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Everything posted by vfxninjaeditor
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Hey, It's been a long time since I have been on the forums. I decided to start playing again and use the new STEP. I am really unfamiliar with everything now. Haha. Could someone help me out? Somehow I have become very confused at the particular order the unmanaged archives are supposed to go in. I keep reading the instructions you wrote up but I can't wrap my brain around it. Sorry, it's stupid question but once you point it out I should be good. Here is a screen of my current order: https://grab.by/GY0y
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He said it looked better that SRO+Parallax. He didn't say he was using it with SRO.
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SparrowPrince, you are not odd for wanting this. I too have thought about it. A mod that adds horse/cow/goat manure would be great for aesthetics. I go hiking were I live and see horse poop all along the trail. A farm is going to have it and use it wisely (fertilizer). It would be a fantastic mod. lol.
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He needs to keep the dirt because Bethesda carved out sections in the landscape specifically for the roads (it's probably not like this 100% of the time). Skyrim has the most stupid designs for roads ever. They could have simple made semi 3D road stones and placed them anywhere with out carving out specific areas in the landscape for roads.
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Hey! Right back atcha! I should really frequent these forums more often. I don't have much time to mod anymore.I agree, a 4K texture on an object that is to small to see the detail would be wasteful. I was generally speaking about large objects and landscape related meshes. There are a lot of those in Skyrim, enough that would cripple any 4GB card right now.
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That's what I was just thinking. I don't think there is such a cap.
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I think you have your definition of triangles mixed up. Video game poly count = triangles. Every mesh in Skyrim is made up of triangles. Read this: https://wccftech.com/ryse-polygon-count-comparision-aaa-titles-crysis-star-citizen/"Our games are made of Triangles and a Triangle also happens to be the smallest Polygon."
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A bunch of 4K textures won't hurt your performance at all, if you have the VRAM to handle them. In the future when 8GB GPU's are readily available we could easily play Skyrim with all 4K textures no problem. That's what people don't understand, which is kinda funny. Running out of VRAM in a scene is what causes the performance drop, not using the 4K textures explicitly. So, that's why the STEP project advocates nothing over 1K for wilderness scenes. I can easily do 2K textures for wilderness scenes. I also use 4K rocks. My VRAM never gets higher than 4GB (which is my limit). EDIT: May I also make a note on poly count: Skyrim is unique in that the higher the triangle count, the slower the game gets. I know other game probably have this issue, but in next gen gaming this is not a problem. I am working with Druid Gameworks and we have an upwards limit of 35,000 triangles for certain objects. That's the low end for many next gen games. Killzone: ShadowFall used 40,000 on there npcs on PS4 for instance. Skyrim just has the worst engine ever, and it's not optimized for things like this.
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SKYRIMLE High Definition Ivy - 2K (by Josh Ezzell)
vfxninjaeditor replied to Kelmych's topic in Skyrim LE Mods
I just updated the comparison images. Whatever was going on in the original images was some weird lighting issue (probably ENB). I honestly didn't edit them that way. lol. -
SKYRIMLE High Definition Ivy - 2K (by Josh Ezzell)
vfxninjaeditor replied to Kelmych's topic in Skyrim LE Mods
It is doing the same thing is vanilla. It's lighting, that's all. The right side is correct. I doubt that is a seam on the rock texture. That texture is fully seamless. It's probably mesh placement issue where the two stone wall meshes are pushed to close together. Why do we care though? -
SKYRIMLE High Definition Ivy - 2K (by Josh Ezzell)
vfxninjaeditor replied to Kelmych's topic in Skyrim LE Mods
Comparison: Vanilla Original Green Original Vanilla Color Scheme 2014 EDITION Something to note. I noticed how awful the vanilla ivy mesh is. Most of it is flat except for a few exceptions where one or two leaves lift off the surface. This looks really bad with a ton of leaves like in my first iteration of the mod. That why I had so many users complain about depth looking worse than vanilla. While true, vanilla fakes that depth by having baked shadows in the texture. The only reason they do this is because it also has the same pitfall my original version had. To many leaves for the 2D mesh. I don't do baked lighting. I avoid it at all costs. Bad habit to fall into. My new version has a lot of leaves still, but I opened up more holes in the texture allowing details such as the actual vines to show through. It helps make it look less flat. Plus, if you are using ENB, shadows and AO make depth look even better. All that aside, I think it looks good. -
SKYRIMLE High Definition Ivy - 2K (by Josh Ezzell)
vfxninjaeditor replied to Kelmych's topic in Skyrim LE Mods
oh, yes. Never said the color couldn't be altered easily. ;) I just don't want to do any more work, if you get my drift. lol. 10 hours is too long and that was just the masking. I assure you, with ENB off, the texture doesn't look much different. It's also sharp. I am going to say it's the normal map that is giving it a softer appearance. I wanted the leaves to have a bigger fall off in the large detail. Since the ivy meshes are flat 2D you need something to give the textures a slightly more 3D look. The normal map does that. If I did my regular method for normals (ground and rock method) the texture would me much sharper because the normal would be making all the small details in the ivy (leaf veins) harsher. Kinda unrealistic if you ask me. (Take a look at the full res image. You can see the normal map detail in the morning light. The highlights it's creating on the vine and ivy. Hopefully this will let you see what I was trying to do) Comparison coming btw. -
SKYRIMLE High Definition Ivy - 2K (by Josh Ezzell)
vfxninjaeditor replied to Kelmych's topic in Skyrim LE Mods
Hey guys! I have updated! Complete overhaul. Like I said in the sticky, this is based off real photographs I took. The first version was as well, but I was basically pasting one ivy leaf over and over with different shades of green. This one uses an entire ivy branch (actually 3 of them. I used various pieces). It took me about 10 hours of tedious work masking all the pieces out...it was nuts. Masking small details like that hurts your eyes. Anyways, I made sure to remember feedback. This has much more detail to it. The normal map is way better. I am hoping you all approve. Even if you don't, there isn't much else I can do seeing as it's based off a real ivy plant. p.s. Please don't mention anything about coloring. ;) lol. I know it's not vanilla color. It doesn't necessarily have to be. It's the color of the ivy in my yard. Slightly dead/yellowish because we just got out of winter, which really should be the same with the ivy in Skyrim because of how cold it is. -
Hey guys, a couple things. First, the only reason a 2K option is offered is because I made my textures in 2K and the ones provided by Elinen's resource are also 2K. I work high quality, nothing less. I provide you with options. I really don't recommend playing with the 2K textures. 1K (which has 'recommended' next to it in the installer) is good enough. In fact, for gameplay, the 512x512 is probably good enough. You want it to look good without killing you game experience. 2K is there because I have the 2K source files. It's also good for screenshooters. I would personally raise the iMinGrassSize to 30 or 40 while using the default plugin to gain performance (other than using lower quality textures). The less dense versions of the mod don't look as good as the default with a iMinGrassSize tweak. Second, I am slowly developing V3 of the mod. I am making a new optional plugin - ClippingFixer. It paints the landscape in various areas with textures that have no grass attached. Obviously, the #1 complaint I get is about grass clipping through objects. This plugin can be used by other grass mods to help prevent clipping as well (Vurt's old 'Overgrown' editions of SFO could have benefited from this plugin). I previously didn't want to make this plugin because it's boring and a lot of work to find all the problem areas. Anyways, I am working on it now but I need some help. The problem with a plugin like this is it makes lots of cell edits. I need to determine if they cause problems with lots of mods or not. So far conflicts from TES5Edit show things like Immersive Settlements, Unofficial Patches, etc. Basically everything that adds content to cells. Can I get some testers? Also, anyone handy with TES5Edit? I am not really good will merging edits from plugins like the unofficial patches and such. Need help with that. I would be fine with directions. It would be good for me to learn myself so in the future I don't need to call on anyone.
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SKYRIMLE No Snow Under the Roof (by Prometheus)
vfxninjaeditor replied to Allsunday's topic in Skyrim LE Mods
The reason he includes an esp is he also does CK edits. He has added some custom snow meshes to the farm house floor boards as well as icicles to various places. I would say the CK edits are necessary for certain edits that can't be done to the meshes alone. -
SKYRIMLE No Snow Under the Roof (by Prometheus)
vfxninjaeditor replied to Allsunday's topic in Skyrim LE Mods
I wish the author would actually take note of the suggestions he is asking people for. IMO, before he finishes up the mod, he needs to create a patch for SMIM. I would say that is the most crucial patch needed. Other people can upload patches for village/town mods. -
SKYRIMLE No Snow Under the Roof (by Prometheus)
vfxninjaeditor replied to Allsunday's topic in Skyrim LE Mods
The main thing to keep in mind is that this is a HUGE step in the right direction. Way better than Bethesda implementation even at it's early stages. I don't see why one would have an issue with this mod when it's quite brilliant, even with a harsh transition or two (don't pretend to ignore all the harsh transitions Bethesda created themselves with meshes and the like). The new update has added nordic temple structures with 3D snow. Looks incredible. -
So, has anyone determined a safe ugrids setting for gameplay now that we have these patches? 7, 9, 11? I know scripting can get more intensive and quest can be broken.
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Speaking of which, could you point me in the direction of good Z-Fighting tweaks? My mountains z-fight very badly at the moment. Could use the fix now that my PC can handle it.
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For kicks I just tried uGrids 19. Walked from Honningbrew Meadery in Whiterun all the way to Rorickstead without a crash. Framerate had stutters and only had a max of 20fps at my native resolution 2560x1080. Same settings in previous post. This patch is amazing. Note that I am using hundreds and hundreds of graphical enhancing mods for my screenshot profile. The highest quality textures (4K rocks, 4K tree textures, 2K grass textures, 2K landscape). My game has never been stable until the last several months with ENBoost coming out, stable ugrids to load, and safety load. Now this comes out, replacing safety load. Safety load wouldn't let me use ugrids higher than 7 without crashing. p.s. I am sure this is also dependent on your enblocal.ini memory settings. For reference, I have attached that file. enblocal.ini
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I am using the version found here.
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Thanks to this patch I have my working screenshot profile (setup entirely through Mod Organizer) loading up at uGrids 15. I am using these settings: Block1=768 Block2=512 My next play through might just be with uGrids 7.