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Everything posted by TechAngel85
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I read all those pages before coming here and is where I got the information I have now. However, they are not detailed enough to answer my questions of why things are working as they should. Could you address those questions, specifically, which are the bridges being turned and models without LOD only showing to what I suspect is LOD8 and disappearing at LOD16? Do these reference need to be neverfades? Converted to Dynamic? Are you saying you're making LODs and rules that will make all of these missing LODs work? I just need to know that info so I can get this mod updated. This is the only thing I'm waiting on. If it'll automatically be fixed the next release, that's fine. It wasn't clear in your reply. Thanks!
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We need to make you a new forum for alpha support if you're moving everything to a mega thread to be lost and loose track of the conversation flows. Doing what you're doing makes it difficult to search for information and read entire conversations that may be spread out across pages rather than a few posts on a single page. Anyway, here are the logs: TexGen_SSE_Debug_log.txt DynDOLOD_SSE_log.txt Debug: https://drive.google.com/file/d/14MqcgQkQcLRrhpg3YxvmSvO6YsMVSQ2N/view?usp=sharing Object Report: https://drive.google.com/file/d/14SV_8A72ffVvVzkzwVIIQ0UlzLPUY0mV/view?usp=sharing Bug Report.txt is not anywhere in the folder structure.
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An update to fix the highland cows will be up shortly.
- 14 replies
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- SKYRIMSE
- 06-models and textures
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Hey Sheson! I'm having an issue with WRCastleBridge01.nif's LOD that I use in my house mod. No matter what I do it is always rotated in the wrong direction. You can see them circled in the shot I've included below. DY pointed out to me that DynDOLOD Resources has LOD for this object so we're wondering if it may be causing this? The second thing is getting the objects in the rules to behave like the rest of the LODs. Basically they're fine until a certain distance and then they disappear. First, these objects have no LODs so I'm just trying to load the full models as LOD. Everywhere in the picture where an "X" is placed is missing the LOD model after a certain distance. Here are the rules. I am only attempting to load to the bridges as Full for all LOD to see if that would correct the orientations. Else I would simply use the LOD you provide within Resources. Here is the image: It's hard to see, but most of the LOD is correct within a specific distance: Then it disappears within a short distance of the other shot above: Paperwork: DynDOLOD_SSE_log.txt Edit: Since posting I have been able to fix the woodTower by using the original model's LOD. The rest is still missing at a distance.
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Yeah, I'm not concerned about the fur layer transparency. Did you see my reply? Can you do this with the texture I posted? My thoughts is the background of the diffuse being black is causing this so that texture basically just fills it in with the averaged color. I still say these look like mesh gaps at the seams where the different parts connect (like the gap on the vanilla body around the underwear). Again, I don't have 3D programs to confirm, but these can't bee seen in Nifskope as the body looks whole after removing the fur branch.
- 14 replies
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- 06-models and textures
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TESTING Navigator - Navmesh Fixes (by tarlazo)
TechAngel85 replied to Mousetick's topic in Skyrim SE Mods
This is prime territory for USSEP and I'm surprised they haven't absorbed it. Usually when the don't absorb mods like this, it's because there aren't really issues to begin with or they think they've already corrected them. -
TESTING Immersive Equipment Displays (by slavicpotato1)
TechAngel85 replied to Ninjamonkey1037's topic in Skyrim SE Mods
Hmm...this one seemed to have slipped through the cracks. I remember being able to change some positions in LE. We lost that with the SE Guide and never looked into adding something to accomplish it back into the Guide. This looks like the simplest solution.- 7 replies
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- 13-gameplay-immersion
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Boris does his own thing. Nothing standardized about it. Haha! His versioning never made any sense to me.
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TESTING Cathedral - 3D Sword Ferns (by Dr Jacopo)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
I didn't mark it for testing as I just wasn't sure about it, myself. I think I'd need to play with it installed for a while. The color could be a bit more saturated, but overall they blend well with the environment. The movement on them is just a bit odd...they almost look like tentacles moving...you just have to see it. The meshes are also a bit higher vs wider than vanilla. I assume that was done so they don't clip into things as badly, but that also means they don't look as lush as vanilla because they're not spread out as much. -
TESTING Cathedral - 3D Sword Ferns (by Dr Jacopo)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
These are not grasses. They are individually placed objects. There are no conflicts in the Guide so we're using vanilla. EDIT: Actually the textures are custom with the mod. I'll have to hunt the vanilla ones down. EDIT2: I have confirmed these textures are vanilla in our Guide. They are using a texture found in grass (SwordFern), however, that texture is not included in any of the mods in the Guide; including Cathedral Landscapes. -
Discussion topic: Cathedral - 3D Sword Ferns by Dr Jacopo Wiki Link Step v2.2 (vanilla) w/ENB > Cathedral 3D /ENB The last compare here is simply without ENB to show the color. The animation on the Cathedral ferns is more wavy vs vanilla's more rigid ones. It's not natural looking because the stem would be woody on this plant, meaning the the stems wouldn't "wave". That my (Tech's) only real complaint about these. They are a bit dark vs vanilla, however, vanilla is too shiny. As is the case with a lot of vanilla textures, it has too much specular for a plant...especially one that is brown and dying.
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FEEDBACK v2.2.0 - Feedback & Bug Reports
TechAngel85 replied to z929669's topic in Step Skyrim SE Guide
To be clear, you should be recleaning any time the game updates. If you're holding old masters that were cleaned before the last update, please discard them and clean again to ensure you have all the latest changes from Bethesda in your files. -
FEEDBACK v2.4.0 - Feedback & Bug Reports
TechAngel85 replied to TechAngel85's topic in Step No Man's Sky Guide
Guide has been updated in-place to reintroduce Better Planet Generation. See new description under Foundation section before use! -
The point is, you can do the same things with NSF: pick it up when/if you want, follow the quest via hints/journal, speed it up, etc. I originally voted for this mod because it appeared to be providing a 1:1 exchange with NSF with the added benefit of a MCM. After playing it, that is not the case. NSF was smoother, imo. The scene is completely nonsensical, imo. The Jarl wouldn't just take off running to his strategy room. He'd stand there and listen if she came busting in like she does. It's rather comical to watch from my point of view, but doesn't make any lick of sense how it goes down. The Jarl looks like a scared little puppy running from the sudden burst of commotion. These are different points of view from different people on that scene. I didn't care for it at all besides for a laugh. The conversation with the wizard was also cropped together from other audio files, that's what it sounds like anyway as it is very, very choppy. Note that could be a vanilla, line, though. I just really noticed it with this mod because it's the first line said upon a return and it doesn't really make for a flowing conversation, which is why I originally said it was choppy.
- 43 replies
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- SKYRIMSE
- 14-gameplay-quests
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@z929669@DoubleYou@Greg After having the time to play through the first few stages of the main quest, I wish to redact my suggestion for the inclusion for at least the Main Quest file. I prefer Not So Fast as the way AYOP is set up isn't as seamless and fluid vs NSF. One example of this is getting the quests for Dragon Rising. In NSF, the player simply has a pause at specific points in this quest (configurable). The length of time makes sense for the time it would take for another dragon to show up, research to be completed, etc. (configurable). It felt fairly natural for a courier to show up or a message to appear as a reminder to check on the progress. However, AYOP handles this by just stopping the quest until you go and talk to the wizard in Dragonsreach, which one can do immediately. The flow of the quest conversation is choppy, as is the flow of the quest itself. At one point you can see the Jarl jumping out of his chair and running to his marker as soon as you finish talking to the wizard. Then all of a sudden there is a meeting where the Jarl just very oddly ran off to. It was comical, at least! None of this is an issue with NSF. The main difference between these two mods is the method of delivery and configuring. I'm more inclined to lean towards quality of delivery vs ease of setup. I haven't tested the other files, but I'd like to reconsider the Main Quest option being reverted back to Not So Fast.
- 43 replies
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- SKYRIMSE
- 14-gameplay-quests
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ACCEPTED Show Player In Menu (by myztikrice)
TechAngel85 replied to Mercury71's topic in Skyrim SE Mods
This is one of those mods that make you say, "why hasn't anyone thought of this until now!" It makes complete sense to be able to see your character for item swaps and whatnot.- 15 replies
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FEEDBACK v2.4.0 - Feedback & Bug Reports
TechAngel85 replied to TechAngel85's topic in Step No Man's Sky Guide
BPG beta is out, but I will be waiting for an update that the author has mentioned is on the way. It should fix some broken assets (fixing at least some crashes here and there), as well as, introduces a new dynamic planet template that the mod will start utilizing. -
enblocal.ini file different to the guide
TechAngel85 replied to tsmit657's topic in Step Skyrim SE Guide
You can add those lines or not. All they do is make those windows present by default when enabling the in-game GUI. Without them present only the main window will show, but these additional windows can still be enabled via the in-game GUI by selecting them from the main window. Basically, those two edits are for convenience. Users should rarely need to touch anything in the shaders window, but the weather window can be useful for getting the current weather and INI in use for weather-supported ENBs. Such information is necessary when reporting issues with these ENBs, such as the ENB provided with the Step SE Guide. -
FEEDBACK v2.4.0 - Feedback & Bug Reports
TechAngel85 replied to TechAngel85's topic in Step No Man's Sky Guide
Sounds like Better Planet Generation's talented author is planning to release the beta they've had for a while. When that happens, I'll retest everything. Depending whether anything needs an update, I'll either update the Guide to reflect (in-place) or release a new version of the Guide. I have been really looking forward to this! Once experienced, it's hard to play the game without BPG. With that said, keep in mind this will be a beta release. Prospective users should expect some bugs, up to crashes! The author is releasing this for the community because they don't have enough time to test this large mod on their own. Therefore, concerned users whom are unwilling to deal with some bugs and/or report their investigative findings to the author, please continue skipping BPG's installation for the Guide. The beta should be out soon. I wanted to get ahead of that and convey this before it's release. -
Archery Skill Tree and Standing Stones
TechAngel85 replied to Paes's topic in General Skyrim SE Discussion & Support
Yeah, we'd need to track down the bug and read what was done and why on their changelog. If it's an overstep, it can be reported. Arthmoor has removed things in the past that I pointed out. Most recent one was the removal of a couple sleeping bags that was blocking AE content. I reported the one bag, but upon investigation two in the area were removed as they weren't connected to any NPC for sleeping or anything else and there was no record of why they were placed...just seemed someone along the line placed them for décor, so they were removed. EDIT: -
Gameplay Suggestions - Skyrim Stealth Archer Build
TechAngel85 replied to Paes's topic in Step Banter Inn
Once upon a time, Archery Gameplay Overhaul was my go-to when I was playing archery characters. I enjoyed the realism it added. It once had some animation issues in 3rd person that I don't know if were ever fixed, but that didn't bother me because I mainly play in 1st person. -
Plate Glitch - Has this been patched?
TechAngel85 replied to Paes's topic in General Skyrim SE Discussion & Support
It's an issue that I don't think can be 100% fixed without redoing all the collision in the game to be perfect. I know what script that is being referenced and I've used it myself. Just like "disable havok" flags don't always work, neither does that script. I've put it on several things that refused to stay still, but still moved. -
No, it's just reporting you as Thane. Some other mod is likely the cause like GDO or RDO. EDIT: Sorry, I see others chimed it to say as much.
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It should be fine to uninstall this. You may have some orphaned scripts in your save, but they shouldn't hurt anything, and I don't think anything is game-start from this mod. It basically just checks the status of some quests stages and if true, displays some text. Fairly simple, tbh.
- 26 replies
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- 16-interface
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