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eggsNuts500

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  1. I'll just add my thanks at your implementing a compromise. Much Appreciated.
  2. Hi tomomi1922, let us both agree to disagree and carry on with our lives :) And hopefully the SE ENB improves so that we can have an amazing set of options to adjust the visuals to our tastes combined with the greater stability SE offers.
  3. This is silly as it was you that responded to my post, I then illustrated my points further by using examples of how the Legendary ENB can be used and gave examples of presets that have a unique 'atmospheric' feel. How is the SE ENB more advanced? When at present there are no detailed shadows, no skylightng (NAT skylighting doesn't count), no sun rays, no point lighting and reflections. Even Boris himself has been quoted that he cannot bring all the features across. Whether you have advanced colouring features as per Da Vinci is not my concern, as I further explained that's not what I use ENB for. Otherwise I'd have settled on CFL ENB. For you to then come along by saying Why did you respond? Especially when you haven't grasped the original point.
  4. Oh yeah totally get the stability angle, I keep going between the two and it's the ENB that keeps me on Legendary. I like atmosphere and the ENB allows me to be creative. Its those little extra settings like particle lights and point lighting that enable you to tweak the mood. Anyway, we'll see what magic Boris can weave in the future. I've just started using 3d trees and its amazing :) The multiple NPC's thing could be great too, we might see more town mods popping up to flesh out the world and bring new stories.
  5. I think it's a very valid argument. The atmosphere and feel that can be created with the Legendary ENB is well demonstrated I can give you 2 quick examples based on screenshots and presets on the Nexus: 1. Sun Rays - these can be tweaked so that as you walk through the forest light shafts dance through the trees, it gives a magical feel to the game. 2. Window Lights and Interior Lighting - by reducing the ambient light and increasing the direct light in conjuction with the window light, the gothic catherdral look can be created here. Light streaming in through the windows but the corners of the room are dark, gives a real eerie feeling. The SE ENB is catching up but in terms of creativity and atmosphere it cannot match the Legendary ENB, sure NAT has a lot of great features but it cannot bridge that gap. I mean look at the unique presets such as Antique Dragon ENB, CubBorn ENB and even Tetrachromatic. K ENB has an SE version and Kyokushinoyama knows his stuff but the last update was back in December 2016, it's not like he needs that time to re-learn. At this point in time the Legendary ENB is a valid reason for people to stick with that game as it allows them to tweak the visual feel of the game.
  6. Legendary still has the superior ENB and if tweaked can make the atmosphere and feel of the game really immersive as a feature in itself.
  7. I'd like to chime in and give my support for the new version. I view the site on my phone whilst I travel to work and it's a much better experience. The new website is elegant, modern and effective - in my opinion.
  8. I want to backport a follower mod of my own to Legendary, you reckon I'd get away with it?
  9. If I add a selection of perks I want my follower to use as they level up, can I add them to the perks/spells tab so that as each condition is met the perk becomes active?
  10. Thanks VincentLachance I'll give it a try tomorrow. Some more questions. if I had multiple quests setup for idles based on location can I use the same alias name in each quest? Is the story manager essential for creating quests? Can you run a scene on an active folllower?
  11. A few more questions if anybody can help: 1. how can you check if an item is in the players inventory and have conversation trigger based on the item being present? I've created an alias to an item and set the conditional to point to the alias but the dialogue is not starting up? 2. fixed 3, I'm having a few problems getting scene dialogue to trigger between npc's, the aliases are all setup and the phases are correct. can someone give me a few quick pointers. thanks
  12. Hi, BigAndFlabby. Your suggestion worked, the quest fired up fine and also with the 'currentfollowerfaction' conditional too! Except the start dialogue on the follower is not working but the quest itself fires up fine as the journal updates. I figured the start dialogue isnt working prob because I never updated my 'Seq' file. Happy days :laugh:
  13. Okay thanks, I'll go back in have another look then let you know.
  14. Hi, BigAndFlabby. Thanks for replying. Yes, I had aliases setup within each quest. I didn't start them manually as I'd prefer not to have to resort to that method if I was to release the Follower on the Nexus. I'll continue to play around further, maybe you can help me with something else? I want to have a journal entry trigger when I enter a cell eg 'player walks into the bannered mare and a journal entry is triggered along with a stage completion'. I've tried the 'GetInCell' and 'GetEditorLoc' and placed them as conditionals within the quest stages but nothing triggers. What am I doing wrong?
  15. Hi I'm building a follower with custom dialogue. I have created 3 quests: 1. main quest - with dialogue which works fine 2. general idle dialogue - is not starting up 3. area specific idle dialogue - is not starting up Problem is I cant get either idle dialogue quests (2 and 3) to start up, I selected and setup the following settings for each idle dialogue: a. start game enabled b. created the idle dialogueunder the 'misc' tab c. even setup a journal entry that tells me the quest has begun d. the seq file has been created and included e. have even tried idle dialogue within the scenes tab (followed the example from the sofia mod) Ideally I want to create multiple dialogue quests for modularity and ease of management. Rather than create one big quest with everything. Thanks
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