01-04-2012, 02:47 PM
Yeah, ENB 1.02 looks awful, especially at night. Everything feels like it's glowing in the dark. I know what they're trying to accomplish, which is getting outdoor lights and things to give off light as if they were light sources as coded. Problem is, whatever they're jacking up in ENB to get that effect is also present in a ton of flora and even some fauna in the game.
Better bet: Boris pulls ENB back a bit those of us who'd kill for illuminated nighttime windows and stuff wait until the CK hits and someone makes them true light sources.
01-04-2012, 02:56 PM
So far the window lighting inside of buildings is great. I'd like to see more light cast from windows at night, which yeah that should be something people can add in with the kit.
And ENB right now comes preset either by Boris or by Tapioks, and while I respect the work both of them are doing, I don't think they have a particularly sharp eye with balancing lighting in scenes. Boris' settings usually come with an overdone flat white bloom look.
01-08-2012, 02:30 PM
01-08-2012, 04:09 PM
Here's a youtube video of that mod that even includes links to it!
01-08-2012, 04:21 PM
01-08-2012, 07:33 PM
Yeah, I reluctantly ditched ENB because of the performance hit and I felt the night / dungeons were too dark. Here's hoping they improve FXAA.
I've stopped playing, though, what with SWTOR. I look forward to getting back into it once Bethesda releases the creation kit and the mod scene improves.
01-09-2012, 09:54 AM
Is there any word on the tool kit or is it still just "January"? SWTOR is taking up my time as well, but once the kit is out, I am hoping someone makes the sweet castle on an island for me with teleport doors to all the cities...:)
Originally Posted by Balasarius
01-09-2012, 11:04 AM
There is a mod I want. You know those horse carriages you can take between towns? I want a more "honest" version of them. What happens is that you get into the cart, but instead of a fade to black, there is some obvious special effects and the horse and cart teleports to the destination. Of course the NPCs act as if this is all perfectly normal.
01-09-2012, 11:26 AM
I want the cart to actually drive to its destination.
01-09-2012, 11:50 AM
That was actually something I liked about Red Dead Redemption. :)
Originally Posted by Pogo
01-09-2012, 09:15 PM
The code for that must already exist since the game starts with a cart ride. Modders will make it happen after the tool kit is out.
What I want to know is: when will I be able to float a raft down a river?
01-09-2012, 09:27 PM
Heh, you're right, I didn't even consider that cart rides would be readily doable due to already being in the game. Excellent.
01-10-2012, 04:43 AM
I think a halfway house for carts might be better, so they actually travel the first and last parts of the journey and skip the middle. Or perhaps teleport through 5 successive locations en route so you can see the terrain, weather and daytime change.
01-10-2012, 05:46 AM
I think the problem with actual cart rides would be the same problem with griphhons in WoW. At first it is cool, but after so many trips you just like to go AFK for the trip. Now I suppose the cart trips could be fairly fast, as in maybe 2x to 4x as fast as you can run and they could allow you to jump off at any point. That might be ok.
01-10-2012, 06:22 AM
Why not both, and let the player decide at each stop whether to jump to the next one, or physically travel there.
Originally Posted by Alistair
Combine it with NPCs getting on and off at the various stops, un-pause activities that normally pause the game for the player, and some chance of random events at stops and on the routes.
Wouldn't it be cool to read a book for the first half of the trip, notice wizardy looking fellow just got on and strike up a conversation with him, only to be interrupted by some less-Robin more-Hood type band of bandits?
01-10-2012, 09:09 AM
Going back to my RDR example, after a few moments of the stagecoach getting underway, you could skip to your destination without having to sit through the whole ride. Sometimes I was in the mood to chew the scenery, sometimes I was in the mood to skip to my destination. It was nice to always have the option of either one. :)
01-17-2012, 05:10 PM
I'm kind of getting bored with magic in Skyrim. I'm a mage on my latest playthrough, and every fight just boils down to slinging Firebolt around. Impact means I stun everything; so as long as my mana holds out I can hold off 2-3 guys.
There's a magic mod called Midas Magic that adds a whole ton of new spells... Can anyone comment as to whether or not this mod is actually fun? I don't really give a shit about game balance at this point, I just want to do something other than firebolt (or the occasional fireball for groups).
01-17-2012, 07:25 PM
Yes, I was very disappointed in magic in Skyrim. Even after you get the talents, nothing beats Firebolt. They do more DPS than Firebolt, but you always go oom before the mob(s) is dead.
01-17-2012, 11:51 PM
Pretty much. For really large groups Fireball is useful, but that's about it. Otherwise it's just firebolt spam. That's why I'm tempted by Midas. Even if it ends up being stupidly overpowered, at least it gives me something else to do!
01-18-2012, 05:41 AM
Yeah, Midas *looks* very cool, but it sure seems like it would be pretty overpowered from several of the spells I saw. I'm going to give it a try after I've completed a run-through in vanilla, but not until then.
01-18-2012, 01:42 PM
The mod called "Wars in Skyrim II" looks very interesting as well. Kind of a first take pre-CK on a Mart's type overhaul of creatures/hostile NPCs and their behavior.
01-18-2012, 05:03 PM
Any word on the official mod tools yet?
01-18-2012, 07:32 PM
Tweet from Bethsoft today says something to the effect of them being still on target for release in January of this year.
So...by midnight, January 31st.
01-18-2012, 08:19 PM
I still blame the Steam integration.
01-24-2012, 03:46 AM
Fingers crossed(and pretty please, one day release a Skyrim GOTY version that doesn't require Steam, for the rest of us).
01-24-2012, 06:43 AM
I've activated the new Beta test system and played patch 1.4 beta last night. The performance increases are very real; it's at least as good and in my estimation better than when using the TESV Acceleration Layer with 1.3
Being it's beta there's funky functionality too, but overall I'm expecting good things from this patch.
Here's overlooking Whiterun with 8x aa, ugrids=9 plus other .ini tweaks (but no graphic mods). 43 fps where with the SSE mod it had 35 fps from same location with same settings.
01-24-2012, 07:03 AM
Is it really that much of a beta? I thought they were just using that system to make sure they didn't accidentally screw something up like last time. I guess it's relative. Bethesda's release candidate is another developer's beta version.
01-24-2012, 11:52 AM
I'm not sure what mythical developer your referring to... every game I bought or was gifted over the holidays was a buggy fucking mess. Saints Row 3 still isn't playable (thankfully, that one was gifted) and Rocksteady is only now working out how to fix Arkham City for those of us who still can't watch a pre-rendered cut scene without it stuttering or crashing our game. I'm sure there are other horror stories out there.
01-24-2012, 02:46 PM
Why isn't Saints Row 3 playable for you? All of it was fine for me.
01-24-2012, 03:05 PM
Yeah no kidding. Joe--it's your computer dude.
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