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DoubleYou

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Everything posted by DoubleYou

  1. Added fomod instructions for presumed usage with the guide.
  2. FYI, there is a new update to this mod if anyone wants to look at it again.
  3. I honestly never knew about this. Sounds like a great mod.
  4. Instructions updated to remove the fomod instructions since now the Vanilla Additions are no longer bundled.
  5. Good deal. Dropped.
  6. I prefer third person for Skyrim, first person for Fallout.
  7. I think we should drop this mod. I don't really feel it is a fix, and it conflicts with ECO. The gas masks are such an underpowered item that there really is little added benefit to using them.
  8. Looking into Complex Sorter, I really like it. Great interface, and the ability to add custom rules if desired. Seems very robust. Just need that fix you gave for the partial forms, and I feel we can use it to provide the Quest tags too. Looking at its output and the way it displays in the inventory in game, it is clearly more comprehensive than the similar Synthesis patcher, so we'll use it for all options. We'll still want Synthesis for my HasDistantLOD patch, and I have a few other ideas for patchers to create for it. One plan I want to implement is the ability to add LOD to Moveable Statics. Currently, I would have to manually duplicate every Moveable Static record in every cell with a dummy Static in order to provide LOD for a lot of items, most notably explosive vehicles. That would be a labor of love to do manually, so if I can code it to do it for me, that would make it actually feasible. Tagging as accepted for current dev 1.0.0 guide.
  9. Strange. Z has a 3950x and hasn't had an issue, and the user there has a 3900x, which has fewer threads than Z's. I would guess this is probably only an issue if you have a huge amount (18,000!) of animations.
  10. I will say that I have entered Appocrypha and left several times using Cathedral Weathers, and never saw the issue, but that doesn't mean it is not a valid bug and fix. The weather record contains a special field to define auroras. My guess is you would trigger this bug by visiting Appocrypha and exiting into an exterior cell where a weather without a defined aurora is active. This is just a guess however.
  11. It is indeed a waiting game. The author could very well lose interest and the rewrite never come to pass. There are, however, several hundred forks I see, so I believe there will be some progress by someone in the future, since it is GPL licensed.
  12. I suspect that as long as the weather you're transitioning to has an aurora attached to it, this bug won't happen.
  13. All one needs to do is look at the Github to see it is not dead in the water. It is currently being rewritten from scratch, as noted by the author in May of this year, and I know from experience that takes a lot of time, especially for a hobbiest. FNIS is completely dead in the water, however, and the author no longer has a Nexus account.
  14. Looking at this one in xEdit, it seems to be making a bunch of other changes besides just Quest Tags. Some of the changes are related to its integration of its own version of Keep Radiants In the Commonwealth inside it, but it makes other changes that look to be simply erroneous edits. It, just like its comparison mod, also includes a ton of ITMs in the plugin. Some of the changes to UFO4P records look concerning, and I think may simply be ITMs against an older version of the UFO4P that never should have been in the plugin to start with. The only reason I wanted to check this was to see if it had better compatibility compared to the original mod, which it doesn't, so I'm dropping it from testing. We will likely either use the Complex Sorter to add tags, or the original mod and patch against it.
  15. I would rather just drop entirely than just keep part of it.
  16. I am betting this is a landscape conflict, probably with Majestic Mountains, that I should probably add to that patch.
  17. See this topic: Basically you have to substitute some mods at the moment which haven't updated for the latest version of the game.
  18. This is expected if you haven't built lod yet, as we use Level32 lod which causes this when it does not exist. In order to test before lod generation, disable the A Clear Map of Skyrim.esp in your load order temporarily.
  19. I have used this in the past, and it is quite good. I remember it needing quite a bit of patch work. I believe there is a Synthesis patcher for it, but it may be outdated with the recent changes to AOS.
  20. Marked as Accepted for current dev 1.0.0 guide.
  21. The recent changes are quite good in the update. Some general notes: Nights and interiors are extremely dark. Most lights have been cut in half. You are going to need to use that flashlight a lot. Latest update forwards many of the exterior fog changes from Clarity, so that no longer needs much, if any, related patching. I feel like most of the time, I have nice, sunny weather. I'm not so sure this is how vanilla is. I thought I remembered more bad weather in vanilla. I have experienced some rain, but not really anything huge. I'm considering that we may want to add True Storms on top of this. One thing this mod does is remove a large portion of the Rad Storms that are inherent to the game. I am level 18, and have never seen a single Rad Storm, as advertised. I feel that this may be too significant of a stylistic change, so we may want to tweak this if we include it. True Storms may also help with this. Only glitch I've really seen, which may or may not be due to my own xEdit patching or the other mods in testing, was at the entrance to Diamond City where Mayor McDonough greets you. Depending on where you are standing or the angle, the scene flashes between dark and not dark. Not sure what is causing this at this point. A proper compare with pictures will be necessary for us to get a better feel for the specific changes.
  22. The Charisma checks are extremely hard with this. I have a level 18 character and 7 Charisma, and I count it a rarity that I can pass a speech check of even the easiest variety. I think I've only passed 1 easy speech check out of ~20 this playthrough. My character is depressed by this statistic, and he is greatly pumping up the charisma points on most level ups. I'm not so big a fan of this behavior. I think it might be better to override this with Binary Speech Checks or similar. I get the idea of being harder, but I've always considered the end goal of leveling up Charisma was to gain the Intimidation perk, which is quite useful. I think that talking to people shouldn't need to be nearly so hard, and a lot of the game is set up so as to increase the caps rewards via the speech checks, which makes you pass successive easy, medium, and hard checks, and if you are not guaranteed to pass at any of these levels, it would make it nearly impossible to complete this sequence. The rest of the changes that I have experienced are working quite well. I especially like the auto-hacking and auto-lockpicking abilities built into it.
  23. I would consider that this mod likely looks better from playing distance than up close, mostly due to the increased size of the scales. You're mostly going to see the necks, the male chest, and the arms, which I feel is the main improvement here. I don't think you're going to typically notice the issues with the hands and feet.
  24. Perhaps a viable fix is to remove the Alternate texture at the plugin level.
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