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egocarib

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Everything posted by egocarib

  1. This was ultimately how I ended up feeling. I may try it out again eventually after it's been updated some more (since I agree that this kind of thing would still be very nice), but for now I'm going to set it aside.
  2. This is indeed a very nice replacer. IMHO darkswirls is probably more important to retain from Ultimate HD Fire Effects, it's only used by one or two of the less common enchantments, and they will of course utilize whatever higher-res texture UHFE provides (which is probably much better optimized for 3d fire FX). The vast majority of enchantments use Enchflameproject01 as their base texture. Nice find, by the way!
  3. Discussion thread: Better Dwemer Spider Textures by Naitrii Wiki Link (edit by rootsrat): This mod provides higher-resolution version of the Dwemer Spider. Available resolutions are 2K and 4K. You can meet them mostly in the interior cells. In current STEP version (2.2.8 / 2.2.9) only UHRP delivers these textures. OP (egocarib): These really speak for themselves. Nexus Compares: STEP (UHRP) >> Better Dwemer Spider Textures >> >> >> >> >>
  4. The new one looks safe to me - it no longer relies on newly added properties, which means other mods that edit the soul trap effect won't cause it to stop working. A new safety check has also been integrated into the code which should now make the infinite loop impossible. However, it's probably not a bad idea to wait until it's at least out of beta as I'm sure the USKP team has a few other coders looking at it too.
  5. You can do that yourself pretty easily in TES5Edit just by migrating the USKP's changes to Properties on the magicSoulTrapFX script. That will be good enough to prevent loops from occurring for now until the next USKP update. As long as the properties are correctly filled as they are in the Unofficial Skyrim Patch.esp you will be fine. Luckily Arthmoor has said he will update it by tomorrow now.
  6. No it won't. You can tell easily if you're affected just by looking at your log. And I spent the last hour testing my possible solution, but it doesn't work after all. The references refuse to reset once they're locked in the loop. So yeah, pretty much out of luck :-/
  7. Smart Souls will not cause a problem. SkyRe is the big one that will. From my more detailed post over at Bethesda: Basically, the problem is that USKP's newly added properties to the magicSoulTrapFX script are not carried over when another mod also edits any soul trap effect with the magicSoulTrapFX script attached to it. This is what causes the problem. No, the only way to solve it is to explicitly fix the property on each individual reference. The only way I know to do this is, as I mentioned above, adding a modified script to your game and revisiting every enemy you used soul trap on, explicitly. (This is because the only way to make their scripts do anything different is to hook into a load event when they are re-loaded when you go near them)
  8. I'd say you can be 99% certain that there will be no fix possible for this issue besides reverting to an older save. Technically I could probably give you a script that will fix loops currently embedded in the save, but it would require you to explicitly return to every enemy you've used soul trap on. If you don't remember the location of every enemy or can't return to them all then it wouldn't work. Due to the way that papyrus and magic effect scripts work, there's no other simple way to fix it.
  9. An important note -- version 2.0.1/2.0.1a of the USKP is extremely unsafe to use in combination with any other mod that modifies Soul Trap effects in any way. Everytime you cast/use a Soul Trap effect on an enemy, the effect will be stuck on the enemy forever, and an infinite loop will be embedded into your save file. This will undoubtedly eventually lead to huge performance issues and CTDs. There is -no- way to fix these once they have started. Thus, it's very important to revert to a save before you installed the most recent USKP versions if you care about the character. It should be very easy to tell if you've been affected just by looking at your log, which will be quite densely spammed if you have any of these loops active. I am posting here only after extensive discussion with Arthmoor on AFKMods and through PMs, but he has pretty much refused to make an update to fix the issue. As of this morning he has said it will still be "a few days" before he can get around to making an update. There was also a mod posted last night on Nexus that was a temporary patch to fix the issue, which was deleted from the Nexus, and I strongly suspect this was because of Arthmoor reporting it as a permissions violation out of some weird sense of pride or self-justification.. Quite frankly I've always thought Arthmoor was a good guy but I have lost a great amount of respect for him in the last 48 hours due to his refusal to respond to this issue or consider issuing a hotfix for such a severe bug, or even to post a warning on his mod page, (and some other things I will respectfully keep to myself) even while thousands of new players download the USKP each day and whose saves will very likely be irrevocably damaged.
  10. Flora Respawn Fix doesn't include any "hidden" records not visible by TES5Edit, it only appends "hidden" scripts to the flora and tree objects -- so you can't see the attached scripts in TES5Edit. All the records it edits are still there. However, any other plugin that makes direct edits to the same Flora or Tree objects will conflict. And You're correct, the mod simply replaces the harvested plant with a duplicate when the timer expires. It is a very lightweight script that shouldn't have any noticeable impact on gameplay. @Neo - I also tested SFO 1.91, including the expanded diversity plugin. Is that the full edition? After looking at it I doubt that any of the add-ons would conflict either, but it could be checked fairly easily.
  11. Well, felicitous timing -- I just cracked open SFO (including the expanded diversity plugin), and indeed, there are no conflicts at all between SFO and Floral Respawn Fix. The only thing that might need to be checked are any other STEP mods that change the plant models. If they are simple texture/mesh replacers there shouldn't be any conflicts, but if they include .esps there might be. I don't recall which STEP mods affect harvestable item textures ATM.
  12. Patch Pack v1.61b - Dwemer Certified patch added.
  13. The Patch Pack has now been updated to include patches for the most recent versions of Apocalypse and Stealth Skills Rebalanced.
  14. Thanks for bumping this, yass100. Glad I didn't miss it. ;)
  15. Nexus Link A nice new compliment to weapon mesh tweaks like Weapon De-LARP-ification Project. Makes bows a bit thinner.
  16. Good point. That would have to be looked into. Although, if there are conflicts, it may be difficult to patch, since Vurt likes to update his mod every day ;) Edit: Yeah, looks like its currently incompatible. I might look into it sometime and see how much work a patch would be.
  17. Nexus link These are really impressive - each mill has its own unique design. Uses textures you've already got installed but creatively redesigns the mills of each region using various texture assets. Great pic collection on the mod site.
  18. It seems completely safe to me, and I've been using it a long time now. Don't be put off by the "hacked version" stuff - basically the author just added a script to tree/flora objects which you normally cant do using the Creation Kit. However, the game recognizes the script as valid when loaded and it works as intended. There are many other things the CK doesn't let you edit that you can edit using TES5Edit or other methods, and the game still responds to them fine - there aren't any side effects to this. The USKP won't include it because it is a rather huge edit to every flora/tree object, and the USKP has a tradition of avoiding panoramic edits of this magnitude. (Same reason they won't fix the NPC enchantment bug - it would require adding a perk to every NPC). Personally I consider it an indispensable mod, and I'd be in favor of adding it to STEP if others wanted to consider it. For me, this is one of those very noticeable immersion-killers (but maybe not so much for others).
  19. I haven't been following this thread, so I apologize if this is the wrong place to post this - but I would recommend changing the note regarding "Daedric Armor & Weapons" in the step guide to be a little more forceful in asserting that the .esp should not be used -- I just noticed the .esp is actually corrupted, so it's essential that it needs to be disabled.
  20. Yeah, I didn't change the plugin name, you can swap it right out, and actually it will even fix any old fog scripts that are still running if you re-enter the area again.
  21. It still uses a very lightweight script to enable the fog, but it's now a safe script that is only active while the fog cell is loaded. It's not significant enough to have any real performance impact, and the script is deactivated once you leave the foggy area.
  22. A version of Morning Fogs with script fix mentioned above & additional options is now available.
  23. I know you're using CoT, which I'm not, but maybe this will be a little helpful at least - my current Realistic Nights esp order is: RealisticNights+DB+DG.esp (main esp) RealisticNights brightness opt 2.esp (darkness choice option) RealisticNights DB brighness opt 2.esp (darkness choice option) RealisticNights DG brighness opt 2.esp (darkness choice option) RealisticNights NightEyePredatorVision.esp (optional) RealisticNights torches magic lights.esp (optional) RealisticNights-RLOweatherspatch.esp The author says that all esps should be mergeable using the TES5Edit merge script by Mator if you prefer to go that route. I'm testing option 2 (one up from the darkest option) but thinking I may go down to the darkest (default) option to give that a try instead now that I've played around with it a bit.
  24. Azirok, thank you a lot for doing those patches. Your innumerable patches make Requiem so much more tempting.
  25. Huh. I redact that comment. Weird, rebooting the game tonight all seems to be working right, not sure why it was so off my last play session - there was serious shadow problems and pockets of complete pitch blackness before, which all seem to have disappeared! What I notice now is a slight difference in saturation though, I feel like I lose just a tiny bit of RLO's "warmth" and coloration for those who are familiar with it. But the nights are definitely darker which is nice. Will keep playing and see how it goes :)
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