The Elder Scrolls Megathread XVII: Paid Mods? Not in My Community.
5,002 replies, posted
[QUOTE=Excalibuurr;48533444]Which is why you should use [URL="http://www.nexusmods.com/skyrim/mods/68782/?"]Enhanced Landscapes[/URL] with it. You can also change the LOD brightness through DynDOLOD.[/QUOTE]
You're not getting it.
He recommended a texture mod and you're prattling off about some LOD generator that does nothing for the actual neon tree problem.
[QUOTE=Excalibuurr;48533629]new LOD textures to fit.[/QUOTE]
Source? I'm not seeing anything about that on the mod page.
[QUOTE=Jericho_Rus;48529547]I play on adept but I've started the last 3 unfinished playthroughs with random start mods and the game seems a bit harder in some parts, i.e. I was spawned in the lighthouse with those annoying chaurus bugs and they kept kicking my ass for how much damage they took and dealt, then I went out to kill some bandits and just oneshot most of them. It's really weird because the enemies are supposed to scale with your level and I had a falmer bow pretty much from the start.[/QUOTE]
Skyrim's encounter zones have set minimum and maximum levels to them, actually. IIRC Riverwood will never be more than level two, while there are parts of Solstheim that start at level 25.
(This is also why you get so crazy overpowered in vanilla; aside from a few caves hidden in the ass end of nowhere [I]literally nothing[/I] in the main worldspace will even pass level 30.)
________
Oh, hey, you're talking about LOD!
So, the game has a few different kinds of LOD, and they're kind of easy to confuse since they're all called LOD despite being entirely different.
First, you've got the meshes and textures used for terrain LOD-- the "ground" you see way off in the distance. Enhanced Landscapes (the mod linked above) is one of several mods to provide some files for this, because it changes landscape textures in a rather drastic way and would look somewhat jarring if it didn't. Other mods which provide this stuff: High Quality LODs/High Quality 3D Map, Skyrim High Definition LODs, Enhanced Distant Terrain. There's also a program called OScape for generating them, but that falls into "seriously don't touch this if you don't already know how to use it" territory.
Second, there's the meshes and textures used for tree LODs. DynDoLOD can generate these from your load order, which makes it useful for when you have multiple mods providing conflicting tree LODs. (Example: Skyrim Flora Overhaul, Enhanced Landscapes, and the Cutting Room Floor content restoration mods all provide conflicting tree meshes for certain spots, and would produce "chopped-up" looking trees if you didn't generate LOD with DynDoLod or TES5LODGen.)
Finally, there's object LODs, which work basically the same as tree LODs but use a different system. This is what you're looking at when you see distant mountains, castles, rocks, farms, etc. DynDoLOD also generates these, though it's just ADDING things rather than resolving conflicts. (The mods which DDL arguably supersedes are stuff like the Skyrim Distance Overhaul or SkyFalls + SkyMills.)
_______
So anyway, if you chose to generated LOD with DynDoLOD, you wouldn't need (and would actually need to [I]avoid installing[/I]) something like the detailed terrain/Tree LOD mod, since DDL generates tree LOD on its own if you set it up correctly. Stuff like High Quality LODS or Skyrim High Definition LODs is a-okay though, as is upping your ugrids if you use Altimor's cell stabilizer.
Alternatively, if you don't want to bother with the simple but time consuming practice of generating DynDoLOD, installed Skyrim Flora Overhaul for super-purty tree LOD. (Or just install it AND use DynDoLOD, since there are compatibility patches to make them play nice together.)
(Yeah, that was a wall of text. I dunno.)
[QUOTE=Pretty Obscure;48533359]use [URL="http://www.nexusmods.com/skyrim/mods/17984/?"]detailed terrain and tree lod[/URL] to remedy those neon distant trees[/QUOTE]
Uh...
[t]https://dl.dropboxusercontent.com/u/7211550/Hosting/skyrim_uh.png[/t]
No thanks, I'll just use DynDOLOD.
[editline]24th August 2015[/editline]
[QUOTE=wat_am_i_doin;48533661]Skyrim's encounter zones have set minimum and maximum levels to them, actually. IIRC Riverwood will never be more than level two, while there are parts of Solstheim that start at level 25.
(This is also why you get so crazy overpowered in vanilla; aside from a few caves hidden in the ass end of nowhere [I]literally nothing[/I] in the main worldspace will even pass level 30.)[/QUOTE]
I went to [url=http://www.uesp.net/wiki/Skyrim:Forelhost]Forelhost[/url] at level 10 and got my ass kicked, and look at UESP wiki, it says the minimum level is 24.
[editline]24th August 2015[/editline]
[QUOTE=Excalibuurr;48533390]No, we live in the future of [url=http://www.nexusmods.com/skyrim/mods/59721/]DynDOLOD[/url] now.[/QUOTE]
[t]https://dl.dropboxusercontent.com/u/7211550/Hosting/skyrim_w_dyndolod.png[/t]
[del]Guys, how I post a WebM? I need to post something related to Skyrim.[/del] Thanks Daemon. Don't mind the quality.
[vid]http://webm.host/0fb32/vid.webm[/vid]
[QUOTE=guicool-BR-;48533992]Guys, how I post a WebM? Need to post something related to Skyrim.[/QUOTE]
[vid] tags
[QUOTE=guicool-BR-;48533992][del]butts[/QUOTE]
This would've been great in the base game. Such a simple wee wee little bit of a feature, but it would've been so nice. Aren't there already some standing dodge animations in the CK too? Wonder why they never got implemented.
Nice HDT by the way ;^)
Setting up DynDOLOD with MO or any setup in general is sort of weird as you have to keep generating the LOD for either any change you make to your modlist that has a world or a different MO profile that has different worlds, and it'll be a bit harder to keep track of. I think it might be worth the effort though.
[QUOTE=Excalibuurr;48533849]It's even worse when the folder structure itself is misleading, for example the tree LOD textures are in the terrain folder. :suicide:
Can anyone recommend a dungeon or quest mod? Only thing I have is Wyrmstooth and Trainwiz stuff.[/QUOTE]
Anything on tesgeneral's modlist is going to be pretty solid.
This might not be the most popular opinion here, but I also found Falskaar to be . . . shockingly not bad given how much people tend to rag on it after the hype's died down.
Has HDT ever been used for something that isn't meant for boners?
[QUOTE=Intoxicated Spy;48534215]Has HDT ever been used for something that isn't meant for boners?[/QUOTE]
Some very unnatural looking shaggy hair, and "hair" tentacles for Argonians.
that's about it iirc
[QUOTE=wat_am_i_doin;48534151]Anything on tesgeneral's modlist is going to be pretty solid.
This might not be the most popular opinion here, but I also found Falskaar to be . . . shockingly not bad given how much people tend to rag on it after the hype's died down.[/QUOTE]
Falskaar is ok, Summerset Isle however is just a notch below it.
[editline]24th August 2015[/editline]
[QUOTE=Lordgeorge16;48534229]and "hair" tentacles for Argonians.
that's about it iirc[/QUOTE]
Yeah, and it took a Facepuncher to actually do it.
Come to think of it, who the hell created that mod anyway?
[QUOTE=MrHeadHopper;48534111]This would've been great in the base game. Such a simple wee wee little bit of a feature, but it would've been so nice. Aren't there already some standing dodge animations in the CK too? Wonder why they never got implemented.
Nice HDT by the way ;^)[/QUOTE]
Thanks, I'm showing the combat rolls off a mod called Dark Souls Combat (guess where it is [not nexus]), there's also stagger and some killmoves.
Also dat HDT.
[vid]http://webm.host/2172b/vid.webm[/vid]
[QUOTE=ClarkWasHere;48534144]Setting up DynDOLOD with MO or any setup in general is sort of weird as you have to keep generating the LOD for either any change you make to your modlist that has a world or a different MO profile that has different worlds, and it'll be a bit harder to keep track of. I think it might be worth the effort though.[/QUOTE]
Usually you don't mess with texture mods like your do gameplay mods. I know I've only one DynLOD once because I don't mess with textures ever.
[QUOTE=Excalibuurr;48534321]For different MO profiles, couldn't you just have different plugin files/output files for each of the profiles?[/QUOTE]
Yes but generating then is very time consuming and you have to install DynDOLOD into the main skyrim folder, which to me is a big no no if you want to completely keep the game vanilla.
We need HDT foliage.
[QUOTE=Banned?;48534383]Usually you don't mess with texture mods like your do gameplay mods. I know I've only one DynLOD once because I don't mess with textures ever.[/QUOTE]
DynLOD isn't really about textures, it's more about worldspace LOD generation at a high quality. So if you remove a mod you don't like that has a worldspace you generated LOD for, you'll need to regen the LOD.
Double the amount of time to generate LOD if you have multiple Mod Organizer profiles that have different LOD generated for each profile, but both profiles share that one worldspace you generated.
[QUOTE=Lordgeorge16;48534229]Some very unnatural looking shaggy hair, and "hair" tentacles for Argonians.
that's about it iirc[/QUOTE]
I keep hearing someone made a flail, but I can never find it.
I can find the BDSM whip someone made though. Thanks, modding.
[QUOTE=Daemon White;48534392]We need HDT foliage.[/QUOTE]
this reminds me of the gamejam for Skyrim where the trees and a giant's loincloth had verlet softbody physics.
That shit might be in Fallout 4 from what we've seen. and with Beth's games being iterative tech wise, we might see it in TES6.
[QUOTE=Lordgeorge16;48534229]Some very unnatural looking shaggy hair, and "hair" tentacles for Argonians.
that's about it iirc[/QUOTE]
I think that's about as far as you can get with it. Aren't there some HDT clothes too, like capes?
[QUOTE=Daemon White;48534392]We need HDT foliage.[/QUOTE]
I don't think you need something as complex as full Havok physics on foliage. I'm also not even sure anyone's PC could actually handle it yet. The way WoW did it with foliage models being distorted around your character worked fine imo.
Could also work with wind by making them flutter around a bit according to the weather. Man, if TESVI has a full weather system that supports storms as rad as Witcher 3's, it'd be drop dead gorgeous in action.
[QUOTE=Intoxicated Spy;48534215]Has HDT ever been used for something that isn't meant for boners?[/QUOTE]
There's a mod that adds physics to equipment you aren't holding
[video=youtube;tx43ZfpeZ3E]https://www.youtube.com/watch?t=30&v=tx43ZfpeZ3E[/video]
[QUOTE=_charon;48534406]I keep hearing someone made a flail, but I can never find it.
I can find the BDSM whip someone made though. Thanks, modding.[/QUOTE]
The issue with HDT is that it pretty much started as a havok physics plugin by a chinese dude for the purpose of bouncing badonkadonks, then spread to LoversLab, and slowly went over to the Nexus with the Hair Physics PRoject, which didn't help much as they couldn't directly link to the required HDT SKSE files because the Nexus' ban on LoversLab mentions and links.
Then they just started uploading HDT files directly to the Nexus and here we are today, with barely any non-sexual mods with HDT because the modding community has died down due to the paid mods fiasco, IRL reasons, and finally BGS next game about to come out.
also i would just edit this into my last post but i don't feel like it, but there's an HDT Capes mod on the Workshop (nexus version too, I think)
Most of the capes have godawful (read: flat and perfectly rectangular) textures, but a couple look nice and the physics on them only breaks if you switch in and out of first person really fast or ride your horse.
The HDT equipment mod's physics flip out on me a lot, not worth it in my opinion.
[QUOTE=ClarkWasHere;48534448]The issue with HDT is that it pretty much started as a havok physics plugin by a chinese dude for the purpose of bouncing badonkadonks, then spread to LoversLab, and slowly went over to the Nexus with the Hair Physics PRoject, which didn't help much as they couldn't directly link to the required HDT SKSE files because the Nexus' ban on LoversLab mentions and links.
Then they just started uploading HDT files directly to the Nexus and here we are today, with barely any non-sexual mods with HDT because the modding community has died down due to the paid mods fiasco, IRL reasons, and finally BGS next game about to come out.[/QUOTE]
There's also HDT-SMP, the new version of the HDT-PE, but it only available on a chinese modding site with no external support, supposely it's better than HDT-PE but it's not as widespread
So I recently downloaded Climates of Tamriel, and I'm getting a lot of cloudy thunderstorms, but no rainfall. Does anyone know if this is a bug, or is it just part of the varied weather system?
[QUOTE=guicool-BR-;48534499]There's also HDT-SMP, the new version of the HDT-PE, but it only available on a chinese modding site with no external, supposely it's better than HDT-PE but it's not as widespread.[/QUOTE]
I am actually really excited about HDT-SMP. Instead of using Havok, like HDT-PE does, it uses the Bullet Physics system and as a result it's much, much less buggy and supposedly less intensive to run.
There's some 'neat' examples [url=https://www.youtube.com/watch?v=0urPqEtpU_E]here[/url] or [url=https://www.youtube.com/watch?v=lJC239TmOrw]here[/url] (semi NSFW)
Unfortunately documentation about how any of it works is limited to chinese forums and like three ineloquent jackasses on Loverslab which is too bad because I want to put it on everything.
Speaking of technological modding advances in a four year old game, a group of people have discovered that you can use the shells and fins rendering technique in Skyrim. What does that mean? [url=http://www.nexusmods.com/skyrim/mods/68920/]Fur. Fuzzy, fuzzy fur.[/url]
[media]https://www.youtube.com/watch?v=RraFaYiu8t4[/media]
[t]http://static-3.nexusmods.com/15/mods/110/images/68920-0-1440087607.jpg[/t][t]http://static-3.nexusmods.com/15/mods/110/images/68920-0-1440103796.jpg[/t]
Theoretically you could use the same technique for player armors, which is also awesome.
So I started a female orc character for the first time ever and their gorilla walk is fucking amazing. Looks like my character shit her pants and that's why she's so mad at everything.
[QUOTE=Marbledemon;48532654]I'm guessing the pixelated effect is done with HiAlgoBoost, so is the color pallet done with an ENB?[/QUOTE]
It's done in ENB and SweetFX.
ENB does all the pixelated DOS effect, bloom and few brightness settings. SweetFX does all the colors vibrance. Skyrim's colors are so desaturated.
[QUOTE=Ott;48533350]I've had this idea once before, is it possible to slow down animation framerate so that the NPCs animate at low fps but still move smoothly?[/QUOTE]
That'd be super great if someone could figure it out.
I believe it should be possible with coding only. I mean Skyrim's Facial movement aren't silky smooth 60fps, I think their facial movements are in 30fps or so. So I'm guessing getting that code and put it on animations? so the anims are 30fps or lower?
I dunno. I'm no coder.
If people want the pixelated graphics ENB+SweetFX files and few tips with ini tweaks, rate Rainbows.
[QUOTE=lightningstreak;48536199]I am actually really excited about HDT-SMP. Instead of using Havok, like HDT-PE does, it uses the Bullet Physics system and as a result it's much, much less buggy and supposedly less intensive to run.
There's some 'neat' examples [url=https://www.youtube.com/watch?v=0urPqEtpU_E]here[/url] or [url=https://www.youtube.com/watch?v=lJC239TmOrw]here[/url] (semi NSFW)
Unfortunately documentation about how any of it works is limited to chinese forums and like three ineloquent jackasses on Loverslab which is too bad because I want to put it on everything.
Speaking of technological modding advances in a four year old game, a group of people have discovered that you can use the shells and fins rendering technique in Skyrim. What does that mean? [url=http://www.nexusmods.com/skyrim/mods/68920/]Fur. Fuzzy, fuzzy fur.[/url]
[media]https://www.youtube.com/watch?v=RraFaYiu8t4[/media]
[t]http://static-3.nexusmods.com/15/mods/110/images/68920-0-1440087607.jpg[/t][t]http://static-3.nexusmods.com/15/mods/110/images/68920-0-1440103796.jpg[/t]
Theoretically you could use the same technique for player armors, which is also awesome.[/QUOTE]
what sucks the most is that Fallout 4 doesn't seem to actually use this (it's noticeably not there with the dogmeat model.), so I don't think that bethesda even knows their engine could do this lol.
And those pics really don't demonstrate the difference that the mod makes, holy shit.
[t]http://images.akamai.steamusercontent.com/ugc/695031906026061519/0E51A9ADC2FDC37CDE0FBA3A1CFA44F0B97FE357/[/t]
I think it'd work great with a toggle on/off in the options menu. That way the people that can deal with it and run it properly get to enjoy that sweet pseudofur and the people that don't just toggle it off with a click.
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