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WastelandAssassin

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  1. I've noticed two things when testing the game (still up to and including the Merge Plugins section) the first is a very minor thing , but BOSS seems to organize the Late Landscape.esp after bgIntegrationIntegratedEV.esp , even though it's a master of the patch when making a bashed patch , this is shown as an error so maybe adding an argument to force the patch to load after this plugin would fix this the other thing I've noticed is an actual issue , though I'm not sure what exactly is causing it when activating all of the mods I've downloaded , I noticed that my game freezes on the main loading screen , so I can't even get to the main menu after testing this , I found the cause to be the Varied Spell Sounds mod , or particularly the SupremeMagicka plugin in it (the plugin we rename to replace the one from Supreme Magicka) for some reason , whenever I try to load the game with that plugin , the game refuses to load has anyone else encountered something like this? and is there a way to fix this? how important is the mod for the rest of the guide? (it's marked as core , so is it part of the CR patch or something? can I avoid using it without causing problems?)
  2. so I'm continuing to follow the guide , and am currently after making the merged landscape patches now , I remember you saying that you intend to have around 230 plugins in the end load order the thing is , I currently have 252 plugins from just the mods in the guide , following the guide almost 100% (installed Morroblivion and Tamriel Rebuild , as well as OCO before their parts in the guide) looking at the rest of the guide , I don't actually see any more merges suggested (unless these will be part of the CR patch) as a side note , I've noticed that the texture sections seem to have quite a few mods doing the exact same thing in different ways , like two coin retextures or ring retextures while I'm not against giving out several options , it would be more organized if the guide states to choose one of the following mods and then list them , rather than just list them , especially when they are located all over that section (not directly one after the other , so a person might easily miss the fact that he's installing similar mods) this isn't really a big deal , but after working on the last sections , it would be great to see the guide tidied up a bit to prevent confusion happy holidays to you all :) WA
  3. another thing I found (this one isn't too bad , but still should be noted) in the Sound section , the installation instructions for the Symphonic Music Suite were provided under the Stereo Sound Overhaul instead so you just need to cut and paste them under the correct mod
  4. under the Landscape section , in the Late Patches part , you mention a download of a patch between OCR and Vampire Hunting however , there is no such file for download in the linked page could this be a wrong link? or is this something else? (that mod was last updated in 2015 , so it's not like the file was removed recently or anything) on the more important point , thanks again for the amazing work :) happy holidays to you all , and happy modding
  5. well , I completely understand where you come from and seeing the mods you wish to use , I think we share a taste of how the game should be so I'll keep following the guide as it progresses , and hopefully get to enjoy it's results in 2018 again , thank you so much for the hard work (you and the rest of the team , of course) best of luck , happy holidays and a wonderful week
  6. well , the point of my post was to perhaps remove some of the work from the CR patch , as it seems like it will involve way too many mods for example , in the Landscape & ECTV section you've included the Hesu Mod Collection . this mod , when installed with all the patches as stated , gives 20 plugins . now , if it's possible to merge these into one or two plugins that won't be a problem , but if it stays this way , this is just too much for what it supposedly provides (we can replace this with 5-10 quest mods + patches) this is the worst case from what I've seen , nothing else is this problematic In all honesty , I don't mind installing all of the mods in your guide , if it works well I do fear for performance , as I don't have a 1080Ti , so I may need to tone down on the graphics my biggest concern is actually the open cities mod , which may create problems for both gameplay and performance , but I'll have to check and see I feel the need to state again , I don't have a problem with any mod here . I thought this was about making a basic framework upon which I could add mods I wanted to try (like other quest mods , items mods etc) If you think at the end there will still be some room left for a few plugins , I won't mind trying to squeeze in a few extra myself , and work the kinks out but if you feel all of the mods listed are indeed part of the core experience , or you're going for a full list and making the patch yourself , I can respect this and I'll try it out whenever it's done thank you for your amazing work . I'll keep an eye for updates :)
  7. let me preface this by saying how excited I am to see this guide complete , and playing Oblivion (and Morrowind for the first time) that looks and plays like a newer game and I have followed the guide over the last week or so , and have installed most of the mods on this guide , which leads me to feeling like something is a bit wrong with the direction this guide is heading upon looking at the guide , around 90% of the mods (probably more) are flagged as "Core" . what exactly is the end goal of the guide , that it requires 100+ mods for the "core" experience? if the aim of this guide is to bring Morroblivion to 2017 , do we really need so many of the mods in the guide? I would understand having graphics mods , sound mods , even gameplay overhauls (Morroblivion , fixes and OBSE plugins are obvious) . but do we need all the rest of the mods for the "core" experience? now , the reason I'm stating this is because if you first create a guide for the "core" experience , and then add suggestions for optional addons , you can allow users to choose which additions they want to add to their game , considering their preferences and hardware . this also means you don't have to create a merge of 50+ plugins for all this to work . instead you can point out which plugins should be merged , rather than forcing users to use all the mods on this guide for the end patch to work properly this will also mean you can release the basic experience first , and then expend upon it , rather than trying to build the biggest base experience possible , while also giving users some room for customization (like choosing different quest mods or adding further gameplay enhancements , with no required support from your end) I think that this guide is great , and the team behind it is dedicated and doing a wonderful job at it . but this feels like the an undertaking too big to truly be worth it , that also takes away the joy of adding personal touches to your own modded game (which is the biggest part in modding , at least in my mind) so hopefully you will take this not as an ungrateful rant (because it really isn't) , but as a pointer to enhance this guide , while also making it much easier for you to make it work properly best wishes to the team , and happy holidays WA
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