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Everything posted by fireundubh
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SKYRIMLE Interactive Clutter (by fireundubh)
fireundubh replied to fireundubh's topic in Skyrim LE Mods
v0.2 has been uploaded. - A new optional extension that adds recipes for breaking down items is now available. Hearthfire is required. - All of the values and weights were updated to match the outputs of the respective recipes for breaking down items. - The No Hearthfire main plugin and the No Hearthfire version of the recipes extension will be uploaded later. Other extensions do not require updates; however, be aware that the values and weights are based on vanilla/USKP components. Later, I will need to provide two more main files with values and weights adjusted specifically for Requiem and Requiem - Hard Times.- 65 replies
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SKYRIMLE Interactive Clutter (by fireundubh)
fireundubh replied to fireundubh's topic in Skyrim LE Mods
Turns out I worked with an old backup of a modified More Interactive Items so all of the values and weights are wrong. What I'm going to do is: - Value the new MISC items by dividing the value of the output by 1.5 - Weight the new MISC items by multiplying the weight of the output by 2 This makes it easy to say things like: - 1 Stone Block is worth less than 10 Quarried Stone - 1 Stone Block weighs more than 10 Quarried Stone - 1 Stone Block produces 10 Quarried Stone Breaking down an item trims the "fat," basically.- 65 replies
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SKYRIMLE Interactive Clutter (by fireundubh)
fireundubh replied to fireundubh's topic in Skyrim LE Mods
Actually, I didn't ask for feedback on v0.1. At least not explicitly.How about some feedback on Interactive Clutter (Ultimate) - Constructible Objects for v0.2?- 65 replies
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SKYRIMLE Interactive Clutter (by fireundubh)
fireundubh replied to fireundubh's topic in Skyrim LE Mods
I don't see how calling this mod or More Interactive Items "an easy pass" qualifies as constructive feedback. That's great for you that you're not going to use the mod. I respect your decision. But you know I can't fix the engine. Why bother telling me? When you're not hungry, do you walk into every restaurant and tell the cooks you're not going to eat any of their food? When you read about a mod on the Nexus and decide to not download it, do you post in the comments "I'm not downloading this"? Seems to me you just wanted to say "I don't like your mod." That's cool. Well, I don't like your reasoning. At least I'm straight up about it. As an aside, now I know why JustinOther quit modding Skyrim after More Interactive Items. He caught a lot of flak for trying to make the game more interactive, too.- 65 replies
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SKYRIMLE Interactive Clutter (by fireundubh)
fireundubh replied to fireundubh's topic in Skyrim LE Mods
Since you're using Hunterborn, I'd also recommend Campfire Cooking. Better Favor Jobs is a good one, too. In vanilla, you get 2 firewood every 8 seconds up to 6 firewood per activation. Each firewood weighs 5.- 65 replies
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SKYRIMLE Interactive Clutter (by fireundubh)
fireundubh replied to fireundubh's topic in Skyrim LE Mods
Okay, I changed the outputs of:- Deer Skull to Small Antlers- Horned Deer Skull to Large Antlers- Detached Eyeball to Eye of Sabre Cat Only way I see that working is if a) someone else wrote the MCM menu because f that and b) I replaced MSTT references with ACTIvators.The activators would have a script that basically says:event on activate if this activator's associated object is enabled in the MCM menu loot associated object;end event;event on load if this activator's associated object is disabled in the MCM menu block activation;end event;But then we'd get back to the problem of those objects not being able to be grabbed or moved around.- 65 replies
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SKYRIMLE Interactive Clutter (by fireundubh)
fireundubh replied to fireundubh's topic in Skyrim LE Mods
The "physics problem" is basically ********. Sorry. More physics-enabled objects doesn't mean worse physics overall. It might mean more opportunities for physics problems, but so does Immersive Armors, Immersive Weapons, Immersive Patrols, Populated Cities, anything that adds physics-enabled meshes to the world.If you're going to blame someone, blame Bethesda; that is, if those problems even exist outside screwing with vsync, using third-party hacks, or not using SMIM meshes.As for picking up a cart instead of a cabbage, maybe try aiming first.- 65 replies
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SKYRIMLE Interactive Clutter (by fireundubh)
fireundubh replied to fireundubh's topic in Skyrim LE Mods
Your feedback on v0.2 recipes is needed. Please see the recipes spreadsheet and let me know what should be changed. Interactive Clutter (Ultimate) - Constructible Objects- 65 replies
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SKYRIMLE Interactive Clutter (by fireundubh)
fireundubh replied to fireundubh's topic in Skyrim LE Mods
Interactive Clutter will have breakdown recipes. There are already scrimshaw recipes for Hunterborn. If you use AutoHarvest in a cave filled with bones, you'll have so many bones to make Bits of Bone. I think the Detached Eyeball in hagraven lairs will also produce a random eye ingredient from a leveled list, but it probably doesn't work.- 65 replies
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SKYRIMLE Interactive Clutter (by fireundubh)
fireundubh replied to fireundubh's topic in Skyrim LE Mods
I had an issue where objects would fly all over the place when I walked into a cell. I could stand still next to a wall with nothing nearby and hear a sword clanging against the wall as though I was kicking it. I quit the game and restarted. Same problem. Exited again. Guess what? iPresentInterval was 0. I set iPresentInterval to 1 and reloaded. No problem."Too many physics-enabled meshes" isn't a problem, given the fact that nearly every object in the game, including actors, has a physics-enabled mesh.There's nothing wrong with using third-party graphics hacks or modifying the .ini settings, but you should know when a problem is your doing and not some poor mod whose meshes are the same physics-enabled meshes that have always been in the game. I've been using More Interactive Items without incident since it went up on the Nexus in 2011.PS. I rewrote my reply to be less hostile but I think it still sounds hostile. Sorry.- 65 replies
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SKYRIMLE Interactive Clutter (by fireundubh)
fireundubh replied to fireundubh's topic in Skyrim LE Mods
Try it, but I bet it's just a binary bit flag.- 65 replies
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SKYRIMLE Interactive Clutter (by fireundubh)
fireundubh replied to fireundubh's topic in Skyrim LE Mods
It's more that Skyrim, specifically the physics engine and day/night cycle, was designed to work correctly at or under 60 fps. You could probably limit your fps another way.- 65 replies
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SKYRIMLE Interactive Clutter (by fireundubh)
fireundubh replied to fireundubh's topic in Skyrim LE Mods
That's a problem with the STEP Guide then. Skyrim's built-in vsync MUST be enabled. The game absolutely relies on it being enabled.If you disable it, bad things happen, even if you use ENBoost or "force" vsync on with the NVIDIA Control Panel.- 65 replies
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SKYRIMLE Interactive Clutter (by fireundubh)
fireundubh replied to fireundubh's topic in Skyrim LE Mods
I just wanted to know if there were any issues I could fix! This sounds like the mod was voted out because everyone forgot to turn on vertical sync. iPresentInterval must be set to 1; otherwise, Skyrim's physics and other parts of the engine go haywire. Someone in the comments on Interactive Clutter wrote: TBH, I wish someone would make a Santa's Bag mod, where you're carrying a bag over your shoulder and the bag grows as you reach your carry weight limit.- 65 replies
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SKYRIMLE Interactive Clutter (by fireundubh)
fireundubh replied to fireundubh's topic in Skyrim LE Mods
What issues? I don't see how...- 65 replies
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Interactive Clutter v0.3 Google Drive shared folder. Overview Interactive Clutter is the successor to More Interactive Items by JustinOther and converts more than 11,000 static clutter objects into miscellaneous items that you can grab, pick up, trade, steal, and break down into components for recipes. Interactive Clutter was built from scratch using the power of TES5Edit automation. All miscellaneous items are tagged with the appropriate keywords. In addition, all miscellaneous items that are located inside owned properties are flagged as owned. Frequently Asked Question What is the difference between Interactive Clutter and More Interactive Items? [*]More Interactive Items has been abandoned for two years. Interactive Clutter is alive and kicking. [*]More Interactive Items doesn't support Dragonborn. Interactive Clutter does. [*]More Interactive Items doesn't support Requiem, Hunterborn, or other mods. Interactive Clutter does. [*]More Interactive Items converts 88 moveable statics to miscellaneous items. Interactive Clutter converts 92. [*]More Interactive Items replaces 9,568 references. Interactive Clutter replaces at least 11,040. [*]More Interactive Items doesn't tag new items with keywords. Interactive Clutter does. [*]More Interactive Items doesn't flag new items in owned cells as owned. Interactive Clutter does. [*]More Interactive Items doesn't have a merged plugin. Interactive Clutter does. [*]More Interactive Items doesn't value and weight new items correctly. Interactive Clutter does. [*]More Interactive Items doesn't have breakdown recipes. Interactive Clutter does. The short answer: Where More Interactive Items doesn't, Interactive Clutter does. EDIT: @fireundubh has once again released his mods for the public, but not through Nexus.
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v0.4.3 update: Fixes: Civil War NPCs should no longer be prematurely hostile.
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Load order refers to the order in which plugins load. Priority refers to the order in which assets load. Plugins = *.esp, *.esm Assets = *.bsa, loose files
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You needed that same knowledge with BOSS, except you just had to do more work to create patches.
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Just assume.
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"I wonder if I should remove the three left over records manually?"
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You can just create a folder in the MO mods directory and copy plugins and stuff to there. Refresh MO. Voila! You've installed a new mod. You don't have to screw around with the "create a mod from the overwrite folder" thing.
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Copy the core ESPs into your MO mods directory as individual mods and load them like any other mod but with the highest priority. Then, clean those plugins. MO will use the ESPs in the mods directory instead of the ones in the Data folder, which will prevent Steam from redownloading those files and allow you the privilege of using cleaned plugins. Also, LOOT checks files against their CRC32 checksum, which is based on the data in a file. When that data is modified, the file will produce a new checksum. If you saved your plugins after cleaning, your plugins will have different checksums—and unless someone unintentionally added the cleaned checksums to LOOT's masterlist, LOOT should no longer show you any messages about cleaning.
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Install the Visual C++ Redistributable Packages for Visual Studio 2013. If that still doesn't work, install the installer version. There's no difference between the installer version and the archive version. I had this problem and I checked, but the extra work, I guess, gives the OS a good slap to the head.
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Ramifications of BSA Extraction in Mod Organizer
fireundubh replied to z929669's question in Mod Organizer Support
Immersive Weapons.esp seems to work just fine with Immersive Weapons - Meshes.bsa and Immersive Weapons - Textures.bsa.Scripts packed that way, however, seem to fail (e.g., CCO Remade - Misc.bsa), but that may have more to do with the plugin being named Complete Crafting Overhaul_Remade.esp. Perhaps filenames are matched by how they begin rather than exactly?

