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JawZENB

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  1. When MS says it has merged plugins, it's completely unnecessary to use that particular plugin. But you are wrong with the assumption that any records that has been forwarded from a set of plugins is unnecessary, many plugins get records forwarded into the smash patched .esp file. But they are still needed, as they are made masters for the smashed patch. There will be a prompt informing you if which plugins have been made obsolete by the smash patched, in the progress window that pops up when you start building the smashed patch.
  2. Or you can just post the issues you are having with the mods in question at their mod threads, to let the mod author(s) know that their mod has issues, so they can rectify that error. I haven't seen a post from you about any issues on Relighting Skyrim, how am I supposed to know about any present issues if end users doesn't inform me of such issues? Or inform sydney666 for RLO for that matter.
  3. In no way is that caused by my mod. I do not alter any meshes and I certainly do not edit anything in exteriors. It's a mesh issue or possibly other mod issue.
  4. What is this then, well the v4.1 is going to be a large update.I've gone over the current state of Relighting Skyrim/RS, and I found that it is a "mess" compared to how I would like it to be setup for very easy end user customization. So I'm writing this in search for fellow modder/modders out there that could help me to developthe new version of Relighting Skyrim that will, hopefully, be the most user friendly and best lightingmod out there. Saying it will be the best is quite a large claim, but that is what I think it couldbecome if everything I have on the "development table" is actually put in to the mod. Best in a large generalized term, it will not excel over ELFX in amounts of possible lights,only way that would be possible is to start altering meshes by splitting them up internally intoseveral smaller pieces, but that will just make the mod less compatible friendly with othernone light bulb related mods. RequirementsBasic Creation Kit and TES5Edit knowledge. I'm willing to forward my knowledge to anyone out there willing to help me in this endeavor.Understand English and writing/typing in English is of course a must, a fellow Swedish fella wouldn't need that requirement though for obvious reasons.Follow my directions, but of course come with new ideas, corrections, alterations themselves to improve on my initial approach of the mod. The planStarting from scratch, with a better base and approach on altering the light bulbs, light sources and anything in between there.Mod in sections, splitting up locations per person. 1 focus on doing for instance Markarth while another one works on Whiterun etc, etc. By following a base development plan.Work on Legendary intially and then when mod is completed split it up to it's individual DLC's and main part(Skyrim.esm, Update.esm).Naming Light Bulbs with intuitive and thus informative names, i.e 1rs_CandleNS or 1rs_FireShadow. 1rs_=Letting users now RS uses this light bulb, Candle/Fire=what type of light source it should be placed at, NS/Shadow=What type of Light Bulb it is.Place Light Bulbs at their proper light sources, 1rs_CandleX is only placed at candle light sources just as 1rs_FireX is only placed at fire light sources. Why? to allow easy customization of colors and animation behaviors and such through presets and eventually, hopefully, a MCM menu.Add in shadow fixes I developed. Makes the shadows display more properly in any given interiors with these fixes.Add in fake shadows and light FX for users struggling with performance Contacting meSo if you would like to help me with this work, send me a PM to anyone of the following sites;STEP-ProjectNexusModsENBdevFacebookYoutubeFlickr Hope to see some interest in this, I would really appreciate the help.I want to play the game once more you know, not just mod it :wink:
  5. Vsync related perhaps? if it can't achieve monitor refresh rate of 60hz or 120hz it halves the value to be able to cope with the performance and more successfully reduce screen tearing. Annoying as hell though.
  6. You are using 2041 out of 2048 of you GPU RAM, that is not good and likely the cause of your crashing/visual artifacts. I would suggest reducing your textures to improve stability and performance, as well as optimizing the quality settings of your ENB preset. Using a texture optimizer tool to batch convert/edit your textures is one way, and an easy way to do so. STEP Guide for DDSopt - http://wiki.step-project.com/Guide:DDSopt Youtube HOWTO for Optimizer Textures - As for the ENB quality tweaks let me know if you need any help on that, and you can check out my Guide, that goes into ENBSeries settings. Guide to ENBSeries - Teaching you how to tweak ENB - http://www.nexusmods.com/skyrim/mods/39742/? The mod description Page has links to other guides covering ENBSeries as well. The enblocal.ini has to be configured for your PC, you can't use some other ones settings and think it will work best for your setup. Tweaking the MEMORY settings in enblocal.ini might help with reducing some of the GPU RAM usage. But I still think it's caused by the combination of too high texture resolution in use + ENB quality settings being set to high for your PC. Memory Settings by Saran Ohkay - http://home.comcast.net/~thunor/images/hosted/config/memory.html And you might not have overclocked it, but factory overclocked, it is EVGA GeForce GTX 770 2GB Superclocked Off topic; By the way like the name, inspired by Sword of Truth Series perhaps?
  7. Cell edits, content altered inside a cell, will not cause conflicts. Only edits done in cell menu (right mouse click a cell and press edit) will cause conflicts.
  8. What type of TES5EDIT changes was required? An optional .esp patch or just forwarding edit changes to the mod loaded last?? As long as RLO does not do any cell menu changes, ELE with RLO should not need any special TES5EDIT editing.
  9. Wow, high praise for my unfinished mod compared to mods that are more finished. Ok that does it v44-14 will be relased on sunday no matter what. New ELE-Interior Lighting update, refined values all over the Skyrim game Including Falskaar and Wyrmstooth. Slightly more ELE standardized weathers, Some more weathers will be added to ELE-Weathers New FX Effects feature, addedin dynamic FX effects tha will change based on Sun direction. Does not include any script or otherwise save bloat or CTD causing stuff. One of the safest and modularr mod to run in conjunction with other mods.
  10. I haven't recieved an invite, so I will keep this short. I saw a mentioning of including a fix from me (horizon perhaps?) and I would be glad to contribute anything that is worthwhile to this project. A very good idea. So if there is anything I could lend a hand or two on. Let me know. And good luck to you all with this project endeavour. Cheers, JawZ / Anders.W
  11. A very intriguing idea you put forth here, I was looking for something new to do so I'll see how I can produce a similar environment. Extending the variation on how you spend the time in jail is not highly seen in the mod scene, at least I have not seen such a mod or feature included in a mod.
  12. No you can't use Creation Kit scripting you need to use HLSL shader coding for that and implement a code directly into the enbeffect.fx. Can't you make it run during natural occuring "black screens" like during loading screens or perhaps even whenever the menus are opened up by the player or something like that. It does not sound to be a great way to implement a scripting sequence and make the image black all of sudden because of it running. What exactly is it you want it to do during that time?
  13. One can choose to either enable certain vanilla color correction effects along with ENB graphics or turn vanilla color correction effects off and only run ENB graphic effects. Affected things are such as imagespaces and imagespace modifiers. The effect code is originally called APPLYGAMECOLORCORRECTION found in the enbeffect.fx file. ENBSeries enbeffect.fx file has the ability to detect imagespace and imagespace modifiers values and applies them to certain registers, You can develop a code that will "jump over" your imagespace modifier by using any of those registers.
  14. Murielkai; The one who referred to the ELE mod meant my Enhanced Lighting for ENB mod which is not uploaded on the nexus as of yet. It can be found here -> Official ELE mod thread And he propably meant a combination of ELFX main .esp plugin together with my ELE - Interior Lighting modules/.esp plugins. And with that combination you should not use the ELFX-Enhancer Load order and info can be found at the ENB thread linked to above.
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