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DoubleYou

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Everything posted by DoubleYou

  1. How can you say it "does not affect existing content itself"? Just because it requires SPID to work doesn't negate what it does. Skyrim Skill Uncapper does not work without SKSE in the same way that this mod does not work without SPID. The only difference is that Skyrim Skill Uncapper uses a dll and this mod uses INI files to implement the changes. It is definitely not an Extender. It does not expand functionality in any way, shape, or form. That is what SPID does. I don't see this as gray in any way. It simply is a mod that utilizes a new and improved method of modding that we need to get used too. The equivalent plugin method we are all used to would be an esp attaching itself to each and every NPC in the game, adding the spells/perks/items/shouts to the NPC's skillset. Except that would require endless patches to be made. This is the beauty of providing it via SPID.
  2. This is not a Patch; however, I disagree that it is a Resource for SPID. Instead, this is a mod that requires SPID to work, similar in how SKSE plugins require SKSE to work. This mod effectively changes content, specifically gameplay content in the form of giving NPCs "Spells/Perks/Items/Shouts which were previously limited to the player only." Therefore, this mod is more correctly placed in Gameplay - Skills & Perks.
  3. I just want to verify the bug and fix first. Shouldn't be hard. I broke my toe, so I have some time.
  4. I thought I had put this in Utilities.
  5. @z929669 A commenter mentioned having navigation issues with a controller. I believe you use a controller, so have/could you test this?
  6. There seem to be version specific instructions for this mod in addition to the main recommendations. Ensure you modified the correct one. Soul gems optional likely conflicts with GIST, which is already in the guide. Recommend not to use it for this reason. https://www.nexusmods.com/skyrimspecialedition/mods/15755
  7. I would think @TechAngel85 would be able to simply confirm that we should have the update file on this one, since he maintains it. I suspect the answer is yes.
  8. Skyrim VR Default Values for All Valid INI Settings If it's not here, the tweak is most likely bogus, if it follows the same pattern as in previous games. To verify a setting exists, use the getini console command. If it returns "NOT FOUND," it is bogus. (Side note: settings with a u-prefix always returns an "UNKNOWN TYPE" value. This is normal and the setting is still valid.) Plugin INIs have not been tested. I have settled for the same definition of "Default" as I used for the original Skyrim, i.e., the value used when the setting is not explicitly stated in the INI files. Do NOT use these as your INI files. This is for reference only at this point. SkyrimVR.ini SkyrimPrefs.ini
  9. The plugin is no needed for STEP 1.0. This is why we instruct to place the plugin in Optional ESPs. This is also why it says the plugin is not found. This is the expected result.
  10. Fallout 4 VR Default Values for All Valid INI Settings If it's not here, the tweak is most likely bogus, if it follows the same pattern as in previous games. To verify a setting exists, use the getini console command. If it returns "NOT FOUND," it is bogus. (Side note: settings with a u-prefix always returns an "UNKNOWN TYPE" value. This is normal and the setting is still valid.) Plugin INIs have not been tested. I have settled for the same definition of "Default" as I used for the original Skyrim, i.e., the value used when the setting is not explicitly stated in the INI files. Do NOT use these as your INI files. This is for reference only at this point. Fallout4Custom.ini (This is the result of normal use of the game that the custom INI is generated. It may be possible that a base INI file such as Fallout4.ini or Fallout4VR.ini works as well) Fallout4Prefs.ini
  11. Updated OP. I vote to accept for 2.0.0 since it includes updates/fixes not included in Cathedral Landscapes. FYI, I checked out Blended Roads Redone, and it is waaaaay too dark.
  12. Affirmative, we NEED to use NGIO to set the appropriate values. We can simply remove the info on editing that INI. A lot of the Cathedral mods abuse plugin INI functionality, and many of their settings won't even get applied because they only work in SkyrimPrefs.ini .
  13. Good find! SPID making all our lives easier.
  14. This is fantastic in that it is distributed by SPID. No need to worry about conflicts.
  15. Updated the instructions. Red Glow Eliminator was renamed to Disable Red Glow. Also added instruction to hide meshes\mps\mpscandleflame01.nif. @TechAngel85 can you confirm that hiding that file is necessary? What about mpscandleflame02.nif? _________________________ @TechAngel85 confirmed over Discord that the mpscandleflame meshes do NOT need to be hidden from this mod. Fixed instructions accordingly.
  16. Does our definition of game content exclude Gameplay related content? Because I don't want to say that all gameplay mods are Extenders. And the skill-related changes here are included in content in my understanding of the term. This changes the way skills and levelup is handled, and does not expand functionality so much as change existing functionality, so I disagree that it is an Extender. It might provide all this via an Skyrim Script Extender plugin, but that doesn't make it an Extender.
  17. This would qualify as an Extender with our current Flowchart definition. We should link to my Display Settings guide, so users can see how best to configure it.
  18. Well, that looks perfect! I'll have to test.
  19. I use and enjoy this mod, but I hear you. I probably haven't used it enough to really see the incompatibilities you mention. The main thing I like from this mod is the ability to whistle for my horse and the fast dismount. Everything else I don't really use tbh.
  20. For having an RTX 2070, you have terribly low settings. Your ini files probably should be reset based off your Modwatch. Use sane lod settings. Set bEnableLandFade=0 and adjust your lod settings to something closer to the following: [TerrainManager] fBlockLevel0Distance=53248 fBlockLevel1Distance=159744 fBlockMaximumDistance=331776 fSplitDistanceMult=1.000 fSkyCellRefFadeDistance should probably be higher as well.
  21. Just backup your executable and it'll be fine. We'll probably have to wait, perhaps a year or two or three before SKSE and .NET Framework and any plug-ins that rely on reverse-engineered code is viable again. I may be being pessimistic on my time frame, but it is going to take a lot of work to get it all worked out.
  22. It is possible that it's parent mod, Blended Roads, which has since received additiional updates since the inclusion in this mod, may provide improvement upon this. If not, the permissions are Cathedral, so it probably wouldn't be an issue to tweak it and release as a separate addition.
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