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Everything posted by TechAngel85
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Discussion topic: FOMOD Guide by Step Modifications Wiki Link Work in progress FOMOD Guide. Step is aware there are tools available for FOMOD creation. This Guide's purpose is an alternative to those tools, as well as, an informational resource.
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Beyond what Z asked, I'd add to that: Is your system within our recommended specs (listed at the beginning of the Guide)?
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Large Reference Bug Fix Explained
TechAngel85 replied to z929669's question in DynDOLOD & xLODGen Support
Just wanted to chime in to say that Mousetick is completely correct in how this is explained. It's exactly how I fix LRs since getting the info from Sheson. BDA was a bad example to use, initially, as those aren't really LRs, but Mousetick explained their purpose well.- 15 replies
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If it's in the CR Patch, then there is no need for it to be in the WACCF Patch. The CR Patch is always used, thus the edits will always be present. The WACCF Patch is optional so if anything is duplicated into both, they shouldn't be as the CR Patch will always overwrite WACCF Patch. You're just creating more, pointless, work for yourself you are duplicating edits into both.
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ACCEPTED aMidianBorn Book of Silence SE by CaBaL
TechAngel85 replied to z929669's topic in Skyrim SE Mods
I would say it depends... If you have to install things we don't want or break Mandate, well...that should be your answer to whether the Content Addon is right for Step or not...and most of that has already been determined. Not to mention, what is it going to do to other replacements down the line that we've specifically chosen to use over this mod? Variants often break these...meaning they're never used because the variant system often only accounts for it's own textures.- 12 replies
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Fair enough. I've had quite a few funny moments with animals and swimming over the years.
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DROPPED FAR - Forgotten Argonian Roots (by redtox)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
What I have will not be available for some time. I will likely release a module for all the 'Actor' textures once those are complete. They will be available in 1/2 vanilla, vanilla, and 2x vanilla; actual resolution dependent on the original, but nothing smaller than x512 unless the originals are smaller by default. I was just pointing out the vanilla textures have issues. Comparing mine to TS: Mine are clearer and sharer at the same resolution (2K).- 28 replies
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ACCEPTED Vanilla Body with UNP Textures (by Shiva182)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
It's below TS to prevent the areola and nipple of the female body from showing, if I recall corrected. I think @CorneliusC mentioned the same thing.- 27 replies
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Please DM an Admin, myself or Z, and we can take care of it for you, and provide you with the information about what happens during that process.
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Yes, I'm aware. I haven't tested this one out myself, yet, so I haven't given it due diligence. I only know some are reporting it's working 50/50, but I don't see that on the mod page. When I see such disparities, it makes me want to dive in deeper to make sure the mod is working/patched/etc. before we just decide not to accept it. User feedback is most helpful, but as Coordinators we have to do our own diligence to make sure the mod is put in the Guide and tested properly before moving on. Granted there's nothing to do here but install and hope everything is working because of the design. I'm just curious as to SPID's reliability when heavily used, as it is being used more and more. Frankly, it doesn't seem like I was the only one concerned from reading the last update to SPID. Po3 has changed the way things are applied to NPCs (one at a time now rather than all at once) and this one, "Fixed bug where some static/unique NPC distributions were wiped upon loading saves" tells me what I was worried about is a real possibility. For the record, I've actually never been a fan of Base Object Swapper or SPID because of them breaking traditional methods and removing a lot of the control from the user and/or over complicating setups (it's very hard to track down issues with these mods). I'd be curious if this mod is working better for users after that bug fix.
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ACCEPTED Vanilla Body with UNP Textures (by Shiva182)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
We've been over and over why this mod is in the Guide. Why do we keep coming back to it?- 27 replies
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ACCEPTED Regional Sounds Expansion (by DylanJamesWasTaken)
TechAngel85 replied to z929669's topic in Skyrim SE Mods
This one just expands upon the sounds of the environment that AOS already provides. It's more of an upgrade to something AOS is already doing so I can't imagine it being bad. Just need to run around in the environments it affects to see if the ambient sounds match up to how we'd expect them to for those environments.- 1 reply
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ACCEPTED Acoustic Space Improvement Fixes (by DylanJamesWasTaken)
TechAngel85 replied to z929669's topic in Skyrim SE Mods
So this is only altering the cell's Acoustic Space record and nothing more. I mean...there is nothing wrong with this and I would consider it a fix more than anything. It's something that would be in the realm of USSEP, as they do correct some Acoustic Space records already.- 2 replies
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ACCEPTED Raven Rock - Fix Exit on Horseback (by AndrealphusVIII)
TechAngel85 replied to tadastalalas's topic in Skyrim SE Mods
Don't feel bad. I've ran around there plenty, but mainly for dev purposes. I've never completed Dawnguard or Dragonborn storylines. Anywho, I hate it when authors don't tell you what they did. xEdit reveals this "tweak" is moving a lot of references. Frankly it looks way overdone for what should have been a few height tweaks and maybe some rocks for blending. It looks like nearly everything in the vicinity was touched, but luckily no landscape changes. As a result of overreaching, though, there is one conflict with RS and a couple with Butterflies Land True. I'm kind of surprised because who the author is, but to each their own. Less is more in my book because there's less compatibility issues. Regardless, I don't see any reason not to accept it. Just some patching to handle. -
ACCEPTED Reverb Interior Sounds Expansion (by DylanJamesWasTaken)
TechAngel85 replied to z929669's topic in Skyrim SE Mods
I have no issues with this mod just listening to the example. Reverb is very subtle and barely noticeable unless someone makes it too loud (there was a mod that did that). Since the example clip provided is louder for demo purposes, I can tell this mod will be fine. It was noticeable in the clip, but not bad. The actual reverb sounded good too so if the mod is quieter I have no complaints.- 8 replies
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ACCEPTED Immersive Sounds - Compendium (by lazygecko)
TechAngel85 replied to z929669's topic in Skyrim SE Mods
I reviewed a subset of the sounds from this mod in the past and actually decided I didn't care for it back then. I can remember the sounds not lining up with traditional ES (like the iconic Nirnroot). I can't recall specifics, but I definitely had some issues with it. Granted that was a while ago and the mod could have changed since then. This one will be a tough test simply because it's so extensive.- 27 replies
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I agree with Greg. The vanilla style just looks better on the males. I like the the CK female texture makes it look a bit more feminine and CK tends to be higher detailed (looking more like fur), but at the same time I don't like that it goes so angular with the design. You're typically a bit closer to their faces when in dialogue so it's hard to tell. The benefit of CK is they are higher quality. Lets be clear that the face texture on Tempered are still vanilla. Tempered doesn't not included Khajiit head textures besides a specular map. I think we're all in agreeance about the textures from this mod, though. They don't quite fit for the Guide.
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DROPPED FAR - Forgotten Argonian Roots (by redtox)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
I'm personally fine dropping this mod. I've already upscaled these vanilla textures for my project, and can confirm that they aren't that bad in terms of quality. Now there are some issues in the vanilla textures. From my notes it looks like the female textures had issues: I don't remember what was up with the scar specular (probably didn't exist or sucked), but I do remember the female specular maps had basically been inverted on the female textures vs the male textures. You can actual see this in the compare posted that the vanilla female is far shinier vs the male. The male has shine on the scales and the skin is more dull (leathery). It's flipped on the female.- 28 replies
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This one is the traditional approach. Apply it to the actor reference, itself, via plugin. Yeah, there is compatibility issues, but those same issues exist with SPID. The only reason they aren't prevalent is because it's not as widely used...yet. You could also set up it up apply via script with keyword that could be applied to modded animals. Anywho, the whole point is not to argue the approach to just to test how well SPID is working (basically injection) vs the game's programmed way of grabbing it from a plugin and applying it. Basically, I'm curious as to the limits of SPID and if it can be over used to the point of it just failing or missing stuff. I don't just trust things are going to work as expected when they are doing something unexpected (like injecting records at runtime).
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I'm curious if the mod would work more consistently if constructed, traditionally, without the use of SPID.
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There shouldn't be an issue if the recommended system requirements are followed. No one asked in that troubleshooting if the users was even following our recommended requirements or not.
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I can't remember which settings are tied to the light level. I know the sun values and grass lighting (strangely) are, but it seems like there is at least one or two more directly tied to the game's light levels. The DALC settings are about all I've even touched on weathers.
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You can get that looking a lot better by using a less harsh decompression model and then using a different model for the upscale. This is a good example of him using a model that mainly just sharpens on everything and why batch processing is never going to completely work. I'm still working on my version of upscales for vanilla here and there so all things upscaling is still fresh in my mind.
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This author is okay and they do okay work, but they do batch work for their stuff as well. It seems they're on a mission to just upscale all the mods on Nexus. lol Anywho, this one is no different from the others. It's going to have some good and some not. I'll pick on it for a moment... The first shot on Nexus looks like plastic, not wood. It, all the wood texture shots, and the coal pile has lost any purposeful noise in their textures, the upscale has given the coal an orange peel texture, that Normal example has new vertical lines in it caused by too harsh of processing when there is heavier artifacting in the original texture... That's just me picking on the example we've been given. Yeah, they look nice, but there are still going to be issues due to the nature of batch processing. Anyone can do find a few good models and just batch a bunch of texture through them. It's super simple to do as the programs do all the labor. What sets upscales apart is what is done to reach the models used and what is completed after the upscaling is completed. I'm not going to go into what I consider to be a true upscale, but my process of upscaling can easily take 1-2hrs to complete per texture.; mainly due to everything extra I do, manually, post-upscale.