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vfxninjaeditor

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Everything posted by vfxninjaeditor

  1. Not to mention, the author encourages users to use it with BDS. They are completely compatible.
  2. What kind of havoc? The only leveled lists that are touched are the ones related to bandits. If anyone is worried about it, they should learn how to make a bashed patch. As far as it's concerned, the mod is mighty clean. I am glad he implemented the patches directly into the main mod (I am assuming using SKSE to toggle them when you have certain mod installed).
  3. Vurt, I don't disagree in the slightest. To many ENB's have terribly high contrast for their lighting. But, I remain behind what I already said. Even for your lighting, it appears to have little contrast. No doubt, it's WIP. Like I said, looks good. :) Also, about the grass lighting. Is it confirmed that it's a shader flag in the .nif? That would explain why grass using ENB and lighting mods at the same time seem to have many more issues that plain old vanilla lighting. If that could be fixed...
  4. Vurt, lookin' good. On my calibrated monitor, your ENB seems to have a pretty low contrast. Is that intended? Not that it needs to have a high contrast. It just seems to be a bit low.
  5. Why would RWT and ELFX conflict? That strikes me as odd.
  6. Yeah, I would love to see what you have and to help out if needed. PM me.
  7. Aiyen, that is a coincidence. I just finished making custom textures from the forestgrass.dds nif. I have made it so that Vurt textures uses the clover01.nif in landscape/plants. Mindflux's uses forestgrass01.nif in landscape/grass. Then I have made two new textures with the forestgrass01.nif that I have placed on some ground textures. The aspen leaf piles will also use the forestgrass01.nif. -- This is all part of the next update. Give a much more diverse ground covering. If you would like, you could send me your custom texture and I could quickly make your alpha. If not, that's cool. Some of those super green plants need to be desaturated by 50% or more before they look okay in vanilla lighting. Thanks phazer. It's a good thing I created options. It sorts out all manner of problems regarding user complaints. I personally like the default and dense (no mesh edits) both with roads.
  8. Okay, I will make a video detailing the process. I will probably make a thread for texture tutorials in the mod authors forum. What are you planning on making with you flora textures? I am addicted to flora mods, haha.
  9. Haha, it's all perspective. No, it's not necessarily easy - but in my opinion it's much easier than creating other textures. You don't have to worry about tiling or making normal maps. Only cutting the texture out and making alpha channels. :) As for transparency, very easy to do without a plugin (In Photoshop. I don't know about Gimp as I don't use it). Just take the texture you made that has a transparent background export it as a .dds DTX3. Open it up and copy the alpha from it. Go back to the texture you made and click on the channels tab and add a new channel (this becomes your 'Alpha 1' channel) and copy the alpha from the exported .dds. Re-save with new alpha. If you need a video of the process, I can whip one up in very little time. I am thinking on making a thread in the new mod author forum for this mod. I would like people to offer suggestions and ideas (maybe even collaborate on expanded my flora. I know I will probably need help on my Plants and Trees module.) It would probably be best anyway to keep it isolated there instead of here in the mod discussion area. Thanks for the welcoming. I signed up several months and ago and posted a little, but I got sidetracked for awhile. Glad I came back. So much good discussion, ideas, and mods popping up!
  10. So, I have a question. If some of you guys have the opinion it should have some variety or it should be stone markers - why are you discussing it here where the author can't see your suggestions and critics? I understand the reason and need for discussion, but perhaps if any progress on that be made the author might need to hear the opinions. I see much more of a benefit in that. I think the mod is great. I agree with Sairven, everything else about the 'holds' is uniform so why wouldn't their banners?
  11. Hey guys, Glad to see this got posted here. I actually would love input from anyone who offers it. I am working on a big update. Here is my current todo list and changes I have made: - New ground cover textures of plants like this. I have made new textures to ground cover variety to the landscape. - Aspen leaf piles. - Add some yellow to the texture to match closer with vanilla textures and lighting (will keep some variety. Some will be more green than others. It helps give depth to the scene). - Fix wind strength on some of the grasses. - Add water grasses. This will include pebbles in the rivers to add depth to the ground textures underwater. - Remove weed grasses to prevent clipping in Whiterun. Once again, there will be many options for people to choose from to prevent people complaining about different densities, grass on roads, or unwanted water plants. My goal is to try and make this as realistic as possible, although I am taking into account that this is a fantasy game and I have some creative license. If you have suggestions for grasses and edits please let me know. Making new grass textures is extremely easy. I am actually trying to take some inspiration from the forest next to my house in the next releases for Falkreath.
  12. I am using it. So far it is good. I enjoy the fact that he gave different areas a specific look. The Riverwood and Halfmoon Mill Bridge have covers (kinda like bridges you might find at a park) which makes sense when they are close to town. Good for hiding from a rain storm. I will keep it in my list.
  13. Discussion thread: Timing is Everything - Quest Delay and Timing Control by kryptopyr Wiki Link This mod allows you to customize the starting conditions for various quests. You can choose to delay a quest until later or to have it start earlier than it normally would. This is flippin brilliant. It currently only works with the start of Hearthfire, Dawnguard, Dragonborn, and many of the Daedric quests. I wish I had this before I started my new playthrough. I have only played 7+ hours and already have all the DLC quests...
  14. I am having a bit of trouble adding custom grass. I followed instructions I found; Edited original grass, gave new ID and .nif. Created the new form. I then associated the new grass with the land texture I wanted. After, I loaded up a cell that I knew it would show and got this message: "MODELS: Could not load grass nif landscape\unique plant\grass\EGrass06.nif" Does anyone know what's going on? I placed the grass I am using in a custom folder to keep my data folder clean (It's still in the data folder, I just moved the new meshes into a new folder. This should have nothing to do with the problem though. Other than that, all procedures are normal and it should be working. Right?
  15. Let us know. I am really looking for mods that overhaul the vanilla sounds. SoS can really enhance the game, but the vanilla ambience and many other sounds are bland and need fixing.
  16. Well that's a little inconvenient. What sorts of mods would it conflict with, other than the obvious other sound mods?
  17. Reverb and Sound "It adds the pieces to skyrims soundscape that felt missing, like location-based reverbs and longer, more natural fade in/out over distance, tweaks on balancing, more control for the user over the games volume and changes to menu behavior of sounds...The player will hear dogs barking from the other end of the village, the bandit drawing his blade while sneaking up onto him or the resonating metal in a dwemer ruin when making noise in there. But most of the changes are subtle, because I don't want to get to the point where sounds get annoying, unbalanced or damaging the ears. And it should be seamlessly integrated in the game, without the player realizing that a mod is working. Just keep that in mind." I know there is currently no mod included in STEP that overhauls the vanilla sounds settings. I thought this one was interesting. The sound propagation overhaul is too buggy imo and often doesn't sound right. Problem is, due to my lack of knowledge of how this works, I am not sure if their are going to be conflicts with other mods. The author claims he only touches records related to vanilla sounds for compatibility. What do you guys think?
  18. So, is the MCM menu working for everyone?
  19. Discussion thread: The Beauty of Skyrim - Dungeons by raiserfx Wiki Link Raiserfx has just released his new texture pack for dungeons. They are 2K in resolution. He says it's just a preview but the final release is on it's way. For a preview, I think they look pretty good. Worthy of STEP? Raiser follows the vanilla style very well. According to people commenting, the textures may or may not be covered by other texture packs. I am not sure this is true but if it is, we now have replacers.
  20. The tweaks seem to do a lot. Technically, the tweak is much more accurate with color. If you ever sat around a campfire at night it doesn't give off a soft yellow cast like vanilla. The tweaked ini gives the correct orange tone.
  21. No kidding, I am really enjoying these forums. Lots of cool and knowledgable people to talk with. :)
  22. Nope, neither one has ivy included. That's why I decided to make it. The original had blocky artifacts and just didn't look good. My 1K is twice the size of the original (I use my 1K for playing).
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