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JawZ

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JawZ last won the day on September 22 2016

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  1. Yeah precisely, just going to maintain, do some bug fixes when such things arises. Also going to work on the JIT option to get accustomed to that type of work again.
  2. MOD UPDATE RS released for SSE. https://www.nexusmods.com/skyrimspecialedition/mods/8586?
  3. I've had the issue with crashes using the smash.all setting from the latest release, and earlier as well. So I made a new smash all setting, adding one record tree at a time, and made the necessary edits. However there are some records that MatorSmash isn't including in it's forwarding, a condition tree among other things. I'm not sitting in front of my PC so I have to wait until I get home from work to add more detail info about this.
  4. I do wonder if this might improve the build by plugins and auto set attributes features? In any case I've spent most of my free time during this weekend getting to grips with the "smash arsenal", I'll have to checks this out when I get home later :)
  5. Thanks for the fix, works as intended now.
  6. Is it just me or is the load order "fetching" for Skyrim Special Edition broken? It doesn't fetch the appropriate load order, and uses, I think, a time of install instead of assigned mod locations through the use of LOOT. EDIT; Just checked the log and it fetches the original Skyrim load order instead of the Skyrim SE load order list. But it uses GameIni files of Skyrim SE.
  7. MOD UPDATE RS updated to v4.1, the no-JIT version. Only includes Legendary with no other options, a simple .esp file archived in a 7zip folder. Change log - Made USLEP a master for RS, forwarded necessary records and used USLEP v3.7. - Fixed Dawnguard "quest light". - Added light bulbs to light sources reported in the bugs section. - Removed some light bulbs that had no light source to begin with. - Removed FormIDs. - Removed reported issues, with TES5Edit.
  8. Thanks Tech. Glad you like the change. Fog colors are still an "issue" though, they brighten up the distance a bit too much now that I have lowered the ambient lighting by up to ~60%. The Directional lighting also needs to come down a little in ice and snow interiors. The exteriors are still just the same as this mod, with the added SSE Vol. Lighting; https://forum.step-project.com/topic/9603-weather-fixes-by-jawz/ Tweaks are needed, the fog for instance is of dire need of an overhaul, at least in non fog and rain weathers.
  9. Here are some comaprison pics, most noticeable change from Skyrim Vanilla and SSE vanilla is in exteriors as that is the only place that has received any new lighting effects, as far as I've been able to tell. Vol. Lighting is only sun rays mixed with a low quality ENB Vol. Lighting, can't find any better description for the visuals than that. Anyway the comparison pics, mostly just ported Skyrim values over to SSE. https://www.flickr.com/photos/142441312@N02/albums/72157674694033260
  10. Imagespaces and lighting templates haven't changed between versions, so I just finished up the necessary edits that I had planned for ELE-Skyrim v0.9.6 and uploaded it to SSE Nexus, basically. How well this works is yet to be seen as I haven't really had the time to do extensive tesing of any kind with this "new game". At least I haven't seen any new records embedded in the lighting templates and imagespaces in the original SSE .esm files, while viewing the records in SSEedit. Weathers though have the new VolumetricLighting records added, but other than that they are the same. As far as I've been able to tell. And I've tested my STEPWthrFixes in SSE without issues, so far.
  11. Discussion topic: Enhanced Lighting for ENB (ELE) - Special Edition by JawZ Wiki Link Dropped for v0.3.0b in favor or Luminosity. FEATURES This mod intends to adjust every type of lighting inside the Skyrim game. So it will both look better with ENB and make it a lot easier to customize the visuals, without ruining some parts of the games look. Which is the case with the vanilla Skyrim lighting in some parts, depending on the 3rd party post-processing tools used.
  12. GUIDE UPDATED The in-game guide has now been updated to v0.5. Additions can be read in the change log over at nexus, it contains info not currently present in the STEP guide or my own old guide.
  13. Yeah I will release it as soon as I've covered all interior cells. It's a lot as you well know, and deciding what type of dungeon group interior's should be assigned to, only adds work on top of work. Another good thing about this is that it can be made stand-alone, without causing conflicts with any mod out there. Only possible conflict would be from two mods having the same formID, but that is worked around by the engine anyway so.
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