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z929669

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Everything posted by z929669

  1. No worries. I can take a look at some point. I have saves of all the races I think.
  2. I never noticed the shader cache was disabled. Your graphics software manages this as well, so you can check that.
  3. I would simply enable all of the Step mods, ensure they are all installed as instructed, and test that there is no crash on a new game. Then begin layering in your customizations with intermittent testing. Since you are running .Net FW, then you are on 1.5.97, so you may want to reference the 2.0.0 guide for the Step build.
  4. I will test with both main Files and the jars optional. Are the torchbugs too big? If so, then the size reduction may be warranted.
  5. Have you confirmed that it fixes anything in our setup? If so, it's a no brainer, IMO
  6. Seems like a no brainer, and I vote to accept
  7. I like these a lot, but both the color and the vibrating/squiggle animation are a bad fit, IMO. Worse than the meh vanilla ferns we have now
  8. Anyone have any feedback on this one? I don't play enough to notice myself and would need to set up a test. I'm doing a lot of other stuff, and testing mods will need to wait a while. EDIT: I also tend NOT to run mods that dynamically adjust my settings, since that interferes with other testing. I really don't care about my frame rates most of the time, and I have only GPU limitations (due to my 2560x1440 res)
  9. There a lot of unaddressed 'bugs' --some of which are likely not bugs but others related to crashes (and confirmed). Because the MA has not so much as responded to anything since Oct, 2022, I think we'll need to pass on this one. It's too bad because this concept is a good one. Note the SSE Display Tweaks fix for a couple of the bugs mentioned by other users. Setting the following to 'true' apparently resolves these issues: ## Disable actor fade when camera intersects the body. # DisableActorFade=true ; DEFAULT=false ## Disable player fade when camera intersects the body. # DisablePlayerFade=true ; DEFAULT=false We may want to consider adopting these two apart from using this mod. @DoubleYou@Greg@TechAngel85, opinions? If more support comes in from people having used this mod for a playthrough or two, then I think we can reconsider.
  10. Plenty of feedback on this one, so I think it's a no brainier
  11. Instructions have been updated
  12. I should also mention on this topic that enabling Windows 11 (10?) HDR support via Display settings could impact in-game brightness with ENB and might also not be compatible with the game and your graphics hardware/software. On my system HDR works great for all applications and the OS and looks better, BUT it's not compatible with Skyrim graphics on my AMD system, so I have it disabled now after much toil troubleshooting glitcy SSE graphics.
  13. OK, so is this what you mean by "alternate textures"? So if the LOD model matching the mesh rule (path string for example) references textures\landscape\snow01.dds, even though the NIF defined by the plugin references textures\landscape\dirt02.dds, then DynDOLOD understands it's an alternate texture? I assume the alternate must adhere to dimension protocol to be used as expected and indicated in this report. If this is the case, then there is nothing to do for the author but make the textures and point to them from the LOD mesh.
  14. Yeah, I never mess with those sliders, so I'm one of those that never noticed it's ineffectiveness in borderless fullscreen. As far as torch realism, I do agree, but if you are ever in a room where there is NO light (like a cave) you will find that those torches or candles extend quite a distance as long as there's not a ton of dust in the air. You don't notice this when there is even a tiny bit of ambient light. That said, I do agree that torch light could be brighter, so I have increased it again from ENB Light's value of 0.7 and Step's current value in the PP Patch of 0.85 to 1.0 when we update the Nexus. The default vanilla value (for non-ENB) is 1.75.
  15. OK, thanks ... where can I find the alternate textures list, or is this created dynamically based on the LO? Or do you meant the alt textures defined by plugin texture set?
  16. LOD\Mountains\MountainCliffSlopeSnow_LOD_1.nif ... as referenced for this EID in the plugin
  17. Looking a bit further into more examples ... what about 0004157F .... this uses MountainCliffSlope_LightSN [STAT:0006E03F], which is assigns for Level0 as "meshes\lod\mountains\mountaincliffslope_lod_0.nif" by DynDOLOD but has no such MNAM NIF defined: so ... lod\mountains\mountaincliffslope_lod_0.nif (DynDOLOD Level0) LOD\Mountains\MountainCliffSlopeSnow_LOD_1.nif (Skyrim.esm Level0) According to the doc you linked, this would automatically be part of objSnow due to the EditorID string itself, but DynDOLOD is not seemingly assigning the expected LOD NIF. I'm not questioning if this is correct or not, just trying to understand what appear to me to be exception(s).
  18. This is not a DynDOLOD problem. Trying to understand vanilla mountain LOD. It seems quite nonsensical on its face. What am I missing? Example: EditorIDs MountainCliffCrevasse and MountainCliffCrevasse_HeavySN both use the same NIF, and the following doesn't make much sense to me, so I'm asking your opinion: Is it a mistake or just laziness? The base model is the same in both cases, but the DNAM is different: No material, but using a light Level0 (but not at the other levels) Material and using a heavy at Level0 (but not at the other levels) Obviously, these look like two similar but inconsistent treatments. DynDOLOD lets us extend Level0 treatment to other levels but at the expense of performance.
  19. Our search lookback is three years, I think. I'm going to try setting it to all history again to see if it will work now.
  20. This mod touches and changes a lot of objects and would probably be a deviation from vanilla in many ways. It's not just landscape. We'd need comprehensive compares with current Step to consider.
  21. So you added the 'by' values to the existing, or are those the final values after you changed them? I will have a look at the diffs between the three ENB versions. They should look very ismilar in all aspects, but I'll verify. New torch brightness values for ENB will be coming soon in the PP Patch update once I cross check the ENBs.
  22. Follow the links in the guide for DynDOLOD Resources mod and DynDOLOD 3 Alpha. You need to update to Alpha-32 Resources and also use the latest DynDOLOD Alpha 119
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