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fireundubh

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Everything posted by fireundubh

  1. Here are my suggestions:[*]Remove the Archives tab. Because BSAs are loaded regardless of whether they're checked, the Archives tab presents unnecessary information to the user and only serves as a point of failure. [*]Tie plugins and their BSAs together. When a plugin is activated, all relevant files in the plugin's directory should be activated. [*]However, if loose files and a BSA share the same plugin's directory, loose files should override the respective files, if any, in the BSA both at load time and in the VFS.
  2. Agree/disagree. Two years ago or whenever I started using MO, I remember suggesting an "Advanced Mode" checkbox for the Settings window. In Advanced Mode, the user would be able to access the less commonly used features of MO. In the default mode, MO would be simplified and streamlined for the average mod user.
  3. Can you see Primm from Goodsprings? Because I sure can't. It's still a low-res LOD that looks like crap. Hard to enjoy a sniper when you can't find a distant target without staring at blocky polygonal messes through the scope.
  4. There really isn't much of a difference, visually speaking.
  5. Please tell me how to increase the draw distance and add in high-quality LOD. I want to at least see Primm from Goodsprings. I hate pop-in, especially grass pop-in, and I want to see actors and buildings from a long distance. Does TES4LODGen work with New Vegas?
  6. I'm going to have to try this without REGS next time. Even without high poly checked, at uGridsToLoad=9, the game crashes quite fast after running around a bit.
  7. Requiem takes after D&D CRPGs like Neverwinter Nights, Baldur's Gate, Icewind Dale, Planescape Torment, etc. That's why Requiem is "The Roleplaying Overhaul." For many of us, RPGs were never about dressing up virtual dolls and playing house. RPGs were always about enabling players to make meaningful choices about their characters and how they evolve. Constraints present challenges, yes, but they also breed creativity. A large part of the fun of an RPG is developing a character while figuring out how to overcome the consequences of your decisions.
  8. Only at the loading screen.
  9. Interactive Cobwebs v1.0 Why? What am I going to change? Google Drive shared folder Completely Unnecessary Overview Heading Interactive Cobwebs allows you to destroy cobwebs by activating them. Requirements People Who Can't Afford DLC Will Hate [*]Interactive Cobwebs - Legendary requires Dawnguard, Hearthfire, and Dragonborn. [*]Interactive Cobwebs - Legendary - No Hearthfire requires Dawnguard and Dragonborn. Way More Information Than You Need How does this mod work? When a cobweb is activated, the cobweb will be disabled with a slow fade. Eventually, the cobweb will be deleted. Objects that are merely disabled stick around in your save. We don't want that so we delete disabled cobwebs, too. No, really, how does this mod work? I added collision to the cobweb .nifs and flagged those meshes so that you can walk through them as well as activate them. The new cobweb .nifs do not conflict with the vanilla cobweb .nifs. Cobwebs are statics and moveable statics. I converted these statics to activators and attached a super simple script that has no chance of breaking anything. I then replaced all cobweb references in every cell and worldspace. How many cobwebs did you replace? In total, I replaced 9,268 cobwebs in Skyrim, Dawnguard, Hearthfire, and Dragonborn. I also included some cobwebs from the unofficial patches. Do I get an achievement for destroying all of them? There is no achievement for destroying all of them. Sorry. On the plus side, you can finally roleplay a janitorial services professional! Can I destructively run through cobwebs? Sadly, that's impossible. Technical Explanation: To run through a model, the collision mesh must be flagged as OL_NONCOLLIDABLE, but if you flag the collision mesh like so, then you can't use OnHit and OnMagicEffectApply events in the Papyrus script. Unless I completely missed something. Wait! You didn't answer my question. Oh, fine. See, I really wanted to make a mod where the player could equip a broom to clear away cobwebs or cast a flames spell to burn them. Alas... Here's your Technical Explanation: I don't know why cobwebs can't be used as trigger volumes, but they can't; I tried. That means I can't use the OnTriggerEnter event in the Papyrus script, which means you can't run through cobwebs and trigger their destruction. Blatantly Obvious Yet Obligatory Compatibility Note Interactive Cobwebs is not compatible with mods that add cobwebs, but plugins can be created! EDIT: @fireundubh has once again released his mods for the public, but not through Nexus.
  10. I used a hex editor to cure my headache. So happy.
  11. I just realized you're the same Sheson who made the malloc patch. I probably should have said "your" instead of referring to you in the third person! Is SDO redundant when you're using LODGen? I deleted SDO to save space on my SSD. I'll try not checking the "high poly" box next.
  12. I have no idea what you're saying. The use of the phrase "this mod" is redundant. The user opened the Information window for a selected mod and then clicked the Conflicts tab. Context: the user knows that s/he is looking at that mod's conflicts. The use of the word "following" is redundant. A label is a label is a label. Labels label things. These labels label frames containing tabular data. The use of the phrase "conflicted files" is wrong. The files aren't struggling with moral quandaries. Files conflict with other files. Conflicts exist between files. Files themselves are not conflicts. Files have conflicts. The use of the word "provide" is wrong. Mods are collections of files. They don't provide files. Files aren't provided by mods. "Provide" implies a transaction. Mods contain files. Files are contained within mods. The use of the word "overwrite" is wrong. MO overrides files. MO doesn't overwrite them. MO isolates mods, acting as a very advanced "override folder" precisely so that you don't overwrite files.
  13. I'll test that after I wrap up this custodial simulator (i.e., manually clean up cobwebs) mod.
  14. I may already "know" what the lists do... as in I've made sense of the labels before... but I have to reinterpret the label every time to remember. It's like reading a string with inline variables and then defining the variables after I've already read the string. If you want to provide an in-depth explanation, add a "?" icon next to the label and link the icon to the relevant section in the help file. Or, go the less-work way and do like I did when I replied to DoubleYou: provide a shorthand header for experienced users AND explanatory text in parentheses. That way, you get the best of both worlds.
  15. [General]uExterior Cell Buffer=(X+1)^2uGridsToLoad=XiPreloadSizeLimit=(X*1024)^2https://forums.bethsoft.com/topic/1274926-ugridstoload-skyrimini-comparisons-and-explanation-default-57911/
  16. Yes. Every single time that I open the Conflicts tab, I have to concentrate very hard on each label and think, "Okay, this label means that this mod... overrides... these files... in this window; and that label means that these files... in the bottom window are... overridden by... these other mods." Your current labels are convoluted. They are hard to understand. OVERRIDES ("This mod overrides these files [in the top frame].")OVERRIDDEN BY ("These files are overridden by these mods [in the bottom frame].")
  17. I'm running Skyrim with SKSE v1.6.16, SSME with Sheson's malloc patch integrated, and Cell Stabilizer. uExterior Cell Buffer=36uGridsToLoad=5iPreloadSizeLimit=26214400No crash. uExterior Cell Buffer=100uGridsToLoad=9iPreloadSizeLimit=84934656Crash. There was a lot of pop-in with uGridsToLoad set to 5. Bleak Falls Barrow wasn't visible until I was within range, but it also didn't fade out when I moved away. I normally play with uGridsToLoad set to 9.
  18. TES5Edit v3.0.31[01:06:49.594] 7070 of 7070 lists doneTES5Edit v3.0.32[14:28:04.959] 7070 of 7070 lists done
  19. Game crashed while DynDOLOD was loading after starting a new game. Before then, it was chugging along. I started with Alternate Start's camping start. The dragon flyby was severely stuttering. edit: Trying to run v0.13 with xEdit v3.0.31. Error in unit 'mteFunctions' on line 386 : 'then' expected but ')' found. edit: That's a bug in Automation Tools r5a. Extraneous ')' character. I fixed it. Tried running v0.13 again. Error: Cannot open file "C:GamesModOrganizerappsTES5Edit_v3-0-3_1Edit ScriptsLODGen Tamriel.txt".The system cannot find the file specified.edit: That was because I checked "TES5LODGen was run for Tamriel." In v3.0.31, there's no LODGen, so there's no such file. Error handling, man! Copying file over.
  20. Finally finished! [14:28:04.959] 7070 of 7070 lists done. 15MB ESP. 79MB DynDOLOD_Data.txt.
  21. [12:21:12.546] 49644 of 55161 records done. disable NeverFade for [REFR]...
  22. When you go LOOT, you never go BOSS! The latest version of Mod Organizer comes with an integrated LOOT sort button. This is the easiest and best solution that requires no further thought.
  23. 3.0.32: [03:10:38.284] 16548 of 55161 records done. I'm going to let the script run overnight. By the way, have you noticed that the Elapsed Time counter in the titlebar stops at 07:00?
  24. [02:18:55.823] 11032 of 55161 records done. This is an incredibly long process. Like defragging. Time for you get Zilav to implement multithreaded scripts. ;)
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