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Electrocutor

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Everything posted by Electrocutor

  1. Updated. Added an additional fix for tundra rocks. I will keep adding them as I notice them.
  2. Okay... I've been spending too much time learning about how textures and shaders work, and then applied that to fix a bunch of things in certain texture packs that were very wrong. I'm getting back on track now, though. Tamriel ReloadedHD is a mod that adds a ton of variation to existing static objects as well as details and other things; however, it also gives the feeling that it changes the climate zone. I've started to tinker with overriding the new textureset textures that it uses in order to utilize all the work they put into it without having to use all of their textures. For example, Vanilla Skyrim has 4 types of roads: normal, reach, fallforest, and snow. Skyrim ReloadedHD, on the other hand, has 7 types of roads, any of which can be overridden with the road textures from other texture packs. Ideally, I would want to create my own mod that would break Skyrim up into its different natural regions, and then allow a simple selection of texture pack per region. Unfortunately, this would take a great deal of time. Using Skyrim ReloadedHD as a base, while not perfect will still allow a degree of regional texture setting; and by choosing my own textures, I won't have to worry about green mossy roofs in Winterhold for example.
  3. If anyone wants the Skyrim Realistic Overhaul fix for roads, you can pull it from my OneDrive. https://onedrive.live.com/redir?resid=E58D98A67F526317%2110884
  4. Your characters look like plastic barbie dolls; maybe you should find a more blemished body texture to use?
  5. Parallax Off, Realistic Overhaul Normal Parallax Off, Realistic Overhaul Normal Fixed Parallax On, Realistic Overhaul Normal Fixed (you notice the parallax when moving)
  6. I _finally_ figured out whats been bugging me about the Skyrim Realistic Overhaul texture set. The normals red and green channels are inverted, so all the shadows go toward the light instead of away from it, and the flat depth level is midway between actual flat and max height.
  7. If you merge an ESM, the utility will re-assign all the FormIds and any future patches you add for that mod will not work.
  8. I think I need some input from people... I have a 3930K @ 4.6GHz with 2x GTX 670 4GB SLI. Using the Shift+Enter GUI from ENB, I have absolutely no difference in fps between using the stock DLC 512 diffuse, 512 normals, and 512 parallax (self-made) from when I am using 4096 diffuse, 2048 normal, and 1024 parallax. The only difference I can see is that when walking into new areas (hence loading new textures) the movement seems to surge a bit instead of being buttery smooth like it is with the 512, but the actual fps is identical. Does everyone else see this same behavior?
  9. I wish he'd use the available scripting tools to keep data out of the save file to avoid such things. Then again, there's quite a few mods where I could say that.
  10. Everyone there is a dog; what dog likes to bathe? I think it was left out on purpose.
  11. That error was addressed on the Nexus page for Merge Plugins, it can be ignored since he doesn't need two-way communication with Champollion.
  12. If you're wearing a t-shirt, you can run a long time before becoming out of breath. If you're wearing pads you can run a short time before becoming out of breath. In both cases, when you sit down to recuperate, the speed of recuperating is the same regardless of what you are wearing. If you've trained well while wearing pads, you can run longer before running out of breath. I'm confused why this is difficult to understand? ---- A boxer can punch faster with bare hands, but harder when he injects mercury into his gloves.
  13. I am aware that just combining the ESPs is not an issue. I am simply stating that if you attempt to merge with an ESM, the utility will always set everything to new FormIds, even if there isn't a single conflict.
  14. Having freer hands would only reduce casting time if hands are required for spells (which visually they appear to be), but not improve your magic power. Aren't the stamina effects of armors already built into Ordinator Perks? Aside from those, why would you miraculously have faster recovery speed by not wearing armor if you have the training for it, it should simply deplete faster when you are wearing it. the quicker unarmed attack speed change makes sense, but so too should it cause less stamina damage than when wearing gauntlets.
  15. 1. Author upload mainfile esm 2. Author upload various updates that include changed records as well as additional new records 3. Various non-author mods provide various compatibility patches for other mods I wish to merge 1 and 2 into a single .esm, retaining the original FormIds, that I will call the base; then I will also merge all the necessary compatibility patches into a single .esp. Using Moonpath to Elsweyr as an example: moonpath.esm + moonpath_quests.esp = new moonpath.esm dialog fix patch + dead mans drink clean fix + rrr fix + forwarding patch = new moonpath_patches.esp
  16. I'm reading the list of effects put on things and it seems illogical. For example, why would going barefoot be quieter than some magically enhanced stealth slippers? or why would not wearing gauntlets make your spells more powerful? The numbers also seem to be very exaggerated. I like the idea behind the mod, but do not believe is has been employed in a logical/balanced way.
  17. I'm surprised it doesn't include a new model that tiles the tree texture to not stretch it... Try puting in one or more of the 4k trees mods and see if that hides the stretching enough?
  18. I guess I'll just have to do it by hand in xEdit. :-/
  19. does anyone why the bridge endcaps always look funny?
  20. It'd only take me a couple days to build an app where you could just download all the texture packs, and it would scan them and figure out compatibilities, then let you choose. Alas, until I can find or make an SDK to read and write ESPs, this isn't a viable option. My current utility just makes filename assumptions and guesses. The one thing that has popped out as blatantly obvious is that everyone should use the road01_p.dds from SkyrimHD Tribute, since that is the only road01_p.dds from all texture packs that is actually made correctly. The incorrectness of the others cause the diffuse texture to stretch and skew making it look strange.
  21. ... unless you add something later on or something that is not merged that requires you to use the same formids for overriding. I just don't understand why it would automatically assign all new formids for no reason and was trying to find a way to stop it from doing so.
  22. I have a merging question... it seems that the Merge Plugins utility will sometimes just assign new FormIds to everything even though the settings are set to Override. Any ideas on this?
  23. The Immersive Roads fomod is messed up...
  24. removed screenshots post, didn't have a clean mod list so they were false.
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