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Everything posted by onem4nb4nd
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Fore's New Idles in Skyrim - FNIS (by fore)
onem4nb4nd replied to WilliamImm's topic in Skyrim LE Mods
FNIS 6.0 and PCEA2 (Player Character Exclusive Animations) New functionality: Alternate Animations for 537 standard animation files(standard files can be replaced during the game by an arbitrary number of custom animations) This replaces a similar functionality for walk and run, used for FNIS Sexy Move. This version has less side effects, and works for a wide variety of standard animations, including most attack and casting animations.Added Animation Variable FNIS_NPC_SingleIdle which, when set to 1, will make NPCs play exactly ONE mt_idle.hkx when they are standing unequipped.Note1: Starting with this release FNIS.esp is required and has to be activated (necessary for Alternate Animations) Note2: Updates needed for FNIS Sexy Move (6.0) and XPMSE/Racemenu (Version TBD) Changes necessary to circumvent Mod Organizer file access problems.Update: Yeah, power attacks hold you in place as you swing, which actually makes it easier to hit with some (I'm looking at you, forward power attack) but boy is it immersion breaking. You'll definitely want to wait until 6.0.1 in, hopefully, a couple days. -
Corinthians 15:51-52: “Behold, I tell you a mystery: We shall not all sleep, but we shall all be changed—in a moment, in the twinkling of an eye, at the last trumpet. For the trumpet will sound, and the dead will be raised incorruptible, and we shall be changed†- ucg.org There, now that this has been properly necro'd. What are you guys using to fix your trough and forge water if not this and this? Or is there some other reason this isn't included in STEP? It's been in my load order since I started modding skyrim and I haven't found a reason to remove it yet.
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Yeah I figured it out. WAF's all-inclusive .esp for optional faster arrows and DP masks also implements the True Orcish & Daedric Weapons.esp changes which for some reason set the dagger at 6. The irony of the True Daedric .esp creating a false Daedric Dagger (if you're to trust the main .esp is what's really intended) is a joke only savored by Kryptopyr. I spent much too long solving this mystery in between creating compatibility patches. Patches for Kryp's CACO, no-less! :hurr: :facepalm:
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Just deleted all my WAF files and downloaded new ones to make sure I had the right file. WAF still has the dagger at 6 The only thing I've done separate from STEP are faster arrows and DP masks options
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I'm sorry It's not easy for me to check the current version (due to master dependencies) but my STEP Extended patch modifies Daedric Dagger to 5.5 weight when Vanilla, USKP, and WAF have it at 6. Is this concurrent? If so, why? If not, I can't imagine why I would have modified the step patch, that's not like me at all. Accidents happen though!
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ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
onem4nb4nd replied to darkside's topic in Skyrim LE Mods
I'm going to start on a compatibility patch to keep Radiant Potions' misc. skill potion models for the wonderful variety with CACO's potion changes. Also, any Rustic Potions / CACO models will be preserved - I like those basic potion models a lot but I can't pass up the variety Radiant provides for the misc. skill pots! LOOT sorts Radiant and Unique Potions Poisons and BOOZE.esp after Complete Alchemy & Cooking Overhaul.esp in my load order by default so I'm basing it off those overrides. If someone thinks we should meta-rule the opposite order in STEP for some reason let me know. I don't use every mod in step (like SLOD - wine) but I'm pretty sure there aren't any I'm missing from STEP with an .esp that would affect this patch; so I could share it with you guys if you'd like the same changes! It's worth noting I'm using CACO_AlternateNames.esp which just changes the names of potions with varying potencies to be sorting-friendly (Standard Potion of Fortify Alteration -> Fortify - Alteration II). I'll copy those changes over manually so it's not a master and you can save a plugin slot! (and thank their creator bobbythecamel) Oh yeah, Sparrow! Total Alchemy & Cooking Overhaul! I love tacos. -
ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
onem4nb4nd replied to darkside's topic in Skyrim LE Mods
I'm practically foaming at the mouth to dive into this mod! I was nearly finished with my new custom STEP:LE +/- mod list when I realized this one was in a stable state! So, the big question left is compatibility Using Kryp's recommended mods (on the desc. page): Replace 101 bugs with Lepidoptera, it's probably an upgrade anyway. Wiseman's Flora + his SMIM patch for a single tree I'd been using Radiant Potions, do I need to use Gamwich's Rustic Potions for some reason? I'm curious about compatibility with Learn Alchemy From Recipes - also new to my load order/ no personal xp with it. Also, if Hearthfire Extended turns out to be compatible, maybe consider adding functionality to the well for water like the iNeeds-patch (from H E) already does (in fact, that's all it does). About to take this for a spin TES5 Edit, hopefully there's no surprises! P.S. I think it was Sparrow who demanded we settle on a pronunciation for the acronym - CACO - before any more progress is made. I propose Kay-Ko! :: -
SKYRIMLE .NET Timeout while running external installer
onem4nb4nd replied to Haifisch7734's question in Mod Organizer Support
I'm also having the same exact problem installing SkyUI I've upgraded from win7 to Windows 10 and was trying to update my mods when this stopped me. I confirmed I have both the latest 4.6 .NET and version 3.5 active. I guess I'll follow suit as if I know what I'm doing. This is my mo_interface.log and if you need a modorganizer.log I can get some but they won't fit in pastebin's character limitations. Let me know if you need any other feedback to assist in finding the cause. I, myself, am not sure where to go from here. -
Looks like you've got the same problem I do. Might be a different cause and I haven't fixed mine yet either. Just a heads-up for ya: https://forum.step-project.com/topic/8109-texture-changes-at-different-hours-of-day/
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Texture changes at different hours of day?
onem4nb4nd replied to onem4nb4nd's question in General Skyrim LE Support
That's what I thought it looked like but I wonder what causes it to appear as normal at a certain time of day and then as the LOD when all that changes is the clock. It also doesn't 'transition into the proper one after a while' so I'd still like to know what's going on if someone has an idea. I'll mark your help as the answer after a little while longer unless someone else has a better clue about this problem. Thanks, Aiyen! -
Texture changes at different hours of day?
onem4nb4nd replied to onem4nb4nd's question in General Skyrim LE Support
Oh my. The thread posted right before mine called "Fast travel texture bug?" has the same texture appearing in their screenshot. -
Texture changes at different hours of day?
onem4nb4nd posted a question in General Skyrim LE Support
I have at least one snow/rock texture that appears normal between 9pm and a little after midnight. During the rest of the day it is entirely distorted - it even looks like an entirely different texture. I can actually watch it change back and forth while 'waiting' so it's obviously time-of-day related but I have no idea what would cause it. I am running ENB and the Skyrim revisited pack with quite a few changes or additions but I'm just wondering if someone knows where to start looking to fix this problem. Thanks! https://imgur.com/a/1oNKP#0 -
ACCEPTED Better Shaped Weapons - BSW (by masterofshadows and LeanWolf)
onem4nb4nd replied to WilliamImm's topic in Skyrim LE Mods
I've played for a few hours without any visible problems, using what I assume to be the proper procedure, so this is more of just a nit-picking double-check. I'm using MO and I know the meshes from this mod should be loaded after DSR but what about the actual process of patching? Should all the patches and installations be performed in the order they're presented in the N. Patches section of STEP 2.2.9?: Step Patches Bashed Patch DSR BSW FNIS Basically, when should we enable/disable BSW during the patching (and later re-patching, as necessary) process. The main concern I have is the my thoughts that it would be beneficial to include BSW files in one's patches, like the bashed patch or Tes5Edit patch. Does this not make any difference because BSW is just meshes and textures? Also, If it has to be performed in the order presented, does that mean we should disable BSW before remaking any patches? -
I'm currently deciding which ENB to use and some ENB authors, or users, suggest using ELFX (without the optional enhancer) and Dark Dungeons (Mindflux) together, while some say it's redundant or worse. I can see this being slightly subjective to one's own opinion but has anyone confirmed information that, like, which this post claims? "Dark Dungeons is redundant with the newer binary files used in [ENBseries] because of the newly added interior settings. Dark Dungeons worked by making all Dungeons affected by day time values work off of night time values. It no longer works this way because they all work off the Interior values in ENB by default." Dark Dungeons performs a few cell lighting changes as well (that's also mentioned in the post I just linked). However that can, and does, conflict with mods like ELFX. Anyone have some objective input on this?
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Just a heads-up: Wrye Bash combined some things from Dragonborn and SCRR for me. My patch modified Activator records: DLC2GoldPile01 and DLCGoldPile02. I'm not sure if it's compromising in any real way other than the name of the in-game object. It changed a VMAD value, Gold001 "Septim" [MISC:0000000F] to Gold001 "Gold" [MISC:0000000F] and the FULL - name back to Pile of Gold, like vanilla.
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Thanks for the quick reply! Though, I'm still slightly confused because all the edits I've looked through made by this mod are direct copies of unofficial patch records, and apparently nothing more. Is something else happening that I can't see in TESVEdit? Why else does your mod change these records? Maybe to be independent of the Unofficial patches, yet include their changes? If that's the case, then I don't need your edits since I already use all the USPatches, right? The conflicts I'm seeing are all XCLL - lighting and XCIM - Image Space records so I plan on going through and overwriting them with ELFX changes one by one unless I can just get rid of them all together.
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I'm no pro with game file records (nice disclaimer, right? ::) but I was doing some more conflict resolution in TESVEdit and I'm entirely confused why there are Cell and Worldspace records in this mod. Especially when, the few I perused, look redundant (matching USKP etc.) and possibly just over-writing some of my mods like ELFX. There are actually quite a few mods out there that do this so I assume it's just something I'm ignorant to. Thanks, in advance, for any insight!
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DROPPED Immersive Skyrim Thunder V6 (by Wordeee)
onem4nb4nd replied to stoppingby4now's topic in Skyrim LE Mods
Not necessarily. LOOT has that rule to begin with. It's actually the last .esp in my personal load order right now (just before any patch plugins). -
ACCEPTED Better Shaped Weapons - BSW (by masterofshadows and LeanWolf)
onem4nb4nd replied to WilliamImm's topic in Skyrim LE Mods
I edited my last post with some more information on specifically that, among other things. -
ACCEPTED Better Shaped Weapons - BSW (by masterofshadows and LeanWolf)
onem4nb4nd replied to WilliamImm's topic in Skyrim LE Mods
The mod author uses a hip-placed quiver in his display screenshots but he has this to say. Quotes from the BSW mod author: "The gap between weapon [quiver] and body is decided by worn armour (each armour has it's own "weapon adjust" value) and your body mesh and skeleton." "I won't be moving any quivers, that's not the way to adjust weapon position. Why move every quiver and arrow separately when you can just adjust the quiver node on the skeleton? So if you prefer these models but don't like the vanilla distance, then just adjust the quiver node on your skeleton.nif or use an already adjusted custom skeleton like xp32's." You can manually adjust this gap distance in the racemenu if you have the appropriate STEP core mods. So, I don't know what CQLA does to fix the gap; maybe it adjusts each one individually.* This is why we need CQLA: Looking at CQLA's modpage it has comparison screenshots and a "why things are, the way they are" screenshot; if you want a visual idea of both what the problem and solution are. The quiver mesh is stretched as long as it is because it's just long enough to fit daedric arrows, which are the worst performer in regards to the arrow/hand clip issue. If the quiver were any shorter, daedric arrows would poke through. Going by that information, the arrows on your back are the same arrows you draw. The length of quiver is dependant on how much arrow you need. On the other hand, if you never play a female character, then you won't have the short arrow/hand clipping problem, and don't need CQLA at all. I can't imagine any DSR compatibility problems with quivers unless they're vastly different from vanilla - none of these are. If I remember correctly, BSW has a DSR patch for melee weapons/staves not quivers; while CQLA requires no patch. *This post on the BSW nexus forums might shed some insight on how arrow meshes are oriented in the quiver/in 1st person/in 3rd person if anyone wants to look more into it. It's slightly over my head since I never edit meshes. -
It's also one we can't host somewhere else? I missed all the news about it but I still have my copy if any allowances were stated.
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ACCEPTED The Choice is Yours (by kryptopyr)
onem4nb4nd replied to stoppingby4now's topic in Skyrim LE Mods
Just double-checking my install is correct. Following the 2.2.9 wiki, Thieves Guild Requirements is after this mod in the install procedure but LOOT sorts them in the opposite order. There are two scripts and their corresponding sources in conflict between these two mods. I just want to make sure LOOT is doing it correctly. -
DROPPED aMidianBorn Farmhouse (by CaBaL)
onem4nb4nd replied to DoYouEvenModBro's topic in Skyrim LE Mods
What are people's opinions on AMB vs Vivid Landscapes? I had Step:Extended and am picking a few of SR:LE mods, doing the conflict res. myself. They don't cover exactly the same objects but I was looking for a general opinion on which one looks better while remaining immersive. I'm looking for a fairly realistic experience w/ENB, and I imagine I'll end up using a combination of both mods; just wondering which one I want to win most conflicts. unrelated: I've been trying to figure out why some BBcode appears unformatted in forums for me. It's pretty hard to read paragraphs that include a lot of coloring and such e.g. what Tech just said, (I broke the code so it doesn't format for example purposes) "[ color=#ffd700;]Accepted for Core." I'm using Firefox and I can't find a solution to this anywhere. Maybe I just don't know how to find it. :confused: -
$800 return value; oh, you SLI'd the 970s! xP That changes things a bit! Though, since you already returned them, it's a moot point. $623.49 for a single 980? That must be the reference-style card. Better for SLI, I suppose. 'dem blower fans doe!
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Well, it's probably worth it, if you use your cards' abilities as much as I assume you do (you being such a solid member of the modding community). As such, the only real reason I'd justify taking corrective action for this mem allocation issue is for future-proofing your build, with games eating more and more RAM. At the same time, games that come out hardly push the limits of current hardware because they were built on last year's model and with the avg consumer (not high-end tweaker) in mind. I'd personally return my 970 if it had an audible coil whine, but thankfully mine doesn't. I'd also consider going to the 980 if someone offered a discount to compensate for the 970 blunder. You haven't caught wind of a discount have you?

