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Steve Brodbeck from patreon

Steve Brodbeck

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Steve Brodbeck posts

Berserkyr ENB 1.2.5 Update

Steve Brodbeck post Berserkyr ENB 1.2.5 Update from patreon

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 you won't notice a lot of difference. The nights of default weathers are a bit brighter for example.


I will take a break for a few days before starting the development of Villages of...

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Northern Roads' is coming out today !

Steve Brodbeck post Northern Roads' is coming out today ! from patreon

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 Nexus Mods, after I get a good night of sleep and set up the mod page. 

Thank you all for your support during this last year, it means the world.

See you in a few hours for the release !...

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Northern Roads Alpha 0.9.3

Steve Brodbeck post Northern Roads Alpha 0.9.3 from patreon

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 you run DynDOLOD with this version, several bridges will have their LOD set up correctly. Finally, alpha 0.9.3 contains lots of fixes and smaller improvements throughout the world.

I still have to...

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Berserkyr ENB 1.2.5 Pre-release

Steve Brodbeck post Berserkyr ENB 1.2.5 Pre-release from patreon

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 uploading 1.2.5 on the Nexus. Probably shortly after Northern Road's release.

Cheers !

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Time to vote for the next project !

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 will be one of my main sources of inspiration. Go for a walk around Kaer Morhen and you will have a pretty good idea of what I'm aiming for.


**Villages of the North**

A brand new ...

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Northern Roads Alpha 0.9.1

Steve Brodbeck post Northern Roads Alpha 0.9.1 from patreon

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 this update is that Blackreach's roads have finally been reworked. This means that Northern Roads is 100% feature complete !

The new patches coming with this version are the following :

*...

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Northern Roads Alpha 0.9 HOTFIX

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 !

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Northern Roads Alpha 0.9

Steve Brodbeck post Northern Roads Alpha 0.9 from patreon

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 Skyrim and Imperial Dragonknight Armory as well.

For those of you who wander to the northern coast of Haafingar, you may see the remnants of a reavers' attack repelled by Elisif's men. It's a small b...

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Haafingar Update

Steve Brodbeck post Haafingar Update from patreon

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 left to do :
*Blackreach and DLC's roads
*Second pass on all the roads (adding wheel tracks, decorations, camera fx, fixing holes, birds & flocks, ...)
*Rework of some 3d models (wooden t...

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New Bridges for the Rift

Steve Brodbeck post New Bridges for the Rift from patreon

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 fully animated rowboat-bridge. You can see how this looks like in the gif I've uploaded, and will be able to try it in the Alpha 0.9 of Northern Roads. Working on these animated models was the cause o...

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Haafingar Progress

Steve Brodbeck post Haafingar Progress from patreon

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! I will show you soon what the desolated shores of northern Haafingar look like.

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Northern Roads Alpha 0.8

Steve Brodbeck post Northern Roads Alpha 0.8 from patreon

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 during your travels there that the tribes of the Reach are well and alive, fighting for their homeland. If you don't feel safe in the Reach, then I'll consider my work done !

I'll now be moving on to...

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Northern Roads - Forsworn Clutter

Steve Brodbeck post Northern Roads - Forsworn Clutter from patreon

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 that time.

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Northern Roads - The Reach

Steve Brodbeck post Northern Roads - The Reach from patreon

"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 structures, although many suppose they are the work of the ancient nordic Clever Men. Others pretend that they were erected by bretonic druids or the shamans native of the Reach."

So let's say then pl...

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First look at Dragon Bridge

Steve Brodbeck post First look at Dragon Bridge from patreon

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 bridge uses the nordic ruins textures could also be a clue regarding its origins.

I've kept the sharp edges on purpose, to indicate that it was more advanced that what existed during the Mereth...

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Folkvangr + Realistic Grass Field Patch

Steve Brodbeck post Folkvangr + Realistic Grass Field Patch from patreon

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 iMaxGrassTypesPerTexure to 15. For these changes to take effect, you'll have to delete Folkvangr's ini file (or make the changes directly in it).

Finally, if you are using a recently updated ENB, I h...

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Berserkyr ENB 1.2.4 Download

Steve Brodbeck post Berserkyr ENB 1.2.4 Download from patreon

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", dark, and light (sky is visible and there is light fog on the landscape). If you want to check them quickly, just open the console and type "fw c821e" (normal), "fw 10a232" (dark) or "fw 10a235" (lig...

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Northern Roads Alpha 0.7

Steve Brodbeck post Northern Roads Alpha 0.7 from patreon

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 Beyond Skyrim : Bruma and new meshes, including bone totems and stone walls.

Don't hesistate to give feedback or discuss ideas in the comments or through private messages.

Thank you all im...

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Falkreath coming this week

Steve Brodbeck post Falkreath coming this week from patreon

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 for the Alpha 0.7 release !

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Falkreath Showcase + Berserkyr ENB Download

Steve Brodbeck post Falkreath Showcase + Berserkyr ENB Download from patreon

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 time to add more custom models or redo the ones I feel are not up to quality standards.

I hope to be able to release the next Alpha in the coming day. I'm aiming for an October release, which do...

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Berserkyr ENB Raytracing

Steve Brodbeck post Berserkyr ENB Raytracing from patreon

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 install, just overwrite enbseries.ini with the one contained in the archive. Enjoy !

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Falkreath Progress

Steve Brodbeck post Falkreath Progress from patreon

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.

The next version should arrive by the end of this month or early September.

Stay tuned !

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Northern Roads Alpha 0.6

Steve Brodbeck post Northern Roads Alpha 0.6 from patreon

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 focus will be on adding wheel trails to the roads. Concerning the next Hold I'll be working on, that will probably be Falkreath.

Coming with this version is the "Seasons" folder. Northern Roads...

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Berserkyr ENB 1.2.1

Steve Brodbeck post Berserkyr ENB 1.2.1 from patreon

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 (0.1 -> -0.8)

*enbpostpass.fx.ini: reduced vignette amount (2.0 -> 1.7)

*enbseries.ini: reduced imagebased lighting intensity for night, increased fire intensity for night, increase...

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Hjaalmarch Progress

Steve Brodbeck post Hjaalmarch Progress from patreon

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 will be published here this month. I also have plans to include cart wheel trails on the roads to add a bit of variety. My idea is to do it through textures instead of statics or decals. I'll experime...

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Berserkyr 1.2 Update

Steve Brodbeck post Berserkyr 1.2 Update from patreon

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 and it works better with Bruma. 

I've already updated the mod page so you can check the new installation instructions : 2022-07-28 13:14:56 +0000 UTC View Post

Berserkyr ENB 1.2c

Steve Brodbeck post Berserkyr ENB 1.2c from patreon

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 interiors are not too bright, and it should be ready for release this week.

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Northern Roads - Runestone Assets

Steve Brodbeck post Northern Roads - Runestone Assets from patreon

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 wide variety of models to choose from.

Another novelty : wooden totems ! The current model is a rework of the vanilla Talos statue but I would prefer to create new models from scratch if I can (sa...

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Imagespace Effects for Berserkyr ENB

Steve Brodbeck post Imagespace Effects for Berserkyr ENB from patreon

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 too much time.

Apart from that, I've also improved a few things since the last version published here : SSS, Fire, Cloud Shadows, ... 

Also, big change : I'm now using Ultimate HD Fire ...

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Berserkyr ENB 1.2 Download

Steve Brodbeck post Berserkyr ENB 1.2 Download from patreon

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 0.014 -> 0.02, increased bokeh max size to 50, set far blur curve to 2.70

*Cloud Shadows: decreased intensity and now ignores weather system

*Created .inis SKYRIM_Fog_2 (10a7a7, 10a232) an...

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