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Everything posted by dreadflopp
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[WIP] Mod Picker
dreadflopp replied to Terrorfox1234's question in Mator's Utilities Support (archived, read-only)
I am unable to add https://www.nexusmods.com/skyrimspecialedition/mods/2829/? to modpicker, it says it is hidden by author or staff, but it is not. -
[WIP] Mod Picker
dreadflopp replied to Terrorfox1234's question in Mator's Utilities Support (archived, read-only)
Great, you are fast! -
The curse of the modder; always modding, never playing..
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pack A Real Explorer's Guide to Skyrim
dreadflopp replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Great news, REGS has always been my favorite pack. I am currently working on a SSE setup and packs for that, very much WIP. REGS has always been a great inspiration for quest/city/world mods for me so I'm very glad for this. I see you are keeping REGS compatible with ICAIO. I had personally decided to drop ICAIO to be able to use worldspace mods without issues, but seeing the mods currently on the list and that you will use ICAIO, I will add it back. How do you deal with worldspace conflicts where ICAIO and another mod edits the same object? Possible additions, artmoor's village mods? I haven't tried them myself. Beyond Skyrim - Bruma. Again, I haven't tried it. Last question, do you have any plans on an SSE version? -
[WIP] Mod Picker
dreadflopp replied to Terrorfox1234's question in Mator's Utilities Support (archived, read-only)
I finally got it working when I discovered that after the mod mods plugins are selected in the mod details view, they also has to be added in the manage plugins view from the plugins tab. Another issue, which might be by design rather than an issue; Plugins that are set as default in the analysis are not deselectable. Or rather, they are deselectable but when the mod details tab is closed and reopened the default plugin is selected again. My interpretation of setting a plugin as default in the analysis is that it is just the default selection rather than a requirement for the mod. -
Glad it works fine :) Jaysus swords brings a great variety to the game with many different swords. Unfortunately they aren't very balanced. By deselecting them in the MCM they are not placed around the world, they can only be crafted. This way, jaysus swords doesn't break balance as much.
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[WIP] Mator Smash
dreadflopp replied to Mator's question in Mator's Utilities Support (archived, read-only)
Is there a smash setting that you can set so that a plugin overwrites previous plugins even though the data of the record is identical to skyrim.esm? Example, magicPerk.esp doesn't forward changes from USLEEP and the author says it shouldn't. The smash.all setting does forward USLEEP changes per design, if USLEEP is included in the patch. I know you probaly can edit the smash-setting on all records that magicPerk.esp conflicts with but it would be easier if you didn't have to. -
[WIP] Mod Picker
dreadflopp replied to Terrorfox1234's question in Mator's Utilities Support (archived, read-only)
Me again, it seems that custom plugins that you create in the plugins tab aren't included in the exported plugins.txt? -
Skyrim Special Edition Enhanced
dreadflopp replied to paul666root's topic in Skyrim Revisited (retired)
Hey paul666root, dou you use the moss plugin from Majestic Mountains and if you do have you had any issues with odd looking moss?- 214 replies
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ACCEPTED WSCO - Windsong Skyrim Character Overhaul (by Windsong)
dreadflopp replied to Crimson13's topic in Skyrim LE Mods
The NPC edits are in a separate though. I haven't tried it in game but I'm guessing you can simply deactivate that plugin. -
[WIP] Mod Picker
dreadflopp replied to Terrorfox1234's question in Mator's Utilities Support (archived, read-only)
An issue, at least for me, that may be related is that mod options from the mod details screen aren't always saved. For me they seem to revert to their default selection. -
[WIP] Mod Picker
dreadflopp replied to Terrorfox1234's question in Mator's Utilities Support (archived, read-only)
1. Thanks, just found it simple but great feature 2. Here you go: link removed due to potential spam/phishing -
[WIP] Mod Picker
dreadflopp replied to Terrorfox1234's question in Mator's Utilities Support (archived, read-only)
1. Small feature request: Download the plugin list/load order list as a plugins.txt file 2. I'm trying to add the plugin SMIM-SE-Merged-All.esp from Static Mesh Improvement Mod to my plugin list by checking one of the boxes in the details section of the mod but it doesn't appear in the plugin list. Any idea why? The analysis doesn't contain all the options from the installer, it may need to be updated which i will check when I get home. -
[WIP] Mod Picker
dreadflopp replied to Terrorfox1234's question in Mator's Utilities Support (archived, read-only)
Thanks for the helper role, appreciated :) -
[WIP] Mod Picker
dreadflopp replied to Terrorfox1234's question in Mator's Utilities Support (archived, read-only)
Is it possible to update the analysis for a mod where it's incomplete? I'm thinking about link removed due to potential spam/phishing here is a complete one: https://www.dropbox.com/s/38xtt05dqvegzk9/9.0.1%20A%20Quality%20World%20Map%20-%20Vivid%20with%20Flat%20Roads-5804-9-0-1VF.json?dl=0 -
That's correct. I don't know about LOTD, not always the easiest mod to patch, imo. Never checked LOTD against faction crossbows.
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New less loot mod - name it & feedback
dreadflopp replied to dreadflopp's topic in General Skyrim LE Discussion & Support
Thanks for the suggestions still haven't decided on a name. I knew when i posted the original post that I had forgotten something and I just remembered what it was. Dragonscale and dragonbone armors and weapons are completely removed from the leveled lists. Since people in Skyrim doesn't believe in dragons and dragons are considered to be nothing more than legends, it doesn't make sense that there are weapons and armors made from dragon scales and dragon bones. Editing the op. -
New mod without a name I made a mod and need thoughts, feedback and a name for it. This is my second attempt. I finished the mod, it took a couple of months, and decided that I didn't like it and threw it away. This second one is, imo, much better. It is a leveled list mod and is pretty untested. It alters the loot you get at higher levels. It is made with TES5Edit for Skyrim SE but I'm guessing it works with Skyrim to. I'm not up to date with how the plugin format has changed between Skyrim and Skyrim SE. Purpopse: I have played the game for a long time using the mod Morrowloot which is an overhaul that changes many aspects of the game. The main purpose for me to use Morrowloot was to make high level loot really rare. Morrowloot achieves this by removing high level loot from the leveled lists and handplacing them in the world. I wanted this but without all other things that Morrowloot does and without the conflicts hand placed items causes. Description: This mod only edits the leveled lists. Skyrim uses something called sublists to make daedric items more rare. In an ordinary leveled list there might be, say, 12 items. If you have high enough level there would be 1/12 chance to get any of the items (you only get one item, mostly). If the item you get is daedric you are moved to a sublist where there is a 1/20 chance to actually get the daedric item and 19/20 chance to get a lower level item. The chance to actually get a daedric item would in this case be 0,5%. I have extended this mechanic to include ebony, stalhrim and glass. Features: * The vanilla mechanic to lower the chance to get daedric items didn't cover all daedric items in the leveled lists. This has been altered, all daedric items are now covered. * The chance to find ebony/stalhrim items are 10 times lower than without this mod. * The chance to find glass is 5 times lower than without this mod. * Dragonscale and dragonbone weapons and armors are completely removed from the leveled lists * The mod covers armors, weapons, arrorws and ingots. Arrows and ingots leveled lists has been more mildly altered. * The thalmor has a higher chance of carrying glass. They use vanilla values. * The high level (46+ I think) draugr dread lords (or something like that) are left untouched. The have a higher chance of carrying ebony. In-depth: All vanilla leveled lists has been altered without changing the number of entries in the lists, thus making thios mod very compatible with other mods by using a bashed/smashed patch. I have made lots of sublists. They all use the same naming convention that the vanilla game uses making them easy to understand and alter, if you know your way around in TES5Edit. The vanilla game uses blacksmith-lists in the daedric sublists; you either get a daedric item or are redirected to a blacksmith list that has ebony as its highest level item. If you are in a higher tier list, say a "boss" list or "best" list, the daedric sublist contains 1 daedric item and 19 ebony items. I have changed this. I wanted to remove anything above dwarven/elven/orcish from the blacksmith lists but since they are used by other things than the daedric sublists I decided to make new leveled list instead of using these. In the higher tier lists I have removed ebony and added lists with equal parts of elven, orcish and dwarven items. This means that if you do not get a daedric item you will get a dwarven, elven or orcish item. Versions: The mod comes in two version, one for vanilla Skyrim and one for Weapons and armor fixes remade - true orcish (You can use true daedric too, it doesn't matter). Use one of these files. Bonus: NoLeveledUniqueItems.esp - This files removes level from unique items. You no longer have to worry about taking a quest or picking up a unique item to early in the game, getting an inferior version of the item. With this file you always gets the highest level version. Compatibility: I will make patches for lore weapons expansion, immersive armors and maybe other weapons/armors mods. The are easy to make and will be done quick. Files: https://www.dropbox.com/s/ntspowhdhcltbjx/LessLeveledLoot.7z?dl=0
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1. It doesn't really matter with this pack, but to be safe, install it after the STEP compilation in 2N to make sure it overwrites textures in STEP compilation. 2. I have CACO in another pack, it won't be included here. My packs are slightly outdated and the next version of them will be for SE. The patch for this pack is very basic and everything works as intended. If you wan to add CACO, use these patches: https://www.nexusmods.com/skyrim/mods/77126/? 3. My patch doesn't fix any issues between RWT and iNeed. I think you can fill your water pouches from water, you can in cities at least. Not a big deal imo, just roleplay and pretend that lake water isn't drinkable if it doesn't work. Realistic if you ask me. It's probably very easy to convert that patch to work with original Skyrim, I don't have time to do it atm and I don't have the original Skyrim installed. And to answer your question from the pm, I didn't make this pack. I had a survival pack but decided to remove it in favour of this one because mine was redundant. I made a patch for this pack instead and got permissions to keep it up to date.
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Thanks! Sent from my Nexus 6P using Tapatalk
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RESOLVED The pack templates have been edited and needs to be fixed
dreadflopp replied to dreadflopp's question in Wiki Support
Something is odd. For now, don't use the edit buttons in your pack page, they seem to edit templates. Choose the edit button from the PAGE TOOLS drop down menu on the top of the page and add your text to the guide. -
RESOLVED The pack templates have been edited and needs to be fixed
dreadflopp replied to dreadflopp's question in Wiki Support
No need to apologise, stuff happens :) Something is odd since you can edit the templates by clicking edit in your pack-page. It hasn't been like that before. It probably needs to be looked at. By deleting your text from the template everything seems ok in the pack pages, but I don't think the template page should be empty. -
RESOLVED The pack templates have been edited and needs to be fixed
dreadflopp posted a question in Wiki Support
As the title says, the template needs to be fixed since this text is injected into other packs: https://wiki.step-project.com/index.php?title=Template:Pack&action=history https://wiki.step-project.com/index.php?title=Template:Pack&action=edit§ion=T-2 -
That's messed up, it's not in the source code. Hmm, looks like Dianna_TES_GotH has edited the templates and added his/hers code to them, which means that it will be injected into all packs on STEP that uses these templates. This needs to be reported and fixed. If you don't mind, could you post about this in the forums? nm, I reported it. Link updated. I'm finished with my studies for the summer in about 3 weeks. After that, I'll be more active :)
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I loved the first XCOM, played it both on PC and android. I will pick this game up once I have gotten some more free and after I have made some time to pick up Civ6. Sent from my Nexus 6P using Tapatalk

