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Steve Brodbeck

Steve Brodbeck

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Steve Brodbeck posts

Berserkyr ENB 1.2.5 Update

I've just uploaded the 1.2.5 version of Berserkyr ENB on the Nexus :

https://www.nexusmods.com/skyrimspecialedition/mods/62381

The change...

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Northern Roads' is coming out today !

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 c...

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Northern Roads Alpha 0.9.3

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) ...

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Berserkyr ENB 1.2.5 Pre-release

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 f...

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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*...

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Northern Roads Alpha 0.9.1

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 rui...

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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 ove...

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Northern Roads Alpha 0.9

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...

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Haafingar Update

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...

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New Bridges for the Rift

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 ...

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Haafingar Progress

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...

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Northern Roads Alpha 0.8

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...

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Northern Roads - Forsworn Clutter

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 wr...

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Northern Roads - The Reach

"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 th...

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First look at Dragon Bridge

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 reall...

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Folkvangr + Realistic Grass Field Patch

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).

...

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Berserkyr ENB 1.2.4 Download

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....

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Northern Roads Alpha 0.7

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 ...

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Falkreath coming this week

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 n...

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Falkreath Showcase + Berserkyr ENB Download

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 ...

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Berserkyr ENB Raytracing

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...

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Falkreath Progress

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 Wh...

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Northern Roads Alpha 0.6

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.

<...

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Berserkyr ENB 1.2.1

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), increas...

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Hjaalmarch Progress

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 ...

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Berserkyr 1.2 Update

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...

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Berserkyr ENB 1.2c

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 sho...

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Northern Roads - Runestone Assets

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 t...

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Imagespace Effects for Berserkyr ENB

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. T...

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Berserkyr ENB 1.2 Download

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 ...

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