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About Thane411

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Just want to check again in case anyone missed the post. Anyone?
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I was wondering if there is anyone else interested in creating a mod to get rid of all references to the "Vault Boy" guy in the game. Or at least the most in-your-face ones. For me i find it really detractig from the post apocalyptic experience im going for and the "Jetsons" futuristic 1950s look of the technology and environments is already a big pill to swallow. The Vault Boy guy added to the game on top of that is like a spice added to the pot that takes the taste too far in a weird direction for me. Anyone else want to remove all art and animations to Vault Boy? To get rid of the perk animtions, we could replace the background with a nice post apocalyptic themed image, atmospheric, like a dimly lit room lit only by a singe overhead lap, with a text description of the perk in the middle of the scene, or something else... I thinking something like the menu screen in Metro 2033. Maybe with a bench and gadgets. I'm a 3D artist, so I could theoretically help with that. Hell, I even have a radio I made insipired by the radio in Metro 2033 in that menu scene. You can see it here and I could donate this to the project. http://thane144.wixsite.com/portf1/wastelandradio If anyone if up for this, send me an email.
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Limits of modifying horse movement behavior?
Thane411 replied to Thane411's topic in Skyrim's Skyrim LE
Ok last bump May still be interested down the road, so don't hesitate to contact me if interested. -
Limits of modifying horse movement behavior?
Thane411 replied to Thane411's topic in Skyrim's Skyrim LE
Just going to bump this a couple times before letting the idea drift off into nothingness. If anyone knows of any relevant programmers who might be interested in exploring this, please let them know. -
I'm a professionally trained animator who would like to change the behavior of the horse as it pertains to its movements and need a coder's help. Like for example when you turn to the left, it would be nicer if the front of the horse's body went that way first before the back. I can do better trotting and sprinting animations, but without the aforementioned addition of independent front and back movement, the movements will remain stiff and improperly weighted in turns and other movements. I'd like to have 3 or ideally 4 speeds, corresponding to sneak/walk/run; walk/trot/gallop. If anyone knows whether the necessary code for this is exposed to be changed or added to, or if its not, which i think is more likely the case, please let me know. If someone knowledgeable enough can look for me too, that would be much appreciated. Thanks! The target behavior, quick examples: https://www.youtube.com/watch?v=kJlJfB7pgS8
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I cant figure out how to increase the amount of snow particles. "Particle density" under "shader particle geometry" doesn't seem to do it. Im trying to increase the "box size" so snow travels farther and can be seen farther too, however, when i do this, the amount of particles per unit of area greatly decreases and i suspect that there is a limit in the code somewhere that has a fixed value to how many particles are generated for a single snow effect. My goal is to create a mod that has a lot more variety of snowfall, with lots of gentle snow falling straight down during calm, but overcast/cloudy whether and straighter, more realistic looking behavior in general.
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No eye adaptation mod, and missuse of eye adaptation in mods(?)
Thane411 replied to Thane411's topic in Skyrim's Skyrim LE
Ok, without having tried any dark dungeon mods besides CoT, i have to say that just using "setgamma" to 1.6'ish is a superior solution. It leaves lights at their actual brightness levels and just lowers the darker areas, creating rich, high contrast images. Although, im still not convinced my game isn't off-kilter due to mod swapping.... -
A few questions regarding eye adaptation and the "No Eye Adaptation" mod 1.) The author says its not compatible with Dawnguard, but does that mean its not compatible with just the new Dawnguard areas, or does it mean if Dawnguard is installed and running period it won't work right? 2. Im using Climates of Tamriel, for which the No Eye Adaptation mod has a compatibility patch for and i really want dark dungeons and realistic lighting. However, when i run this mod with CoT with dark dungeon options, ambient light goes way up to what looks like stock levels. However, when i run without this mod, EVERYTHING is dim, not just walls and shadows, but torches and lights that should be bright, contrasting with the evnvironment. Even standing right in front of a fire, its looks dim. So, does CoT use eye adaptation to control brightness levels? 3. If so, isn't this doing it wrong or at least a bit of an "around the way" way to do it? Shouldn't lights remain bright, with their radius/falloff made realistic and ambient light turning down? It looks like i put on sunglasses. Obviously realistically, if you were in a dark environment and your eyes were mostly adapted to the dark, a fire would shine very, very brightly. 4. Is there a better mod for dark dungeons than CoT?
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Nvidia LOD Bias setting having no effect on Skyrim
Thane411 replied to Thane411's topic in Skyrim's Skyrim LE
Im using 3D, which has certain limitations on current 3DTV's, so it must remain at 1820x720 (not 960x1080 as i said earlier, since ive switched displays). Its using side-by-side 3D format, but none of that is important. Its not squishing things, its taking a small image and blowing it up to full screen, which stretches it out. I also get a difference is AF settings, but i need more detail than 16x currently provides. If your not sure what im talking about as far as lod bias, im sure there are youtube videos showing the comparison, or screenshot comparisons you can search for. If you have Crysis 2, you can try it yourself, i've tested it. Anyone else get LOD bias to respond in Skyrim? -
Nvidia LOD Bias setting having no effect on Skyrim
Thane411 replied to Thane411's topic in Skyrim's Skyrim LE
Thanks, but i've tried many, many combinations of settings and mipmap .ini setting changes to see if it affected the textures themselves. FXAA is not on. I do not use ENB. I've tried different settings of AA , but Skyrim uses proper AA, which only effects edges, Im concerned about the model faces. A large part of the blurring is due to the scaling from 960x1080, although from my experience, Skyrim seems a little short on AF - so i need an extra boost, which could be achieved with negative lod bias. Again, my lod bias does absolutely nothing, thats what im trying to troubleshoot, but i wonder if they locked it to prevent shimmering or flicker. EDIT: Oops -
Nvidia LOD Bias setting having no effect on Skyrim
Thane411 replied to Thane411's topic in Skyrim's Skyrim LE
I use 2 GTX 570s with the new 314 drivers. I have 16AF, but its still a little too blurry (yes, at distances and off of perpedicular), bumping it up a nudge should do wonders. I run from FXAA when using low resolutions. Are you saying the lod bias setting responds to changes for you? -
I have to play at 960x1080 at the moment and its causing some blurriness and also, I can't seem to quite replicate the 16 AF results I see in tweaking tutorials, like on the Nvidia website. I wondered if maybe they reduced the AF strength to reduce texture flickering. That aside, i would like to up the detail of textures at a distance if i can through the Lod Bias setting. If anyone knows how or what might be locking it, i'd appreciate the info.
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Maybe replace the sharp edged mountain models with ones that have slightly (very slightly) softer edges. Like the sharp vertical jut of rock straight above Riverwood is a good example. Its probably an easy way to mess things up though. But i really like the idea of removing the sharp edges of models everywhere....
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Im having quite a bit of stress as a new user trying to get all the fantastic mods that are available together and i've thought of an idea that (is prob thought of already) might make it a lot less stressful for new users and encourage more mod use. Its just having an automated tool like Boss go through your list of mods after you install them fresh and automatically submit a list of links to compatibility patches that fix problems with the mods youv'e installed, categorized by the amount of matching mods they claim to fix. The more they fix, the higher on the list. Or, even automatically download and apply compatibility patches that meet a certain rating requirement. That way, if someone has used 15 of the same mods your using and they've painstakingly gone through Tes5edit before you've had to, you can use his patch and possibly make and submit your own that covers even more mods. I think a rating system would be in required to weed out lazily done work. Perhaps advising people to only rate after many many hours of play time or even after finishing a whole game. The program could highlight the mods with green that are covered by compatibility patches and highlight mods red that aren't. And orange for mods that are unknowns that show potential conflicts. Anyway, just some thoughts of a new user who might not know all of the challenges that would make for. In fact, definitely doesn't... -Thane
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Joy of Perspective was a little jerky, but i only tried one version, the female version. Did work fairly good though overall. Worth trying for sure.