I've just uploaded the 1.2.5 version of Berserkyr ENB on the Nexus :
https://www.nexusmods.com/skyrimspecialedition/mods/62381
The changes made since the patreon pre-release are minor, so if you are already using that version chances are...
2022-10-24 21:02:30 +0000 UTC
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So this has been a crazy long project. What started almost a year ago as a bridge mod evolved into something much bigger and ambitious. Tonight, I've wrapped up the new dragon totems for the Old Holds and with them Northern Road's development is coming to an end.
Northern Roads will be release today afternoon (Central European Time) on Nex...
2022-10-22 23:40:55 +0000 UTC
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Hey everyone ! First of all I want to thank you all for your support and patience. Northern Roads is right behind the cornera and to be released in these next few days.
Alpha 0.9.3 contains new models for the nordic tents (no collision yet) and wooden arches of the Old Holds. Many LOD models have been created as well. This means that if yo...
2022-10-17 19:42:55 +0000 UTC
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New update for Berserkyr ENB. I've started tuning Imagespace values for Contrast/Brightness/Saturation which allows me to have a lot more control on the final look of each weather.
As always, you can find a list of changes in the changelog file, along with the ENB itself, right down below.
I will make a few more changes before upload...
2022-10-13 16:20:21 +0000 UTC
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With Northern Roads releasing this month, it's time to look at what is coming next ! I've many ideas and will honestly be excited to work on any of these. You can vote for as many options as you like as well.
**Mountains Overhaul**
A complete redesign of Skyrim's mountains to look more realistic. As usual, The Witcher 3 wi...
2022-10-09 17:12:23 +0000 UTC
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Lots of improvements all around Skyrim, mostly through the addition of environmental effects (smoke, critters, flocks). The outskirts of Whiterun have also been overhauled and I've added two battlefields : one between Stonehills and the dwemer ruines, another (small) one at the border between Whiterun and the Pale.
The biggest novelty with...
2022-10-05 19:15:37 +0000 UTC
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A quick fix for the latest release of Northern Roads. It resolves the CTD occuring between Windhelm and Anga's Mill. This was due to a wrong shader flag enabled in the bridge meshes.
To install, just merge the fix with Northern Roads and overwrite when asked.
Sorry about that !
2022-09-25 09:50:37 +0000 UTC
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That's it, you can now explore the entirety of Skyrim with the new roads ! Also, Raven Rock has been covered for this update, so now only Blackreach is missing. The dwarven city should be done by Friday and I'll start the 2nd pass this weekend, as well as the rework of the totems.
There are now patches for TCG Winterhold, Open Cities Skyri...
2022-09-21 19:38:34 +0000 UTC
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I am finally wrapping up the last roads of Skyrim. I'll check tomorrow that everything works as intended in Haafingar, update the patches if necessary and add collision to a few meshes. After that, the Alpha 0.9 of Northern Roads will be published on this page.
With the development of Northern Roads getting to a close, here are the things ...
2022-09-20 20:10:30 +0000 UTC
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There was one bridge I had skipped when I was working on the Rift : the one located in Ivarstead, starting the path to High Hrothgar. Now it has a new model, inspired by the Greybeards' monastery's architecture.
Another bridge from the same Hold rocks a new design. Going to Treva's Watch, you will have to cross the river by walking over a ...
2022-09-16 20:55:36 +0000 UTC
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I've found a style I'm satisfied with for the road going from Dragon bridge to Solitude : stone paved roads, wider than in the rest of the province, and abundantly decorated. This highly important road feels safe by Skyrim's standards.
Don't worry, the other paths of the Hold will look more like what you're used to with Northern Roads...
2022-09-14 19:30:14 +0000 UTC
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One more province and it's done (yeah, there is also Blackreach and Solstheim but hey).
The Reach feels different. it's not entirely Skyrim anymore, but a foreign land that the Nords are trying to keep under control as much as they can. And with the war going on and the return of the dragons, it's not an easy task. You will see durin...
2022-09-12 19:22:01 +0000 UTC
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I've added a banner inspired by TESO for the forsworn, as well as a mammoth skull decoration. The skull has been rearranged by the forsworn to make it look like Molag Bal's face, since he is a revered spirit in their religion.
I may wrap up the Reach completely as soon as next week, which means the next Alpha release would come at th...
2022-09-08 14:43:30 +0000 UTC
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"The roads of the inhospitable Reach are dangerous, covered with vegetation and stones, hard to navigate. During your travels in the westernmost region of Skyrim, you will encounter stone formations emerging from the ground like blades, some of them serving as bridges to cross the many rivers of the Hold. Nobody knows the origins of these struct...
2022-09-07 20:02:06 +0000 UTC
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Going for something different for that one. I've put the main part of the bridge in game but I'll redo the mesh a bit (too low poly). The dragon heads are being worked on in Blender and will be added tomorrow.
The lore on the bridge is really sparse, and the only thing we know is that it was built a long time ago. The fact that the vanilla...
2022-09-06 18:54:31 +0000 UTC
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It has been requested a few times already, so I'm sharing here the patch I made for Folkvangr and Realistic Grass Fields. I've also added the modified ESP for Folkvangr, which removes all the worldspace edits (way better for compatibility).
If you want to get the same results than me, then you also have to set iMinGrassSize to 40 and iMaxG...
2022-09-06 13:57:21 +0000 UTC
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Another preview of berserkyr ENB 1.2.4 has arrived. As always, you can find the changelog down below with the ENB files and plugin.
I've reworked the foggy weathers (with which I always had trouble) and I'm really satisfied with the results. I'll let you discover that in game. There are now three distinct types of foggy weather : "normal",...
2022-09-05 18:52:10 +0000 UTC
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This is a big update ! Falkreath is huge and completing it means that the whole south of Skyrim is now covered. The roads of locations such as Helgen or Fort Neugrad have been overhauled and it is now possible to ride (or walk) from Riften to the Hammerfell border without seeing the old road meshes.
This update also comes with a patch for ...
2022-09-02 22:23:15 +0000 UTC
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The Alpha 0.7, including Falkreath Hold along with some changes to Whiterun and Hjaalmarch, is coming this week. Possibly tomorrow, but most likely on Friday. Here are some screenshots showing a mammoth graveyard somewhere in Falkreath Hold, the new deer skull totems (found mostly in Hjaalmarch), and a forest path.
See you very, very soon ...
2022-08-31 21:18:59 +0000 UTC
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Falkreath definitely feels like one of the bigger Holds in terms of kilometers of roads (I'd put it up there with The Rift).
I've created a new stone wall asset that I'm using to decorate the roads of western Skyrim. More custom stuff is coming but I'm still focusing on covering all the roads. Once it's done, I'll have all the ...
2022-08-28 17:41:13 +0000 UTC
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This is an experimental feature I've added to Berserkyr ENB. I'm using the [WETSURFACE] and [SSAO_SSIL] settings to simulate raytracing.
The screenshots are all in the order ON -> OFF.
I'll try a few other things before updating the ENB on Nexus, like decreasing ambient lighting and relying more on bouncing lights.
To ...
2022-08-26 15:32:18 +0000 UTC
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Making good progress in Falkreath Hold. I've also implemented the cart trails on the roads. This is still experimental and might change in the future.
In the current build I've also made a few modifications to the roads near Riverwood and Whiterun : added cart trails, stone ground (using Whiterun's textures) and a few fences here and there...
2022-08-21 15:13:30 +0000 UTC
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Hjaalmarch Hold : done !
Lots of mud and puddles as promised. You will also notice that the roads will increasingly be stone-paved the closer you go to Haafingar. This gives you an idea of what the road to Solitude will look like.
I've created a total of four new runestones and I'll maybe make a few more but in the next days my...
2022-08-13 12:36:00 +0000 UTC
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Small update for Berserkyr ENB with the following changelog :
*Bloom: reduced yellow tint
*Removed enbgrasscollisions.ini (effect already included in enbseries.ini)
*enbeffect.fx.ini: reduced day exposure (0.2 -> 0.0), increased day contrast (1.35 -> 1.40), increased day saturation (1.15 -> 1.2), reduced night exposure...
2022-08-05 18:46:12 +0000 UTC
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The poorest Hold of Skyrim is almost done, with only a small portion of terrain between Stonehills and Dawnstar's border as well as Morthal to cover.
I've tried to show that the hold is in a bad state by giving it the most poorly maintained road system yet. The roads have holes, puddles and are overtaken by vegetation.
The alpha 0.6 ...
2022-08-04 12:00:05 +0000 UTC
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Finally ! I've been on it for who knows how many hours this whole week and I'm glad to finally be able to release it !
Many, many, many changes coming with this new version. The changelog has been included in the Plugin archive which you can download down below with the rest of the files. But in a nutshell : it looks better, it runs better...
2022-07-28 13:14:56 +0000 UTC
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I've patched all the NAT imagespaces (tint, saturation, brightness and contrast have been made neutral) so everything looks fine now. Imagespaces look even better than before due to increased upper/lower limits for the visual effects.
In short, this version actually looks good for every weather. I'll now fine tune everything, make sure the...
2022-07-26 12:42:53 +0000 UTC
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These runestones will be used to decorate the roads of Western Skyrim. They have been created from scratch in Blender and then textured in Substance Painter. As you can see, I've used the achievements' icons as template for the symbols carved in the stones. This was a way to not stray too far away from the vanilla art direction while having a wi...
2022-07-24 13:00:06 +0000 UTC
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It's done ! Imagespace effects now work with Berserkyr ENB. This was the last missing piece before finalizing update 1.2. I'll now check all the weathers to ensure everything looks good after switching to the enbeffect.fx of Silent Horizons ENB. The tonemapping and HDR don't seem too bad, except maybe for interiors, so hopefully it won't take to...
2022-07-21 00:08:15 +0000 UTC
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Big update of Berserkyr ENB coming soon ! I just need to implement the imagespace fix before uploading on nexus. Here is the current changelog :
*Disabled GAME SSAO
*Reduced global gamma 1.05 -> 1.00
*Added weather dependent lens effects (thanks to LonelyKitsune)
*DOF: Increased hyperfocal depth distance 0.0...
2022-07-18 12:35:55 +0000 UTC
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