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DoubleYou

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Everything posted by DoubleYou

  1. Cathedral Landscapes included an older version of Blended Roads, and I thought I had checked the plugin as not redundant, but I suppose we could look again.
  2. Discussion topic: Astroneer - Become a Starship Designer by codegangsta Wiki Link It is amazing that someone was able to make this kind of mod already.
  3. Discussion topic: Native Animation Framework SF by Snapdragon Wiki Link Starfield version of Native Animation Framework. Hopefully some mods will make use of it.
  4. Discussion topic: Auto Spacesuit Hider by LarannKiar Wiki Link Maybe NPCs won't constantly harass me about forgetting to remove my helmet now.
  5. I have updated the OP to point to hexabits's Github, since that appears to be where all the development is around these days. I also added a link to the NifMania Discord. I also moved the topic out of Other Utilities Support into Other Utilities so it is grouped with all the other tool topics.
  6. If we continue to have to use NGIO to generate grass cache, we need to be able to use old runtime on plugins using the new formids.
  7. Discussion topic: Companion Affinity Pip-Boy Tab by bp42s Wiki Link This is a great idea, and it looks like it was designed with compatibility in mind. One would probably want to replace Visible Companion Affinity with this, but I feel I may miss the custom messages from Visible Companion Affinity. They might be able to function together, but it seems redundant then.
  8. Discussion topic: Backported Extended ESL Support by Nukem Wiki Link Only applicable to SkyrimSE runtime 1.5.97-1.6.640. This mod is unnecessary for gameplay with runtime version ≥ 1.6.1130. However, it's still needed by those using NGIO to generate a grass cache, which requires 1.5.97 runtime to generate and can subsequently be used in later runtime versions for gameplay. This may be useful for generating grass cache, since the old runtime doesn't support the expanded esl formids.
  9. Hmmm... curious if alandtse will update his version or not. This doesn't mention pdb support, but it does appear to feature version independence and a developer api. Not sure how important that is though.
  10. One side effect that I have heard reported from others is that it decreases your available disk space. This is probably therefore more useful for hdd users than ssd users. Definitely seems to be more system dependent, so I don't think it is a good addition for everyone.
  11. Tbh, this is the first time I have seen this mod in action. I honestly could have sworn I never downloaded it, but Nexus says I did in July of 2020. I definitely have never seen it in game.
  12. That honestly looks horrible to me from the screens.
  13. I may consider using it in the guide at some point.
  14. This particular error means that texconv didn't work for some reason, perhaps an antivirus interfering, or maybe the texconv.exe file got deleted? You can try manually updating the texconv executable from the DirectX Tex Releases page and see if that helps.
  15. Yes, and if disabling the Bethesda Modding Platform in the Skyrim.ini fixes the issue, that is simpler than keeping that file around. Glad to have re-found these comments, as I couldn't figure out where I had discussed this.
  16. Discussion topic: 4estGimp - Handmade Turrets Compacted by 4estGimp, HexodPurple Wiki Link There's no real reason to not include this. Note that you can't use this on old save with previous plugin with these turrets already placed, so make sure you scrap any of those if you choose to install this on an old save. Saves us a plugin spot. We're not low on spots, but best to be as friendly toward these limits as possible.
  17. This mod recently (January of 2023 is recent by my book) had a version rollback to old version 1.0 due to a "color issue" with the 1.1 file. I was still on the 1.1 file, so I noticed the discrepancy, so might be worth a look if you notice the issue.
  18. I can tell from the screenshots I'm not going to like these textures. It has that telltale AI upscale denoising that just makes things lose their finer details in favor of their sharper details.
  19. You can. Consider this: https://www.nexusmods.com/skyrimspecialedition/mods/77525/
  20. Discussion topic: Disable Dialogue Camera by AntoniX Wiki Link Disables the dialogue camera zoom effect. If it weren't for the buggy physics, the dialogue camera effect probably wouldn't feel so terrible.
  21. Typically this happens when the user mistakenly puts a space between the colon and the quotation mark. Generating with the VFS typically causes issues, so no that is not recommended.
  22. Discussion topic: Scanner Closest Path Highlight Improvements by LarannKiar Wiki Link I honestly thought it was a bug or limitation with the hand scanner that you have to constantly close and reopen it for it to highlight a path to your next quest objective. This allows it to highlight the path for as long as the scanner is open (only makes sense), and optionally only when pointing toward the quest marker (this doesn't sound like something I would use).
  23. Discussion topic: Visible Companion Affinity by CDante Wiki Link We use the equivalent in the Fallout 4 guide. This is useful for logging your affinity with companions, as several quests are tied to your affinity level with the various characters, and you may miss this content if you dismiss the companion and never gain max affinity with them.
  24. This stuff I find easier to find out by looking at examples from other mods. I learned it by making my Build Your Own Magic Mushroom Experience Settlement Pack using Settlement Menu Manager and the tutorial in the files section, and observing other similar small mods in xEdit (as I hate the Creation Kit and avoid it unless absolutely necessary).
  25. You begin to see the dilemma. I have done a fair amount of patching against this, but patching it is like making your own mod. I want to look into this at some point. This mod if done today could be done in a much better and more compatible fashion.
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