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About nandchan
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Germany
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Skyrim
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UT2004
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Skyrim Clothing Textures Genuine Hi Res
nandchan replied to darthsloth74's topic in Skyrim's Skyrim LE
I want beggar clothes once you finish everything else. I'd suggest starting with the other citizens of Whiterun that are around Ysolda during the day, to help improve the contrast. -
Skyrim Clothing Textures Genuine Hi Res
nandchan replied to darthsloth74's topic in Skyrim's Skyrim LE
Thanks nandchan. I may call on that support you so kindly offered when I get to the clothing I totally despise. You don't mind doing 10-20 textures do you? No of course you won't mind. :biggrin: Hey, I never said what kind of support I would offer. ;) Texturing does not fall within my “full” capabilities. (But be sure to ask me if you need anything programmed for the project!) -
Skyrim Clothing Textures Genuine Hi Res
nandchan replied to darthsloth74's topic in Skyrim's Skyrim LE
You have my full support. Can't wait for the first few releases! -
stp 1 1 1 0 Try it Now we know why the tint is always so f***ed :P That's what the source looks like. And the game just desaturates everything in one direction, eg. stp 1 1 1 0.7 for neutral, or stp 1 0 0 0.7 for an (extreme) red tint.
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@rpawn: No, it only does post processing as far as I'm aware. If you think blacks are too dark in vanilla, then I don't know how to affect that. But double check your ingame settings, since blacks should be very, very visible in vanilla - you can run through a dungeon without ever needing a torch since the ambient is so high. @thread: Released a small update, http://www.mediafire.com/?jdh79zc0gbesdet This update includes the common.h and technique.h which I've now ported to be cross-plugin and which will work with both FXAA and SES. The shader I used, shader.fx, can be used with either SES or FXAA simply by setting #define FXAA to #define SES and so on (and renaming it from shader.fx to effect.txt). This update adds no processing changes so if you already have 0.2e or 0.2f you do not need this update. I will probably release more such inter-compatible shaders, eg. Boris' ultra high quality sharpen filter, in due time.
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Uploaded version 0.2b for FXAA injector, simply download and replace the existing shader.fx. Do note: This will make you lose all of the other effects from FXAA, since I do not yet have permission to merge the two together. http://www.mediafire.com/?qusy0191tfsdjnd See the first post for more details.
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This effect has been included with versions 1.7 and 1.9 of Skyrim Enhanced Shaders. To use it, after installation, copy the “effect.txt” out of “Optional Effects\7 - Natural Colors” into the main Skyrim directory, overwriting the existing effect.txt. Do note that this comes with the HDR effect, which is not part of my effect. If you wish to use it without the HDR, stay tuned for the FXAA version.
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@rpawn: It's certainly an interesting idea, but I think we might have to wait until the CK on this one. I also do not have any experience modding the game itself, but I know a bit of HLSL so I can work with post process shaders. If you don't like the increased saturation and blackened out shadows, then don't use this effect with the Skyrim Enhanced Shaders mod. That's what causes the crushed blacks, my mod only affects the chromaticity and never the saturation, value or contrast. I personally think the crushing of blacks is a positive effect, since I find nights in Skyrim are too bright - it makes torches and so on useless. Once I'm satisfied with the result I'll release two versions: One compatible with FXAA Injector and the other compatible with Skyrim Enhanced Shaders. I've also discussed plans with tapioks who wishes to merge the effect into his other shaders (the ones written by Boris Vorontsov eg. his high quality sharpener (which I personally find disgusting) and so on). Lastly, I'm going to (if I get permission) merge this script into the FXAA shaders, and then merge the result of that into Skyrim Enhanced Shaders, so you can use this, FXAA presets *and* ENBSeries as you see fit within a single mod/dll. Ps. Since this mod does not affect the ingame lighting, but rather applies a general shift to every scene, it results in not losing the mood for a particular scene. Very green tinted scenes will *still* be very green tinted with this, but “neutral” scenes will be more neutral tinted, and red/blue tinted scenes will be slightly red/blue tinted instead of neutral. It just evens things out more, without destroying the mood completely.
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Ported the script to tapioks' “Skyrim Enhanced Shaders” mod, which uses Boris Vorontsov's ENBSeries internally, and change the script slightly. The two combined make for a great effect. Before / After Before / After Before / After Before / After
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What would you give for the Creation Kit to come out TODAY?
nandchan replied to TheSuey's topic in Skyrim's Skyrim LE
Considering it would come without Steam if released now (whereas it would come with steam in January), I'd give nearly anything to get my hands on it. I don't want Steam in my CK. -
c) can be done in a few dozen lines for a lisp-like language and a monadic parser (think haskell or LinQ) @Sunnie: The issue is not really the DRM (we're all legally entitled to own the game and all that), the issue is much more the fact that Bethesda wants to use Steam as a distribution platform for mods. This is a very, very bad sign - it's a sign that they want to start controlling our freedom, by tying us to such a horrible restrictive and infamous platform which is well known for being an enemy of your freedom. We're not fighting for our money, we're fighting for our rights. I want the right to pay for and play a game without big brother watching over me constantly, I want to right to own products I pay for, I want the right to own the content I create. I don't want anything to have anything to do with Steam, as far as possible. I pay the game, I play it. If I need to circumvent steam (not by bypassing the game's DRM but by fooling Steam into thinking it's online), I will do so, because I don't want Steam interfering with what I choose to do within a game I legally purchased.
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The main advantage for a DSL is being able to tailor not only the structure but also the syntax to domain specific forms - for example, instead of providing a huge API to interact with the game world in clunky ways, you can simply design a clean syntax to encapsulate the new concept. It's not so much a problem of what is possible, but rather a problem of what is elegant. That being said, I propose common lisp - its language flexibility would allow it to essentially be a DSL. I don't know how well FP would mix with Skyrim's engine though. It would be nice if doable, though. “Slippery slope” is bulls*** D has quite a number of issues that remain to be solved, the language simply isn't mature enough. I personally recommend C#, because it's simply the best language for rapid application development on a Windows platform (and support for other platforms is irrelevant with a Windows-only game). Most people probably know Lua, I myself have dabbled with it for a number of personal projects involving DSLs, not to mention WoW AddOns. “Don't be hasty.”
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Well, overwriting can be done without needing a modular design, especially once the CS is out and all of this is done via .esps and OMODs (SMODs?) instead of just extracting stuff inside the Data folder - that way, you can specify via the load order which mod should overwrite which, and download a new version of the “base pack” without losing all of your individual customizations.
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I can't respond to that. Not here. But if you manage to get this running, then all power to you. I do agree with your cause - Steam is an evil blight on the face of the world that should be removed forever. (It's a bit unfair to pin it all on Steam as well, since every other publisher does the same crap, often even worse) If you can manage to make the world more free, one step at a time, then I greatly support your project. I'm just being skeptical of how well this actually work out. @masamune30: Don't hesitate to contact me if you wish to design a new script language + compiler and want further assistance, I've designed a number of languages, interpreters, compilers, linkers from scratch in the past.
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I never meant to imply Nexus would be involved - I just used it as an example of how easy it is to say things, compared to actually doing them.