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Jermungand

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Everything posted by Jermungand

  1. It's been a while since I've browsed for mods. Just recently I decided to do some category/tag searches, when to my shock and horror, I noticed that many of the more original mods that I remember never ever showed up on the list. There is one mod for example called "Witch of the Wild", which adds an entirely original (not in any way related to the Dragon Age character) set of armor. Even after searching for the file by name on the Nexus, it never showed up in the list of results. I had to do a Google search for it, where I found a YouTube result that contained a link: http://www.nexusmods.com/skyrim/mods/38164/?. So apparently the file still exists on the Nexus, as it has for quite some time, but why did I have to resort to such a roundabout way of rediscovering it? It seems there are scores of other wonderful mods, some that I may not remember off the top of my head or others that may be entirely new to my knowledge, which I may never see again without knowing them all specifically by name, because the filesearch just won't bring them up. This is bad. What's going on?
  2. ENB releases used to include this feature you speak of, referred to as "indirect lighting". I don't know what the technical complications were, but it's been left out of later releases, and I've been told that earlier editions don't work properly. I really hope the ENB team straighten it out and put "indirect lighting" back in at some point. You can only do so much with ambient occlusion.
  3. It's no, but we have given it consideration. The problem is Skywind still uses ported assets and an arrangement like that would open us up to a C&D from Zenimax. It's unlikely, but a risk we're not willing to take. The philosophy and aims of our projects are very different and fairly incompatible, so anything beyond discussion of techniques wouldn't really help either of us much. My point in #1 was actually to illustrate that Skywind wouldn't need to use ported assets (though that's what it's been doing so far), and neither would you. You wouldn't borrow anything from Skywind. Their team would work on Skyblivion, and by the time they were done, you'll have created brand new assets in your own Morrowind project (which you would then let them use as they switched over from Skyblivion to Skywind). Obviously, the Skyblivion that they will have made while you were working on Morrowind would not be a Nexus-friendly remake. But you know what? Up until the point the you replaced the assets from Oblivion with new ones, it would still appeal to a lot of people. It would also provide you with an already planned out model of almost everything you're going to do. Just replace, replace, replace.
  4. Personally, I think everything would get done faster between you guys and the Skywind/Skyblivion team if: 1) Your team focused exclusively on Morrowind, providing all the much needed up-to-date resources, so that Skywind can use it as groundwork for their 3rd Era version (their recycled TES3 graphics and landscape layout really suck). 2) They focused exclusively on Cyrodiil, allowing you to replace recycled Oblivion resources with your original ones in a piecemeal way, and then bringing it 200 years into the future. I'm guessing the answer is probably "no," but at least I tried.
  5. I know you don't intend to join the Skyblivion/Skywind team, but have you thought about sharing some of your work with them? Given only a few tweaks, those new buildings are ideal for the imperial towns in Morrowind like Caldera and Seyda Neen. They look a thousand times better than the old TES3 models that Skywind is trying to recycle.
  6. Those new buildings are incredible. Where are you going to be using them? By the way, there was some concept artwork of a stupa on one of the pages the original poster put links to. Who's building stupas in Tamriel?
  7. I'm in the same boat, leaning heavily toward SkyRe (which I'm surprised you didn't mention). It expands the possibilities in the gameplay quite a lot, including changes to perk trees, combat, and lots of other things (all modular, so you can leave out elements that you don't like). Skill trees branch in a way that make your character more unique. Despite all the changes it makes, it seems to have been designed with a lot of intelligent consideration, unlike some other gameplay mods that strike me as a bit rash or short-sighted with regard to their effect on the game as a whole. It's probably the most popular overhaul. Gopher (the Skyrim Mod Sanctuary guy) uses it and featured it in one of his episodes, and he seems like a pretty good judge. Link: http://skyrim.nexusmods.com/mods/9286/?
  8. Hey everybody. I'm trying to figure out which is best: SkyRe or Skyrim Perk Enhancements and Rebalanced Gameplay. Since both mods are modular, I was thinking of mixing and matching the best elements/ perk trees from each, so long as I don't upset the balance of the game by doing so. What would be the best way to do this? While on this topic: What's the best combat overhaul? I suspect it's probably interrelated with whatever gameplay overhaul I'm using (SkyRe or SPERG).
  9. Strange that the author would include a d3d9.dll file that doesn't work. Is there a reason to use the d3d9.dll file instead of the ENB injector? Also, there's an ambient occlusion option on my NVIDIA control panel. Would it make a difference if I turned it on?
  10. Don't answer me all at once, you guys.
  11. There don't appear to be any download links on the enb website. This is as far as I got: http://enbseries.enbdev.com/forum/viewtopic.php?f=2&t=1038 Where's the download link? In any case, the mod I downloaded already came with a d3d9.dll file. Is this file the only thing I should be going to the enb site for? If so, it would seem like the root of the problem must be somewhere else.
  12. Oh, wait... Did I actually have to download something from enbdev.com before trying any of this? Has this been implied in what you've just told me? Do any of those other ENBs have SSIL? If so, the authors don't mention it.
  13. I'll give all of that a try in a little while. I found a 0.149 update for this ENB, but I'm afraid that installing it could mean a whole new can of worms. What are these "binaries", and what's the issue with them?
  14. Can't find "bShadowsOnGrass" anywhere in the file. The other changes don't really seem to have made a difference. Here's SkyrimPrefs.ini: And here's Skyrim.ini: I really want to have SSIL too, if there's any way I can.
  15. It's "SKYRIM ENHANCED SHADERS FX - ENB" (the PureENB option). Here's a screenshot: The enbseries.ini file: SkyrimPrefs.ini: I can't find any Skyrim.ini file. Not by that name, anyway. Is there another file that serves the same purpose? Does VeryHigh.ini fill that role (I play with very high settings)? I tried using the d3d9.dll file instead of the enbinjector, as the mod's readme explained, and I disabled AA on the NVIDIA control panel, but to no avail.
  16. I disabled anti-aliasing in the launch options menu, and I checked the enbseries.ini file. Everything is set the way it should be, and ambient occlusion still won't work. There has to be some other reason for the problem.
  17. For some reason, I'm really not seeing any ambient occlusion after installing my enb. I am seeing some glitchy dark striping in places, though. Does anyone know why it's not working? Any input would be much appreciated, thanks!
  18. (Ignore the tag on my post. I was used to an older system that used the space below the post's name as a subheading) I've been too busy over the past year for Skyrim (let alone getting mods), and I've just decided to start downloading mods and overhauling my game. I haven't done this since Oblivion, so it's pretty daunting. After the DLCs, I decided that installing CoT was a reasonable way to start. Enter my conundrum: When I install the patches for CoT, NMM asks me if I want to replace a file. This was pretty routine when modding Oblivion, so I hit "yes". The checkmark next to the original CoT mod changed from a checkmark to an "X", which also happened to the first patch when I installed a second one. Is that okay, or is CoT no longer going to work? Also: What if I want to reconfigure the options for my original CoT installation? Will I have to reinstall it and then reinstall the patches? While on the topic of CoT, I'd like to know if there are more ways of tweaking it. I think it would be a good thing to know when I pair it with RLO. I'd like the two together in a way that brings out the best of both worlds, if I can. If anyone could impart any other helpful advice to give someone who's just begun the entire modding process, please do! :smile: EDIT: Whatever it was I did with the CoT installation that I mentioned above, Skyrim now crashes when I start it.
  19. There are a lot of ENB mods, and I really have no informed opinion on which one to use. I'd like to use an ENB mod together with "Realistic Lighting with Customization" if possible. I really like the look of "True Vision Cinematic ENB", but I don't know how well it would combine with "Realistic Lighting with Customization". Can "True Vision Cinematic ENB" be customized to my own liking (so that I can get the best possible effect when combining with RL)? Should I try something else? The better way to figure this one out, would probably be if someone could link me to a comprehensive thread that covers how the different ENB mods actually work, so I can make an informed decision for myself. I'd greatly appreciate any help I can get.
  20. I typed "tcl" into the console, as the news post on the Skyrim Nexus site suggests. Unfortunately, it doesn't allow you to travel past the game's borders. It allows you to levitate and travel through obstacles (excepting of course, the invisible wall at the edge of the map). What's the ACTUAL console code that will let me travel off-map?
  21. :rolleyes: Ugh. I haven't played Fallout, OK? Otherwise, I probably wouldn't have this problem.
  22. The manual tells you that you can rotate the pick and use A and D to rotate the lock. Oh yeah. THANKS manual, that's REALLY helpful. I have absolutely no clue what to look/listen for when rotating the pick. Is there a specific sound I'm supposed to hear that means it's now OK to turn the lock? In short I know I can rotate the pick and the lock, but there's no explanation WHATSOEVER about how one actually goes about BEATING THE MINIGAME. Any help would be great.
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