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Found 207 results

  1. I'm running an added to, full STEP build dated from last June approximately(unsure of the version number now that I think of it, I'll include a modlst) and I'm having a few issues with standing water textures. The water appears either solid black, solid white, or missing entirely. Like this: I think it might be a conflict with lighting and water, but I can't be sure, and since I haven't added or removed anything from the guide that affects either, there shouldn't be a problem... or I'd assume. I've added to it, but it was things like armors, followers, perks and houses. This doesn't seem to affect running water, but only standing water in the world. Blacksmith troughs are unaffected, for example.
  2. Discussion topic: Northfire's Skidmarks SE 2K-4K by Northfire/sgtpetterzon Wiki Link
  3. Discussion topic: Superior Chaurus - 4k Retexture by Shoyguer Wiki Link STEP SE Notes: Test Files: Test against current STEP SE (AMB, 2k - chaurus only; Skyrim Redesigned - eggs - diffuse + glow maps). This mod provides a retex of all chaurus-related textures (e.g., eggs, egg sacks, etc.), so everything 'chaurus' should be checked for improvement/consistency among these three mods. Vanilla > STEP > Superior Chaurus Superior, overall, returns the creatures to a more vanilla color palette while being about the same quality. Since these creatures are only found in dark interiors, I spawned them in daylight to be able to grab usable shots. These first two are from the brightest "natural" interior I could find for the nests. Superior is better; brighter and adds more detail. Here is have their cocoons. Superior actually is reintroducing vanilla artifacts into the texture, so not good. On the other hand, it is higher detail. Frozen Chaurus Hunter Fledgling Superior looks better here. Reaper Hunter Superior is better here too. Chaurus
  4. Discussion topic: High Quality Tintmasks for Vanilla NPCs by Shiva182 Wiki Link STEP SE Notes: Recommended by Cleaned Skyrim SE Textures. Install as shown in that mod's OP.
  5. I've made a retexture for the vanilla Whiterun windmill. Used a new entry, as these are separate placements. I didnt wanted to interfere with the original model. First try, using texture sets for the new colors: Second try, copied the mesh and put these textures inside the mesh, using Nifscope: Both times, I used the full model for the LOD, as seem below: If I used the standard LOD, I would not get the new textures, as it would load the LOD from the standard vanilla texture. In both times, I ran TexGen and Dyndolod. I've got the same result: Why this is happening? I ran TexGen, ran Dyndolod, ran xLodGen for the terrain (although the terrain dont have anything to do with these objects), but I'm still getting the vanilla LOD, for a object with a entire separate entry, using a different mesh, and assigned the full model for the LOD mesh in the CK. This is also happening with other vanilla objects, copied from the nordic ruins and retextured, and which passed through the same processes, also using full models for the LOD mesh in the CK. They all show the vanilla LOD when distant. This is not happening with custom meshes from other authors, though. These are running fine with retextures, even using the same meshes with texture sets. Only vanilla meshes are being affected. Is there a special rule I should put in Dyndolod for it? I tried this one below, but still got the same result:
  6. Discussion topic: Better Dirt Cliffs and Alphas by cthunsthrall Wiki Link STEP SE Notes: Test Files: Depends on what is currently winning for STEP SE. The 2K version is likely the right candidate, however, if the current textures are 4K, then test against both 4K and 2K. STEP > Better Dirt Cliffs
  7. Discussion topic: RUSTIC RELIEFS by Gamwich Wiki Link STEP SE Notes: Most of these compiled mods were in STEP LE. However, it should be tested against any current conflicts within the SE Guide. Nordic Murals is already included in the Guide so there is no need to compare that. Nordic Dungeons Vanilla > STEP (mix of SRO & RCI) > RUSTIC RELIEFS on top of STEP The rest... Vanilla > STEP (SRO or Dragon Glyphs HD - Fixed) > RUSTIC RELIEFS on top of STEP Kings Monuments Windhelm Tombstones 500 Wall Vanilla > STEP (with vanilla texture) > STEP (with SRO texture) > RUSTIC RELIEFS on top of STEP Word wall and alphabet Guardian Stones
  8. Discussion topic: Quality CubeMaps - HD Cube Maps by Kartoffels Wiki Link STEP SE Notes: Recommended by Cleaned Skyrim SE Textures. Install as shown in that mod's OP.
  9. Discussion topic: Gemling Queen Jewelry SE by Saerileth/lordjoseph7 Mod Picker Link
  10. Discussion topic: Lanterns Of Skyrim II by MannyGT/wizkid34 Mod Picker Link
  11. Discussion topic: Hybrids HD Plants and Herbs Retexture by Gabriel Gullbergh/Mystikhybrid Wiki Link The STEP Guide install instructions say to hide Textures\Plants\HangingMoss01.dds However, I don't think that is really needed since we later install the "Rallys Hanging Moss" mod, which overwrites Textures\Plants\HangingMoss01.dds Textures\Plants\HangingMoss01_n.dds
  12. Discussion topic: Enhanced Vanilla Trees SE by SomeRandomGuy83/TechAngel85 Mod Picker Link
  13. Discussion topic: Majestic Mountains - Cathedral Concept by T4gtr34um3r Wiki Link
  14. Discussion topic: MM - REAL ELKS by MassiveMaster/zhoulia Mod Picker Link
  15. Discussion topic: Armor and Clothing Extension by kryptopyr/Gamwich Wiki Link
  16. Discussion topic: Rens HD Shrines by Rengel/megapatato Wiki Link
  17. Discussion topic: Iconic's Real Hay by IconicDeath Mod Picker Link
  18. Discussion topic: Dust Effects by HHaley/Darkjesusmn Wiki Link
  19. Discussion topic: Book Covers Skyrim - Lost Library by DanielCoffey Wiki Link
  20. Discussion topic: Smooth Sky mesh - SSE by JawZ Mod Picker Link
  21. Discussion topic: High Quality Food and Ingredients SE by Eraitico/DarShonDo Mod Picker Link
  22. Hi all! I just downloaded and ran the S.T.E.P. core guide. I like it so far, it seems like a great foundation for modding! I had one problem I wanted some feedback on. I haven't done any deep research on it yet, just noticed it yesterday night and started looking into it today. It seems like the grass is loading in, but that it's loading as if the "landscapes" part of the Skyrim Landscape and Water Fixes mod wasn't active. It was active during my load order, and it still is active now. Both "Landscape and Water Fixes - Patch Relighting Skyrim.esp" and "Landscape and Water Fixes.esp" are under "Available ESPs", and no files are being overwritten by it. The only major deviations from the S.T.E.P. guide I've done so far is to install NEMESIS instead of FNIS, and I'm using the nemesis PCEA along with Combat Gameplay Overhaul and 360 movement (neither of which should mess up the grass, right?). Context: https://wiki.step-project.com/User:Tovien/SystemSpecs name of your mod manager: MO2 LOOT load order: enb ini: NA, not using an ENB Was using vanilla BETHini .ini settings when the error occurred (not the recommended ones, just "medium") Screenshots: Lemme get some real quick Description: I loaded in to the AS-LAL prison, broke out, and ran around the watch and up to Ivarstead. It was on the way to Ivarstead that I noticed grass all over the path and leaves covering the road in the town (those people really need to learn to rake! haha) Thanks ahead of time for the responses and for the awesome guide, it's increased my modding knowledge tenfold!
  23. Discussion topic: CleverCharff's Photorealistic Ash Pile by CleverCharff Wiki Link Vanilla > SRO > STEP (RCI) > CleverCharff's
  24. Discussion topic: OIL by Ramccoid by Ramccoid Wiki Link STEP SE Notes: Test Files: OIL v2 x1024 Oily Water Test against current STEP SE. STEP (vanilla) > OIL by Ramccoid
  25. Discussion topic: Cleaned Skyrim SE Textures by Kartoffels Wiki Link STEP SE Notes: Confirmed that some new artifacts are introduced due to batch processing and that the mod is packaged in a way that utilizes base game files in a non-standard way for modding. There is probably little reason not to include this mod. It should probably be tested against SE vanilla textures, though. For example, the plants and grass aren't very good because the mix of LE shadowing on the texture with SE lighting isn't good. I'm sure that is why Bethesda removed the shadows from these textures for SE. For that reason some more testing should be done. This mod is associated with the following and should be tested independently but with those other mods in consideration: Skyrim Special Edition Upscaled Textures (SSEUT)High Quality Tintmasks for Vanilla NPCsQuality CubeMaps - HD Cube MapsI am placing this and all dependencies noted above in my MO mod list as: Vanilla > CSSET Upon closer inspection, it's a hard sell whether or not to include the mod. Some textures are improved by removing artifacts from the BC1 compression and a bit of sharpness increase. It also looks like some of the grass shadowing has been fixed. However, on the other hand some issues are introduced such as: lost detail in tree mipmaps without any noticeable improved in closeup detail, shadowing on plants, and jaggies in some of the landscape textures. Then there are other textures that there is no noticeable difference until you really get down to the (still blurry) details.
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