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Everything posted by Ubeogesh
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Yes, that issue 507 is exactly what I thought could happen. If the bug is posted then looks like my doubts are confirmed.As for mod author shouldn't be doing things like that - I've shown you the example situation why would such situation happen, and without unpacking BSA wouldn't be a problem: Which is what happened with Interesting NPCs mod (but gladly it doesn't have conflicting files in BSA and loose format)
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GDSFan, I think you misunderstood my query. I am asking about mod installation, not resource loading. I wonder if a single archive at the same time has 1) a loose file 2) BSA file with the same file inside it Though such case is unlikely (mods mostly have either BSA or loose files), but still is possible (i.e. original mod version had BSA, then came an update with loose files, and then update + original versions were merged into single archive) Then you do installation of the archive with automatic BSA unpacking (during the first time you install a mod with BSA file, MO asks whether you want to automatically extract the BSA file). By the result of this action - which file will be put to the installed mods directory - the loose file or the file that was extracted from the BSA?
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So in Interesting NPCs mod there is both BSA file and some loose files. In Mod Organizer I previously chose to always unpack BSA files. My question is - if there is a file inside the BSA with the same name as in the mod package - will the file that was unpacked from BSA overwrite the loose file, or will the loose file overwrite the file that was extracted from BSA? I have a feeling that files from the BSA could overwrite loose files, because during installation MO first unpacks all files to the target directory, and then only unpacks the BSA... And that could be a problem, could it? Or are my worries in vain and MO first unpacks BSA and then extracts loose files?
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OBSE will not load when launching with MO
Ubeogesh replied to DiscipleDarkfriend's question in Mod Organizer Support
That's exactly what I did. The thing that frustrates me is that I must install OBSE mods to the game folder directly. It may be a bug in the MO's OBSE plugin (hook.dll) - so I'm asking if someone tried posting it to the bug tracker -
OBSE will not load when launching with MO
Ubeogesh replied to DiscipleDarkfriend's question in Mod Organizer Support
It seems that OBSE doesn't work both with steam and non-steam oblivion versions :( Did anyone try to post it to the bug tracker? It's quite ugly having to setup OBSE plugins to the game folder :\ I'd rather go with Wrye Bash in this case, cause moving files myself is not something I expect when using a mod manager... -
Yes, I understand that But since I found out that DLCShiveringIsles.esp is dummy - I wonder, is there a way to disable shivering isles? Or no way?
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Sorry, by disabling it - I meant disabling the shivering isles DLC I always thought that if I disable that ESP then the DLC won't be loaded, but it appears that it will Well that's weird! I checked in TES4Edit, omg it is really dummy...
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Is this true? DLCShiveringIsles.esp is dummy? If yes... then there is no way of disabling it?
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ESP Ordering vs. Script Ordering
Ubeogesh replied to TechAngel85's question in Mod Organizer Support
Neovalen, check out my assumption in post #3 -
ESP Ordering vs. Script Ordering
Ubeogesh replied to TechAngel85's question in Mod Organizer Support
Not good having a "release" with obsolete popups and tutorials :\ Newcomers will have hard time understanding MO and will just run away back to NMM But more important issue to me still stands. The fact that ESP\Script order conflicts are detected poorly (giving false alerts) - it doesn't care if scripts were overwritten, just the fact that "scripts exist". -
ESP Ordering vs. Script Ordering
Ubeogesh replied to TechAngel85's question in Mod Organizer Support
I guess that is true and what I thought. But in this case it's a bug - the text shouldn't propose me to click "Fix" somewhere, while such action is unavailable. -
Awesome feature. Now I don't have to open up the TES5EDIT on some mods that I suspect have this issue. But I think that HighResTexturePack01.esp, HighResTexturePack02.esp, HighResTexturePack03.esp - should not be advised to be disabled (just hardcode their names, for the sake of not very experienced users) That is because HighResTexturePack01.bsa, HighResTexturePack02.bsa, HighResTexturePack03.bsa files are huge, and if you unpack them - then if Steam for some reason finds out they are missing - it will start downloading that huge amount of data from the internet.
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ESP Ordering vs. Script Ordering
Ubeogesh replied to TechAngel85's question in Mod Organizer Support
This feature still doesn't make sense for me. I assume there should be script overwrites to have problems with such issues? So i.e. Mod1 and Mod2 both change the same script. Mod1.esp is loaded before Mod2.esp. This way, I need to have Mod1 installation order before Mod2. But Mod Organizer doesn't care if the mods edit the same script. It just checks if there is a Scripts folder. So with just the default S.T.E.P. 2.2.7 Core I already have 2 "problems": - Move Acquisitive Soul Gems after When Vampires Attack - Move Non-Essential Children after Acquisitive Soul Gems But I see (via "Conflicts" tab) that there are no script overwrites for the mentioned mods, so Mod Organizer gives me false alerts... Taking in mind the current STEP\MO integration (at least in the forum) I think this issue must be fixed (Either mod order in S.T.E.P. is changed, or Mod Organizer feature is adjusted so it doesn't give false alerts) Moreover, here is what I don't understand: Where do I click "Fix"? -
SKYRIMLE Better Xbox360 Controller - 8 hotkeys quicksave -load and more
Ubeogesh replied to Ubeogesh's topic in Skyrim LE Mods
I just use the MCM menu and assign that to the dpad. Same for dual weild parrying. It can pretty messy if you add more than that though. I still can't quick save, which makes me very sad. For me it's actually great not using a quick save. Because it forces me to save every time on a new slot. And that helps - I don't have to follow that suggestions in every mod "backup your save game" cause I already have it. I also have sort-of "transaction log" of save games, so I can restore my game to some approximate time back when I need to.I just clean the old saves when folder gets >10 GB size. And it's not that difficult to save... Start > LT > Down > Down > A > B. That's it, takes me hardly 1 second. -
SKYRIMLE Better Xbox360 Controller - 8 hotkeys quicksave -load and more
Ubeogesh replied to Ubeogesh's topic in Skyrim LE Mods
Finally, someone who shares my opinion. Controllers were designed to be comfortable to hold in hands. People who dislike them either have a bad controller (at least, not x360 or one of its variants)Although at home I sit in a comfortable chair and near the desk with a monitor, I still can lean back in a chair, put my legs on the table and play, have my hands with controller rest on my legs, or any weird but comfortable way. Drax8 - thanks, I'll check this mod out. All these x360 mods are merely editing controlmap.txt, which is quite easy when you know the codes (here are they for x360 controller: https://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.reference.xinput_gamepad%28v=vs.85%29.aspx; for keyboard: https://www.barcodeman.com/altek/mule/kb102.gif (they are in decimal, need to convert to hex)) There is also 1 rule. To have a bind for key combination, you must have both keys participating in combination already bound to something (I had to deal with it when I wanted to free Back button for iHUD toggle) Also, too bad you can't bind a key combo to something in MCM (i.e. LB+Back). The trick here is to assign them to useless actions for controller - run\walk or run\walk toggle -
ACCEPTED Weapon and Armor Fixes (by kryptopyr)
Ubeogesh replied to WilliamImm's topic in Skyrim LE Mods
Then this should be reported to BOSS team, isn't it? So that GDO should be loaded before W&A and no need for an unnecessary ESP. -
ACCEPTED Follower Trap Safety (by Alek)
Ubeogesh replied to stoppingby4now's topic in Skyrim LE Mods
So there is a new 1.2 version that has only a compiled script, no ESP. Should Brawl Bug Plugin version still be used or the new one without ESP? -
ACCEPTED Waterbreathing Breathless Emerge (by Alek)
Ubeogesh replied to stoppingby4now's topic in Skyrim LE Mods
I would put this mod into "Fixes" category instead of "Sounds" I mean, this is really broken in the game, so should be fixed by this mod. -
ACCEPTED Weapon and Armor Fixes (by kryptopyr)
Ubeogesh replied to WilliamImm's topic in Skyrim LE Mods
What the wiki page says: But this is wrong! The Weapon and Armor fixes mod is below the Guard Dialogue Overhaul in the 2.D section Or am I not getting something? -
I have reached level 58 on my first character. She was a stealth+sword+shield Redguard. By the level 58 i've completed everything I could find in Vanilla Skyrim. I wasn't using any mods then. Well, after level 58 I just grinded the bug with Oghma Infinium and leveled to 81. But that doesn't count ofcourse :D anyway, I didn't play after that at all. Now I'm playing my second serious (after L58 I played several characters up to level 20, not more) character (Dunmer illusion+alchemy+destruction+pickpocket) with STEP and some more mods, and I've finished some random and radiant quests, Dragonborn addon, half way through Dawnguard addon (don't know exactly, first time playing it, but the feeling is that I've past the middle of the plot already), done just a couple of quests for theives guild and college of winterhold - and I'm level 51. I think if I continue at this rate it could be 81 by the time I beat everything (although I don't think I would, cause I like lower level experience much more, and my mod list feels a bit messed up, and I don't bother such skills as 2-handed, armorer, heavy armor and block, and I don't want to reset any skills to legendary... to many reasons :D) Oh and just in case, I always play Elder Scrolls games at the default difficulty only.
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DROPPED Acquisitive Soul Gems (by bluedanieru)
Ubeogesh replied to stoppingby4now's topic in Skyrim LE Mods
EssArrBee, if I read the description correctly, Smarter Souls looks immersion breaking to me (because it says it displays what soul size has been captured - the original game's idea is to find it out on your own). Which would make you think that a skilled enchanter should know how to direct the right soul into the right soul gem! Perhaps, to be strictly lore friendly, the gems should be filled randomly at start, but then then chances of getting right souls in right gems improve with your skill? Not a bad idea imho. No, I don't think this is the idea of that conversation. I think Talvas just confused creatures soul sizes and trapped the soul from the wrong creature. -
DROPPED Acquisitive Soul Gems (by bluedanieru)
Ubeogesh replied to stoppingby4now's topic in Skyrim LE Mods
If you have a petty gem, then soul will go into petty gem in vanilla. What Acquisitive Soul Gem does is prevents smaller souls get into larger gems in case you don't have matching soul gem.That's the trick. You don't choose where to put the soul, it finds its way automatically. If you've heard the conversation between Neloth and his apprentice Talvas - NPCs also "spoil" soul gems: https://www.uesp.net/wiki/Dragonborn:Neloth#Conversations You may think of this as of mini game. Rough comparison would be if in Oblivion you change repair hammers to be unbreakable from the beginning (why would you want to break hammer? you'll just grind save&reload function and repair all the gear with 1 hammer) I also may want to fill any soul into a soul gem and I don't really care if it will be common or greater soul in a grand gem - because I need it to recharge my weapon and I'm fine with having a bit less charge (because it's already empty and I badly need some charge). In fact, soul gems (even grand) in Skyrim are far too common and cheap to bother. Unless you're playing some hardcore mod which nerfs barter, you can easily buy a grand soul gem for ~400 gold, which isn't much.