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DoubleYou

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Everything posted by DoubleYou

  1. Shield of Ysgramor (this mod) --> Cabal's Book of Silence version I prefer Cabal's as this is more an ebony material than a steel material. And Cabal's looks better in game.
  2. I always assumed the snow blew into the caves.
  3. That was my initial impression too. I'm thinking, however, that the moss optional might change that.
  4. They do look great, but I must agree with Tech.
  5. They're nice, but I prefer current STEP.
  6. What's up with that pic of Labyrinthian?
  7. Install the Mod Organizer NCC downgrade optional file to your ModOrganizer directory.
  8. Well, with NMM, of course the HRDLC wouldn't load without the plugins. NMM isn't capable of doing that.
  9. Both will work. It's just easier if you manage multiple games with multiple Mod Organizers to place it in the game directory, besides wiping out the problems with UAC.
  10. The wood is definitely newer looking, but it blends good with the AMB. Not sure if I like the moss so light. One issue I see: Notice the square rock at top right connected by boards. It doesn't work well for the AMB because they slapped that wall texture on those. Notice how in vanilla it corresponds with where they put a big slab in the wall. But then much of SRO features similar problems. I think overall this is an improvement, especially in places like the below, where blending was bad.
  11. I'm not liking any one solution from them, and I really can't seem to find anything likable about Insanity's textures other than perhaps the door.
  12. The workaround should fix it, since I believe he is coding it to include all plugins.
  13. The fomod has an error in it that will not allow either MO installer to install the custom opacity option. You added an extra space. needs to be
  14. MMO can actually stand for Massively Multiplayer Online game.
  15. I think we shouldn't blow up on the alternate thieves guild entrance. We should be able to disable it in the STEP Patches if necessary. I've been away from this mod for awhile but I want to test this again. I do know I never used the full version, relegating it merely to Dawnguard and Blackreach, which were either lacking all map markers or a lot of them.
  16. Please post a report to the bug tracker https://issue.tannin.eu/tbg/modorganizer/issues/open
  17. Not POMP but PMOP
  18. Yes that with the Choice Is Yours is most annoying. I'm thinking that one might be fixed by moving the plugin above The Paarthurnax Dilemma if the plugin files don't conflict.
  19. I don't get the ugly render line anymore, but I doubt that has to do with turning land and grass shadows off. I turned those off to try to get better fps, and I didn't like the land shadows somewhere if I remember correctly.
  20. If it says to place a mod "after", start from the top. If it says to place a mod "before", start from the bottom. Refresh after each change. The PMOP is between CCOR and other mods. So you say to hide files just to keep the category? That is definitely more work than changing priority, especially when it comes time for mod updates, because then you have to remember to hide them all over again.
  21. Hiding files, however, will not fix the PMOP warning. I see no wise how moving priority of CCOR higher is harder than hiding X number of files. You should always try to move priority before hiding if possible. It's the same way with plugin ordering. My setup us PMOP free. I just need to optimize the positions for 2.2.9.
  22. Complete Crafting Overhaul Remade CANNOT be below SMIM. See the SMIM page. SMIM must be given higher priority to CCOR. That's why other moves are necessary for PMOP, which I'm working through.
  23. No, I'm pretty sure a stray loose files "mod" would not be needed, as Mod Organizer doesn't include conflicts from the data directory, and since they were loose, they would overwrite the BSAs. Mod Organizer makes BSAs able to overwrite loose files when checked by scanning for loose file conflicts in installed mods and removing them from the hooking into Skyrim real data directory. Since those loose files are already in data, Mod Organizer will leave them there, and there should be no problem at all. If, of course, some other mod in Mod Organizer has a loose file that conflicts with the one in data, the mod will win the conflict.Nevertheless, mods in actual data directory is not good, and I would agree with you that a strong warning should be issued if this is found, but that is not a valid argument against importing all plugins as mods inside Mod Organizer, which indeed would be a good feature.
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