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DoubleYou

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Everything posted by DoubleYou

  1. Ah. I think i missed that mod in my current test setup... Didn't see it was in testing. Looks like we do have some useful patches here for that.
  2. It's been years, and I just started the quest again (doing a bunch of the new worldspaces on my current build). IIRC, it fit the game quite well in that it doesn't do anything really contrary to lore, and it makes use of the East Empire Company, draugr, dragons, Dwarven ruins and such in a very DLC kind of way. Of course, it is not really something that builds off existing lore, and tells its own story/creates its own island, so it's not in the same vein as Oakwood or the like.
  3. I have played it, and it is quite good. Actually using it now in my testing setup, as I wanted to have some new quests as I have played the vanilla quests way too much.
  4. I love how the Nexus article states "days/weeks" until SKSE and related mods get updated. This seems overly optimistic. "Months" would probably be a more realistic expectation. Nexus comments are a fun read. /s
  5. Discussion topic: SSE FPS Stabilizer by Shizof Wiki Link I'm sure everyone has at least heard of this mod by now. The default settings mainly alter TerrainManager LOD settings higher/lower as FPS increases/decreases, but it can be configured to dynamically adjust any INI setting higher/lower as the FPS increases/decreases. Below is the customized INI file that I am using with this for testing, which is geared toward higher-end hardware. z929669 --> I have been testing with the above config with the first section modified a bit more realistically and for my own FPS, which averages more around 55 FPS overall:
  6. You should only need to hide the individual texture identified I should think. Sorry, my post said OnlyLoadFromCache =True when you actually need to set it to False for it to generate the file.
  7. Is a new cgid file created? If it is, it is fine. You're doing this to fix an incorrect cgid file, so you delete the old file and generate a new one by traveling there. You might need to set OnlyLoadFromCache = True in order for the new file to be made. Incorrect textures could cause visual issues or CTDs. It depends. I would fix the indicated issue.
  8. cow arnimaduplicate003 25 -40 The texture is incorrect and could cause issues.
  9. Updated instructions accordingly.
  10. That's what I had thought, but that doesn't seem to be the case.
  11. Discussion topic: Mesh Patch for Various Mods by ShatterRock Wiki Link Install the following. Need to decide if we are merging all or installing each just after the mod being fixed. I prefer the latter for testing, but we may want to merge ultimately for the guide: Assorted Mesh Fixes - SMIM - Blended Roads Patch Skyrim Particle Patch for ENB - Assorted Mesh Fixes - Solitude Mesh Fixes Patch Skyrim Particle Patch for ENB - ELFX - Unofficial Material Fix Patch SMIM - Quality Addon - Unofficial Material Fix Patch Unofficial Material Fix - Assorted Mesh Fixes Patch The "SMIM - Assorted Mesh Fixes Patch" is not needed. The blacksmith fix is already included in 'Flickering Meshes Fix' and the bridge is included in the "Assorted Mesh Fixes - SMIM - Blended Roads Patch" file.
  12. Just not what I had hoped. I haven't been exposed to the issue it is fixing, and I haven't quite figured out how to replicate it.
  13. This mod does not fix what I thought it might fix. I have tried to reproduce the bug, but I must not be understanding it somehow, as the steps to get the bug are quite complicated and outside most people's usage I'd say. Not to say it isn't a valid fix though.
  14. It's easiest to compress them with 7-zip before upload, as they compress to very small size.
  15. Discussion topic: Simple Horse SE by tktk Wiki Link Testing this against: Convenient Horses Simplest Horses Rejected in favor of Simplest Horses for v2.0.0 guide.
  16. Uploaded new version 1.1 Bugfix: Fixed an issue where if a child worldspace was inheriting land data from a parent worldspace containing grass, it might not be added to the list. Cleanup: Removed manual tweaks to the list that added/removed known worldspaces affected by the above bug. Cleanup: Also removed manual tweaks that would delete DLC2ApocryphaWorld, DLC01Boneyard, and WindhelmPitWorldspace from the list. These are already included within SkipPregenerateWorldSpaces in default NGIO config and do not need to be removed from OnlyPregenerateWorldSpaces in order to be successfully skipped. These changes do not really impact previous users, except perhaps in the rare case that a mod adds a worldspace matching the criteria of the bug mentioned (only one I saw that might be affected is Beyond Reach). This change also makes the script valid for use with other games, albeit there is no current use for this information for other games.
  17. Tech only added Odin Spells for NPCs and the Vokrii one just Friday. We probably could just tag these all as accepted tbh.
  18. I don't currently have an AMD card, so obviously I'm flying blind there, and going from my past experience with my AMD R9 380X where the driver VSync did not work at all. In my previous experience, turning off VSync everywhere and enabling it in drivers simply caused no VSync to be used. It sounds like the drivers have improved. If driver VSync works, than that is most certainly the best route, and you should change the guidance accordingly. I agree with you on the "rule of one," especially since we will need users to disable VSync in order to perform the performance check you have written in the guide. The recommendations regarding framerate limit come from Blurbusters.com and their extensive testing on the issue. https://blurbusters.com/gsync/gsync101-input-lag-tests-and-settings/5/ As for UI framerate limits, I've not really seen these as important, so you can set them all to 60 and it probably wouldn't be an issue.
  19. Added Fomod instructions.
  20. Updated mod page with recommendations based off my testing.
  21. It appears the problem was that Skyrim Platform mod somehow, according to the user, so not my mod.
  22. Odin Spells for NPCs provides more of the spells than this mod, so it is this mod's patch for Odin that is in question. Vokrii Perks for NPCs stands on its own.
  23. So you agree that if it was a plugin, it would qualify as adding content. The INI file functions exactly like a plugin in this instance. Here are the contents of the one for Odin: ;ODN_Alt_Baleful3_Spell_Web "Web" Spell = 0x68E4E~Odin - Skyrim Magic Overhaul.esp|NONE|0x13743,0xE3A5A,0xB3292,0x1F259,0x43597,0x5091E,0xAA0A4,0x1317b,0x1317c,0x13177,0x10f7f9,00013178,0x13179|25|NONE|NONE|15 ;ODN_Con_Daedra2_Spell_ConjureClannfear "Conjure Clannfear" Spell = 0x8C58C~Odin - Skyrim Magic Overhaul.esp|NONE|0x13743,0xE3A5A,0xB3292,0x1F259,0x43597,0x5091E,0xAA0A4,0x1317b,0x1317c,0x13177,0x10f7f9,00013178,0x13179|15/40|NONE|NONE|15 ;ODN_Con_Daedra4_Spell_ConjureXivilaiHoundmaster "Conjure Houndmaster" Spell = 0x967B9~Odin - Skyrim Magic Overhaul.esp|NONE|0x13743,0xE3A5A,0xB3292,0x1F259,0x43597,0x5091E,0xAA0A4,0x1317b,0x1317c,0x13177,0x10f7f9,00013178,0x13179|40|NONE|NONE|25 ;ODN_Des_Fire3_Spell_Firehand "Firehand" Spell = 0xA304F~Odin - Skyrim Magic Overhaul.esp|NONE|0x13743,0x1317a,0xe3a71,0xB3292,0xAA0A4,0x43597,0x04034FBC,0x1F259,0x13177,0x10f7f9,00013178,0x43599|15/40|NONE|NONE|15 ;ODN_Des_Shock4_Spell_Shockbloom "Shockbloom" Spell = 0xDD699~Odin - Skyrim Magic Overhaul.esp|NONE|0x13743,0x1317a,0xe3a71,0x13177,0x10f7f9,00013178,0x1317b,0x1317c,0x1ce1c,0xad237,0x27242,0x46281,0x2EB13,0x02003376,0x020183A5,0x020083A2,0x1F259,0xE3A4A,0x43597,0xAA0A4,0x131F7|40|NONE|NONE|25 ;ODN_Res_Poison4_Spell_ToxicCloud "Toxic Cloud" Spell = 0x47C86~Odin - Skyrim Magic Overhaul.esp|NONE|0x13740,0xBC09E,0x04034FBC,0x2997E,0x43599,0x0402929A,0x1BDB3|40|NONE|NONE|25 A traditional INI file only allows the ability to edit a singular setting once. You wouldn't be able to edit "Spell" twice, or in this case, limitless times. SPID has this setup so that in order to add a spell record, you add another line with a spell, and you mark the relevant formids from the plugins to be copied at runtime by SPID. This is NOT changing an INI setting. It is modifying NPCs exactly the same way an esp plugin would, without the inherent incompatibilities. It is most definitely adding content, and is a Gameplay - Skills & Perks mod exactly the same way as Vokrii Perks for NPCs and Odin Spells for NPCs. In short, the INI file extension is a deception that is confusing you. On another note, we should probably not be using the Odin INI from this mod if using Odin Spells for NPCs, as they both affect the same spells.
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