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TechAngel85

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Everything posted by TechAngel85

  1. First, I assume you are using a patch to make the mods work together? If you're not, that is likely your issue. If you are, then that patch needs to be updated to correct the issue. You see, the problem is RS adds new light references to locations and moves vanilla ones around. How Open Cities works is it takes all the references (including lights) that was in the vanilla location (it's own worldspace in vanilla) and puts those into the Tamriel worldspace. This change that OCS does accounts for all vanilla references. But wait...what happens to the lights RS adds/move? They're not vanilla! Well, if their locations aren't changed to match the new locations of Open Cities (like with a patch), those new references are just left orphaned and you'll never see them when using OCS. Without a patch, you're actually using vanilla lighting in the exterior locations altered by Open Cities. If you want to just fix it yourself, well doing that properly will take using the CK to switch out the light, move the light, reconfigure several lights to make that light work, etc...there could be several solutions. To just one and done it, as @RainingTacco mentions, just find it in the CK, double click on it, select "initially disabled" and save. I should mention if the light has a script or parent or child, then you might want to find another light to disable as that means it's attached to something else doing something else.
  2. Look at that...miracles do happen.
  3. Yeah, he just has a few of the settings down too far and that would likely be an easy fix. I remember it was discovered in the Cathedral discord that when the settings affecting the GLL calculation are pushed too far down you can have the guards equipping their torches in daylight. I want to say that value was around 19, but I can't remember. Next time this happen, you can check the value via console using: player.gll (i think)
  4. Just confirming that my compares are from April 3rd and the update was uploaded on July 25th; therefore, what's on the wiki is the older version of the mod.
  5. Yeah, I just never do anything that really needs a position in-game. If I need to find something that I'm working on, I'll often just drop something random that is easy to spot but out of the way, pop in the game, and then to find it. Of course this is because I work mostly in the CK with a lot of the mods I help author. Since the CK provides you the cell, it's always a quick COW to the cell in-game and a very walk to what I was doing in CK. I can see for users mostly using xEdit to mod that things like this mod could be useful.
  6. I agree it needs another look since the update, which specifically addressed many of the things we found from the weather compares we provided on the wiki. I may take some time to post new shots with the updated RAID...depends how I'm feeling on my days off.
  7. All these mods use the same/similar scripting to get these values because they are the only ones the exist in the game that will spit out the values (most of the time with the help of SKSE). It seems to be just reducing it down to a button combination vs other methods; completely objective. I typically just use Where in Special Edition am I, which adds a power you can use. I rarely need anything like this when modding, though.
  8. Sorry, but no. Guide requires AE content and there's a big notice about it right at the top of the Guide. We can't go making alternative versions of the patches every time some wants to go off course. It's just too much work for a 1-2 man team per Guide. You and try to download an old Patch from the archive on Nexus and use it, but it will be outdated and in need of updates, which you'll have to do on your own.
  9. Yeah, I ticked it. It seems it only includes a couple of the meshes from that mod so it might be one to consider so that all the buildings are fixed. I'm not sure how it conflicts with the rest of our Guide, which is why I haven't suggested it yet.
  10. Updated wiki page by adding the following selections: ELFX Exteriors Riften Architectural Details
  11. As far as I can tell, none of the enemies for #1 are required to complete the areas. So it's just altering play style a bit. It makes sense that if you're a part of the Vampire faction that you wouldn't be attacked by other members of that faction. If I'm wrong about level progression, here, please let me know. As for #2...if you're a vampire, you really shouldn't be messing with the Dawnguard. Again, this sounds like another change in play style. This one, you could bring to the author's attention.
  12. I'd wager this issue is only revealed by using mods that NPCs. I doubt it's an issue for the Guide since we are not including any such mods. Cities and the civil war battles aren't going to hit the default limits, which is wear you'll fine the most NPCs gathered at once in the game.
  13. Have you checked to see if your antimalware/virus isn't blocking MO and the tools? I only ask because it looks like the VFS isn't being picked up. You'd normally only see this if you were running the tools outside MO.
  14. Discussion topic: Animals Swim (Sort of) by JaySerpa Wiki Link This has always bothered me. Glad to see it's bothered someone else! Evaluated for 2.2.0 and determined this needs a bit of QA before it's ready for Step
  15. Discussion topic: Mists of Tamriel by Kojak747 Wiki Link Seems like this would be a good, rounded solution. It's configurable via MCM to user preference outside of ENBs and is tied into ENB via Particles to adjust brightness/thickness with ENBs. The "morning fogs" feature is optional, but has a small gap edited into the mesh so that it doesn't clip with the water, which is the cause of the many seams of the original Morning Fogs mod. This leaves a small gap between the water surface and the fog, but it's only noticeable if you are level with it (like entering/exiting water).
  16. It should no longer be needed for the Guide.
  17. It's possible they are from DynDOLOD. If you've made changes since the last time you've ran it, then I would regenerate. If you can click on them with More Informative Console installed, then that will give the their source.
  18. Are you running it from the drop-down list in MO? Have you closed and reopened MO to see if it just needs a restart? EDIT: I removed your other post that only added xEdit to the list of things not pathing. Let just address it here rather than working from two posts for likely the same issue. I've updated the post title to reflect.
  19. I've never put it up for testing because what we have looks far better, imo. I don't even use it.
  20. Why am I replacing a mesh in a mod that requires mesh edits to work??? Huh? As for hiding Radiant's mehes, the most it will do is make the color of the light different from the rest of the candles. They may possibly have different bounce effects and the radius of the ENB light could be different. Radiant's lights from ENB are at the max radius that ENB will allow.
  21. You have to edit the Steam ID since Bethesda did away with their launcher and put the CK back on Steam...unless something has changed since the last time I did it.
  22. It's just one specular texture so likely not a big deal.
  23. Guide supports Waypoint v4.06 update.
  24. Honestly, it would be rather difficult to get good compares of these as they're mainly used in reflections. As for the one we're using having some issues, I don't know. I can say from my own experience if they're just upscales, then they likely have some issues here and there. A lot of users don't bother to find the best model to use for each of their textures and simply batch upscale everything. This is crazy to me because not all textures are the same so just running them all through the same models is going to provide various results (not consistent results). They specially call out the BC1.Smooth model was used, which is for removing BC compression artifacts. However, I know from experience it's not always the best one to use. It often causes heavier smoothing that results in a loss of some finer details. It's great for smoother or more simple textures, but not really for detailed ones. I think my main concern would be the fact that these should connect seamlessly along the edges. AI processing changes pixel properties to achieve the results (altering color, tint, brightness, etc). If those seams don't match up after processing, there will be seams in-game. Now how much this can be seen or would affect the game is another matter. As mentioned these are used mainly for reflections so unless it's a big reflection, seams will not likely be easily noticed.
  25. The original mod had nothing to compare it to at the time so it was a simple add without needing anything to compare. Keep in mind that several of the mods were accepted during the time when I was the only one doing anything, and I wasn't going to post compares for myself. I just did it on my own so that will be true for most of the mods accepted during that time period.
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