you create the Mod Page for this one on the wiki? If not, you (or any Mod Tester) should create this page and complete all of the information on the form. this gets the mod ready for next release. Be sure to include any pertinent notes.
  5. @Admin Do we want to include this given the dragon bones 'bug' ? I think it is OK as long as we don't have NPCs getting clogged on the navmesh.
  6. This is definitely a Pack mod, and should not go into Core STEP, but I personally like it if there are no bugs.
  7. With the exception of this example (and those like that), I think that all of the RS changes are huge improvements. I think that Relighting Skyrim is the best candidate for inclusion in Core STEP, especially if it will be completed (and not suddenly changed in a very different way). Adding slightly more yellow to firelight would be fine though (as Monty indicated). The important things are light source and light intensity and light temperature 'fixes' as well as shadow 'fixes'. Stylistic changes are not a factor aside from the effects of the above.
  8. I had to use a dll-dependency tracing app to fix the dll problem I recently solved. PITA. You should always use th latest version, but I wonder if the Nexus has this same version?
  9. I agree that this one should be dropped. Too many potential conflicts, and I do find it pretty annoying that half the time I am trying to loot a body, it winds up sticking to my movement.
  10. z929669

    Shoutbox

    Sounds like a great solution, s4n.
  11. Performance data entry is a must I think. It should exist for every Mod Tester (with replication if simple; i.e., trial 1, trial 2 .... trial n). FPS and VRAM should be specified to make them comparable across platforms. The only comparable stat is change (given room for change, i.e., operating near the extremes will cap change). DDSopt can wait, since Kelmych has already compiled something and the utility may yet change some.
  12. No, I just wanted to exclude DD since I thought that it would add a distraction to the compares. Which is also why I included it in the last compare. None of the shots I use seem to have been affected by DD.
  13. ... do share, and update that note while you are at it if possible
  14. It has been my understanding that Relighting Skyrim is the only lighting mod that has tended to enhance and 'fix' vanilla lighting. That is precisely why it is the only lighting mod under testing right now.
  15. The gallery compare is ready. It turns out that Distant Detail adds nothing at all noticeable in any of these screens. I think Terrain Bump does add a very noticeable and respectable improvement. It is also evident that Enhanced Terrain (1k in these screens) does a tiny bit to add more "oomph" to the landscape. Furthermore, these tangent-space normal maps can indeed be compressed (R5G6B5) to reduce the size of the textures by half without any noticeable quality loss.
  16. From the mod page: "Use the "closer" version of all files. If using Dawnguard, also install "CBv3 - Closer and Hidden Crossbow Bolts", "CBv3 - Explosive Bolts Visualized", and "CQv3 - Dawnguard DLC Arrows". If using Dragonborn, also install "CQ - Dragonborn DLC Arrows". " That exactly does this mean? Every file is named "Closer" ... something. Anyway, the mod is hopelessly complex, and the author has unfortunately made the file descriptions ambiguous and there are not installation instructions that I can find. What the heck are our recommendations to users with all/some/none of the DLCs??
  17. Hmmm, can't help you there. I agree with your propose INI adds though.
  18. The compression type should be indicated in the preview tab (at bottom under format: EX. DirectX texture; A8R8G8B8 (converted to DXT5)). You can also play around with converting single textures here I believe (have not played much with that though). This also applies specifically to tangent-space normal maps (model space normals are always recommended by Ethatron to be R5G6B5 compressed). Normally, the advice is to use half-sized uncompressed TSN maps, but with noisy textures, the RGB compression format does work nicely (try it on Terrain Bump as an example) ... and reduces the size by half again ;) Questions: Once a texture is compressed, it cannot be "uncompresed" without losing the original fidelity, can it? Also, is it possible to convert compression formats without loss of fidelity? IOW, is compression like a ratchet effect, or can it be reversed?
  19. OK, then I vote for its inclusion. I'd like a second opinion though from Farlo, s4n, Monty or TC though. ... Neo, would you create the mod page on the wiki or flesh out all of the missing info if already created? mentioning the dragon bones in the notes would be nice too (do they really rot away?).
  20. Yes, these two exceptions will bias the diffs. I am preparing all of the compares now and will post gallery to the wiki mod subpage later this evening. So far, I like the effect of this mod.
  21. Yep, all of them if they work as expected.
  22. BR&M covers several things that NS does not. Look at the conflicts in WB to see what.
  23. Can anyone add to this?
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