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the-phoenix-flavour's Issues

Minor mistakes

3.9 - "Realistic Conversations - No greetings compatible - longer pause between sentences" is an optional file not a main one.

37.1 - "Place both patches below the PATCHES separator." the word both makes no sense with just one patch

Visceral ENB causes white shimmering around edges.

This is a known issue. MD has been working on an update for Visceral but there hasn't been any news about that for a while. If someone knows what to tweak about the ENB to get rid of the shimmering, let me know. Toning down AO intensity helps at least.

Blood on The Ice Quest - CTD when completing, every time

I'm aware that this vanilla quest (Blood on the Ice) is plagued with issues not related to this mod guide but after running the phoenix mod guide (3.0 & 3.2) with fantastic results with no CTD's at any point, with 100 hours of solid gameplay & testing, I cannot complete the Blood On the Ice quest without the game CTD'ing every single time i speak to Jorleif at the end. Can avoid crashes by just not completing the quest but would be great if this could be fixed somehow. Checking the logs around the CTD there are a lot of Relationship Dialogue Overhaul lines in the transcript just before the CTD. Not sure if this is a contributor to the crashes or not.

Invisible Necromancer's Amulet

The Necromancer's Amulet appears invisible in game due to Complete Crafting Overhaul Remastered 2.2 not packing the custom mesh nor textures for it into the bsa. I suppose the easiest fix is to create an override record that reverts the mesh back to the original, but you could alternatively acquire the missing mesh and textures from Complete Crafting Overhaul Remade 1.7 over at Skyrim LE Nexus.

Issue with the SRO Performance CAO profile.

SRO Textures with the performance CAO profile (downsizing textures) apparently look ugly when not generating mipmaps as well. This was reported a while ago and needs to be verified.

Dialogue Subtitles Stuck After Ending Conversation

SkyHUD appears to be the culprit.

When exiting a conversation with a NPC, sometimes their first line of dialogue will remain on-screen. This is usually seen when exiting a vendor screen or when someone from 3DNPCs exits dialogue and continues it while moving around.

A screenshot is included to demonstrate this in Whiterun Market.
34523792-D42A-4F4E-B65D-021B0F35E401

If this were from outside a conversation, then the subtitle would indicate the speaker. As it is, it appears as if you have just entered dialogue - yet, you are not.

Update: The problem is not SkyHUD. Here is a pic of a stuck piece of dialogue with SkyHUD disabled.

enb2020_6_5_20_26_07

4.10 Undiscovered Map Marker Fomod

4.10 - Undiscovered Means Unknown

One of the options of the fomod is:
Which icon do you wish to use for undiscovered locations?
Nothing

I understand that is the most immersive option after all, but has an odd side effect: when you are given a map marker, it will show as "blank", giving the same effect as not having the marker at all.

Just some food for thought, since almost all options in UMU fomod are personal choices anyway.

Imperial Portcullis broken texture

image
Ruins Clutter Improved changes the UV Map for the imperial portcullises, but Underground - a dungeon texture overhaul overwrites its textures with ones which expect the vanilla UV Map.
Delete the following files from Underground - a dungeon texture overhaul
\textures\dungeons\imperial\impwooddoorsingle01.dds
\textures\dungeons\imperial\impwooddoorsingle01_n.dds

Weird shadow on eyes in character creation

There may be a strange shadow on eyes in CC. I encountered this once but couldn't reproduce it later. One user reported it and added that toggling on the light in Racemenu (LAlt) fixed it.

image

Updates for 5.9 and 20.1

The updates for aMidianBorn Dragonborn DLC and Unique Items rendered the Additional Instructions in both steps unnecessary.

The AllGUD Alternate Texture script doesn't copy the texture paths the right way

I reported it to the mod author but they haven't been active on the nexus for over a month so I'm leaving this here as well.

The script copies those paths based on the order that they are presented in xedit which is not how the textures are actually loaded.
The generated meshes have texture paths set up like this: https://i.imgur.com/osvmRa4.png
They should be like this: https://i.imgur.com/IkFwzOm.png

You can see that while the resulting items don't really look bugged (since the diffuse and normal paths are still correct), they don't look quite as intended

It is a simple fix, the order of the texture paths just needs to be changed slightly.
I have a fixed script here: https://www.mediafire.com/file/fd0d6qj78lpjbas/AllGUD_AlternateTextureModelsplosion_-_Fixed.pas/file

Spells / Animation sometimes not working

I got some random problem (means rare - like 5-6 times until lvl 30 mage) that sometimes spells don't do anything, preventing to cast, no animations.

Changing spells sometimes work, normally I need to seathe/unseathe to get it working.

24.3 Removed

24.3 Optimized Body Meshes for SkySight Sins - file "SkySight Skins HD - Optimized Meshes" seems to have been removed from the Nexus page.

2 instances of random teleportation

Just had an issue where I was leaving darkfall cave (w/ falmer for Arniel's endeavor) when I was suddenly teleported back to Whitehold College. Thought I might have accidentally casted Shalidor's Beacon with no animation so I didn't think much of it. Shortly after I was riding my horse north of Riften towards Redwater Den and experienced a very short load screen randomly and then was teleported to someplace near a dragon mound. My character model did not appear, no horse, couldn't move, could only turn camera. Greens were very teal in this teleported area. Had to reload save.

Shiny dirt on the bridges.

Screenshot below explains it all. This has been an issue from the 3.0 version. The nif files affecting the bridge come from "Landscapes - Cathedral Concept", but the issue also appears on SMIM.

image

NPC shadow through arms

20210206185632_1

Sometimes when you're close enough to an NPC, you can see its shadow/silhouette through your arms.

It doesn't happens all time, appears to be related to the sun position relative to the player and it's not an ENB issue, since it happens without it also.

I'll investigate more and report any findings here.

19.5 redundant

aMidianBorn Blade Armor SSE Patch is completely overwritten by AMB content addon SE

Ethereal Elven Overhaul causes certain beards to clip with faces, even for human races

Screenshots in this album illustrate the issue pretty well.
These shots were taken with all mods enabled but I also tested only using SKSE utilities and EEO and the problem is the same. Guide instructions were followed correctly and double checked.

I did some digging and the beard in those first two shots is linked to the "Meshes\Actors\Character\character assets\humanbeardshort15races.tri" file.
I unpacked that file with this tool to get these files. I did the same for the vanilla file found in the Meshes0 bsa.

While the base .obj file from EEO as well as the files for each human race look exactly the same in Blender as their respective version from vanilla SSE, recreating the beardshumanbeardshort15races.tri with all SSE .obj files but with the EEO .obj files for elf races still fixed the issue for human races.

Of course this is not really any better than simply using the vanilla SSE file as that beard is still broken on elf races, but it confirms where the issue comes from.

To fix the issue completely, in addition to using the vanilla SSE files for the base beard and non-elf races .obj files, the .obj files for elf races will need to be regenerated somehow from the SSE files to fit the EEO elf faces.

I haven't checked at all but it's not impossible that eyebrows and scars could also have issues.

Use kryptopyr's patch for CCOR & JS Circlet Replacer (was: Mod suggestion: Circlet USSEP Fixes)

EDIT: See updated comment - short verison, since CCOR is mandatory & replaces circlet models anyway, JS Circlet Replacer users should use the patch from Kryptopyr's patch hub.


Circlet USSEP Fixes - originally suggested by GuybrushPluto on the Discord, looks to be a good idea. USSEP replaces the circlet mesh for females elves, which takes priority over JS's mesh in that specific case. This resolves that.

For The Phoenix Replacer, install the "JS Circlet Replacer USSEP Fix" main file, if and only if JS Circlet Replacer is also installed.

Snow grass looks out of place

Snow grass from Cathedral Landscapes looks amazing by itself but can look out of place in comparison to the surrounding objects. Have only tested around Riverwood but it can be really bothering - the contrast is harsh and it is unrealistic. Does it make sense to have grass on snowy surfaces?

enb2021_2_4_18_33_36

Could be replaced with another less 'in the face' variant of grass or even removed? There is a mod that specifically removes snow grass: 'Disable Snow Grass - For Vanilla and Cathedral Landscapes' (https://www.nexusmods.com/skyrimspecialedition/mods/36974).

Diverse Dragons Collection - Potential Issues

Certain dragons (Hallowed Dragon, Crystal Dragon, Lava Dragon may look strange with strong ENB bloom. Lexy also recommends disabling three other dragons (should investigate if that is also necessary for TPF).

New Music Merge

I have noticed the new music added to be increased in volume around 15-30% higher than the vanilla tracks. Is it possible to edit sound volume in the patch if I knew the name of the song?

Remove unofficial performance optimized textures

There's little to no practical benefit or percivable difference with this mod when it is installed under Mod Organizer. The only difference this would make is in filesize compared to the original BSAs, which is irrelevant in the case of MO users.

Console flashing and HUD gets randomly disabled

Caused by Autorun Console Commands. If the HUD gets disabled, open the console, type tm and hit enter. If it happens after loading a save from the main menu, it may look as if the game froze but that's just because disabling the HUD also disables loading screens.

Mistitled separators

Just a copy of what I posted in #feedback on Discord

Current separators file on nexus has separator 34 as 34 New Encounters & Enemies rather than 34 New Encounters & Creatures and separator 39 as 39 Enb Particles rather than 39 Skeleton & Animations

34 New Encounters & Enemies >>> 34 New Encounters & Creatures
39 Enb Particles >>> 39 Skeleton & Animations

Rest of the separators looked fine

Beast Race body improvements (feet fixes + more beastial beast races)

Feet Fixes

SkySight Skins does not include body textures for the beast races, however, it also changes the texture mapping for feet, resulting in both male Argonians and Khajiit having screwed-up looking feet.

  • For male Khajiit, we don't use any body retextures at all - however, the underwear version of Oldrim's Better CoverKhajiits BodyTexture for Better Males
    (warning: NSFW screenshots) look good with the altered feet - Better Males Underwear & SkySight Skins share the same texture mapping, so this ends up working out.
    • Include the hand textures from this mod too, they are needed
  • For male Argonians, the best solution (more of a workaround) is to use Argonian Reptillian Feet from Oldrim. Although this affects both male and female Argonians, the feet just look good & it replaces the bad-looking Skysight Argonian feet. The meshes will need to be run through NIF Optimizer & some resolution will be need to done with the plugin. I've created my own ESP replacer for it that's compatible with WACCF changes - need to dig into my Skyrim install for this.
    • Note, unlike Argonian Raptor Feet, or Digitigrade Beast Races for Skyrim SE, this was much easier to make compatible with a modded setup - Raptor Feet uses many different meshes and textures & it's a mess to make consistent with, say, aMidianborn armors

More Beastial Beast Races (primarly Argonian stuff)

  • Verdian's Tail Improvement acts as a combination of Bigger Argonian Tails w/ better positioning for said tail. This works with Tail Armors as well, in case that's of interest.
    • By extension, Tail Armors can be included. The replacer version specifically, since that was much easier for me to do patches on. Not the most needed thing, but can be quite cool, and it looks damn good.
  • Better Claws and Gauntlets SSE for some nice Khajiit & Argonian claw replacements, compatible with texture replacers for that body. I did have to do some mesh patching work for stuff that replaced other gauntlet textures, but it at least was fairly straightforward. (EDIT: Frankly HD Imperial & Outlandish Stahlrim were the mods in question, both of which I'll ask for permission for use)
  • Horns are Forever - slotting this one in since I use it, though I don't remember Phoenix being all that interested. Makes Argonian horns persistent through helms & the like without actually changing helm meshes. Facegens in this mod should be removed & the BSA extracted, but if desired it should be trivial to regen facegen for the argonians that are touched .

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