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vfxninjaeditor

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Everything posted by vfxninjaeditor

  1. Holy !@#$. The modding community has been given a very special gift.
  2. You can merge them. You might have to redistribute some of the grasses to look more natural and not suck down performance. I am trying to make some time to work on a proper patch that merges both changes together. Hopefully soon.
  3. Can anyone else confirm that the new v0.4 pines causes CTD? If I install them, I get an immediate crash on load into exterior snowy cells. I tried several times. It the only mod addition I have made to my game in the past three days.
  4. Have had these installed since he uploaded the newest update. IMO, these are some of the most visually appealing landscape textures available. They hold more variety and detail than many other replaces and I feel that they fit in very well. I still use some other specific textures from other replacers that I like more, but all-in-all these are fantastic.
  5. How the did this mod get so popular? Many deviations from vanilla, very low quality textures (not just in resolution. They appear to have some issues such as motion blur. Also, baked in lighting that doesn't match all weathers), etc. The only thing that interest me is the flora. He has some interesting pieces in there. One thing I don't understand with some overhauls; Why can't you create your material at a resolution of at least 2K and work from there? I don't care if your own machine can't handle it. It's better to work with something of quality and then create low resolution options afterward (it also keeps your textures sharp no matter if 1K or 2K). You solve so many issues including that of being able to edit and alter your work without crappy low resolution hindering you. Bethesda, I am talking to you also... ;)
  6. Not only that, but an installer which is self explanatory for Vurt. That way, we can understand how to make updates work better for it.
  7. SFO and Grass on Steroids don't work together anymore if you use newer versions. Vurt's distribution is completely ruined and some grasses are ignored completely. You will have to do significant tweaking with the CK or TES5Edit to get them working again.
  8. Okay guys, quick screenshot update. Been really busy doing video work and such but I should be able to update the mod within a week or two. I will slowly be posting screenshots here (I have someone taking some for me. YourAverageGrunt on Flickr to be precise.)
  9. If I am not mistaken, the star-fish shaped plants in The Reach are supposed to be moss. I don't necessarily agree that The Reach should have a blue green color profile. Mountainous regions have lots of moss. I see it everywhere where I live (I am actually surprised vanilla Skyrim didn't have any. That's why I welcome Moss Rocks to readily). Moss is not just green (there is orange moss) and it's often very vibrant (mostly because it grows where it is very moist which in turn makes it lush looking). Apparently, the type of moss Vurt has put in the Reach is called 'Hair Cap' moss. Examples: https://gardeningoncloud9.com/wp-content/uploads/2009/03/sphagnum-moss-01.jpg https://farm6.static.flickr.com/5216/5514800053_ee6b67f7eb.jpg https://www.asergeev.com/p/xl-2013-1242-06/sluditsy_saint_petersburg-orange_moss_duplianskoe_marsh_south.jpg https://alaskagirlatheart.com/wp-content/uploads/2012/03/green-moss-2.jpg https://images.nationalgeographic.com/wpf/media-live/photos/000/093/cache/hair-cap-moss_9374_990x742.jpg https://www.wallsave.com/wallpapers/1920x1200/gentoo/434002/gentoo-moss-penguin-434002.jpg Now, I just wish more moss could be added to the game in various forms and on various objects. I would love to see some of the fluffy looking moss.
  10. Does anyone have any thoughts about all the CTD reports? I personally think that people are quite quick to report them. :p (which in turn make me skeptical on whether or not they are accurate). One guy wrote: "I've tested this plugin the whole day now, must've been 12 hours or so, and hadn't any CTD. I can save my game, open the map, open the inventory, everything works. Nexus Mod Manager says I have 188 mods active. My guess is that the reported CTDs are not directly related to this plugin. If these problems would happen to me, I would try to disable ALL mods (including SweetFX and all that crap) and load an absolutely clean save with unedited inis. After that, I would try to reproduce the crashes. Then enabling the mods step by step in small groups. And only if the crashes occure with no other mods enabled I would drop a line about problems with CTDs." What do you all think?
  11. ???
  12. Well, get testing peeps! :)
  13. I don't know if you knew this or not; the 1.9 version of Skyrim doesn't need you to specify the exterior buffer or any of that. Just say your uGrids and the game does the rest.
  14. To be clear, Arthmoor only said he is getting one crash - when traveling from Whiterun to Solitude. I asked him if he is using ENBoost. It might be a RAM cap issue. If so, we are in the clear since many of use are using ENBoost. We will await his answer.
  15. At this point, the only thing that makes uGrids unstable (assuming you are using Safety Load and ENBoost) is the fact more scripts are being run because more objects and NPC's are being loaded. This is what has caused so many people with 100 hour save to lose their progress (could be somewhat inaccurate. Does anyone know the complete reason why?). If you run uGrids 9 or 11 you might have more of a chance of crashing even with ENBoost because of the RAM cap. Boris has said himself that ENBoost won't fix it entirely if you overload your game with HD textures, HQ models, and city mods. ENBoost just provides a lot more cushion. oh, btw. Someone should try out Open Cities again. Didn't Arthmoor stop working on it because update 1.9 screwed memory management and now his mod is plagued by ILS issues? It might still be ruined, but it would be worth a shot.
  16. ummm....guys.... My game just loaded ugrids 7, 9, 11, and 13 using this. This has NEVER been possible on my screenshot profile, not even when using 'stable ugrids to load'. I even tried ugirds 15. It loaded, but crashed as soon as I hit the console key to use tfc to look around (obviously the 3.1GB RAM cap). I am using Safety Load, Stable ugrids to load, and ENBoost together. I am amazed. My screenshot profile is rejoicing!
  17. I can confirm that it's working for me. My screenshot profile is so heavily modded that I can't COC to Riverwood. 90% of the time if I save anywhere* in the world I can't load the save (*remember, it's a screenshot profile). All of those issue are gone for me. Super excited about this! :D
  18. Vurt, how is your overhaul of The Reach coming? Any images you can share?
  19. Could you make a lower poly shroom? Would be better than a 2D one.
  20. Well, I wonder how Bethesda got their tiny rocks to spawn correctly. Specific shader settings in the .nif perhaps? If you have one mushroom for every spawn (assuming you don't spawn them often) performance should be fine.
  21. Vurt, I am going to be a pain in the butt and ask; are those mushrooms 2D? If so, how hard would it be to make a 3D mushroom grass object? Technically you could use the mushrooms made by Bethesda and if you are not spawning them often if wouldn't be to much of a performance hit.
  22. It's super simple really. Just some texture detail edits. Vurt is saying stuff in the comments about working on the grass a little bit. Like removing the out of place bright green grass that's coming from Skyrim.
  23. The conflicts shouldn't be anything to worry about? I am assuming they basically overwrite each other. Yeah man! If I could get my named changed I would do it. I created my STEP profile before I started creating mods. Thus, I didn't think it mattered. It would help people recognize me better...lol EDIT: There we go. Changed my custom title to my Nexus name. Should be more obvious now. :D
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