TES Skyrim 0.220

Forum rules
new topics are not allowed in this subsection, only replies.
  • Author
  • Message
Offline
User avatar
*blah-blah-blah maniac*
Posts: 3137
Joined: 27 Jan 2012, 13:42

Re: TES Skyrim 0.220

Oyama
Working on them, monsieur :D I made some progress, but I just can't figure out where the neck seam comes from. It's visible even with all textures disabled, normals seem correct as well... One solution would be to extend the neck area (why didn't they do it like that in the first place?) to cover whatever is left visible under the clothing, but that would be a huge undertaking since every model needs to be edited one by one... Any bright ideas, anyone?

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17557
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.220

Emissive color, emissive multiplier, tint color, texture itself - these factors affect mostly and they must be the same for all body parts or some of them set to zero or one.
I'm ready to publish new version, only would like to try create new standart for non skinned sss objects like candles, vegetables, etc for modifying models, but if it will cost performance or will look different without ENBSeries, i'll drop the idea.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 3137
Joined: 27 Jan 2012, 13:42

Re: TES Skyrim 0.220

Would be great to have a separate parameter group and standard for modifying non-skinned objects, I can help with modifying as much as I can and I'm sure there are others as well.

Offline
*master*
Posts: 101
Joined: 30 Jun 2013, 20:28

Re: TES Skyrim 0.220

mindflux wrote:Oyama
Working on them, monsieur :D I made some progress, but I just can't figure out where the neck seam comes from. It's visible even with all textures disabled, normals seem correct as well... One solution would be to extend the neck area (why didn't they do it like that in the first place?) to cover whatever is left visible under the clothing, but that would be a huge undertaking since every model needs to be edited one by one... Any bright ideas, anyone?
The vanilla children are awful in so many ways. I suspect they might be a lost cause to try to fix. Those who are interested in graphics should really use Ixodes New Children - I think that should be a better foundation for SSS tweaks.

http://skyrim.nexusmods.com/mods/6172//?

Personally I'm using Xvision/Children of the Sky (with vanilla clothes) - and haven't seen any issues with them (although I haven't checked so closely - but nothing that stands out anyway).
_________________
Intel i7-2700K @ 3.5Ghz | Win 8.1 64-bit | Crucial SSD 256GB | Samsung SSD 850 EVO 500GB | Crucial DDR3 1333MHz 8GB | XFX AMD Radeon R9 380 4GB | AOC D2757 27" @ 1920 x 1080

Offline
User avatar
*blah-blah-blah maniac*
Posts: 17557
Joined: 27 Dec 2011, 08:53
Location: Rather not to say

Re: TES Skyrim 0.220

mindflux
I decided to ignore temporary customizing of sss objects, because decisions are hard for me, this topic require discussion first.
_________________
i9-9900k, 64Gb RAM, RTX 3060 12Gb, Win7

Offline
User avatar
*blah-blah-blah maniac*
Posts: 3137
Joined: 27 Jan 2012, 13:42

Re: TES Skyrim 0.220

Boris
Totally understandable, it could potentially cause a lot of issues if not given quite a bit of thought first. I guess the major issue is to make sure the feature will not cause bugs with unmodded game.

Offline
Posts: 22
Joined: 23 Jul 2013, 02:37

Re: TES Skyrim 0.220

Been using this iteration of the mod for several hours. No issues whatsoever. Thanks, Boris.
_________________
i5 3.30GHz
16.0 GB RAM
Crucial SSD 238gb
Nvidia EVGA GeForce Titan Black
Post Reply