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Mousetick

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Everything posted by Mousetick

  1. Discussion topic: Contextual Crosshair by doodlez Wiki Link A modern SKSE replacement for iHUD's crosshair feature, with smooth fading transitions, numerous options, and deep integration with mods. Implemented as a SKSE plugin vs. Immersive HUD's Papyrus scripts + ESP plugin. There is no MCM, configurable via INI file settings. Built-in support for Better Third Person Selection and other 3rd-person view mods, which I don't use, so can't tell what this means. Notes: Compatible with AE 1.6.629. iHUD provides a compass display feature that is lost when switching to this mod. This feature can be replaced by Toggle Compass Hotkey. I use this mod along with Toggle Compass Hotkey and Compass Navigation Overhaul, they all work well together in my experience. Here's an example of a minimalistic, immersive HUD, using: This mod to automatically show/hide the crosshair; Toggle Compass Hotkey to show/hide the compass on demand; Simple Activate to always hide the activation button and prompt.
  2. An 'official' patch for Odin + CACO has been added to kryptopyr's Patch Hub.
  3. Discussion topic: Spell Organizer - Hide Remove Delete Erase Forget Spells by MaskedRPGFan Wiki Link Easily Remove/Hide, Erase and Add learned spells via MCM menu and hotkey. Good for decluttering the magic menu by hiding unused spells. See also: Shout Organizer (by MaskedRPGFan) which does the same for shouts and powers.
  4. Discussion topic: Dawnguard - Hall of Vigilant Requirement by AndrealphusVIII Wiki Link Small tweak that adds an additional requirement for the Dawnguard quest to start: having been inside the Hall of the Vigilant. If you've never played OldRim, or you forgot how it was before the Dawnguard DLC existed, you may not know the Hall of the Vigilant, as it's easy to miss, or you may only remember it in its empty, destroyed state. The hall hosts a group of Vigilants of Stendarr, and their leader, Keeper Carcette, a unique character and trainer whom you may never meet in your playthrough. In vanilla SE/AE, the Dawnguard quest starts once the player reaches level 10. At that point, the Hall of the Vigilant is destroyed, Keeper Carcette dies and is removed from the game. At the typical leveling speed playing vanilla, it's very likely you won't even have seen the hall before and won't realize what happened to it. This mod delays the start of Dawnguard until the player has visited the hall in its pristine, live state at least once. Notes: It doesn't remove the level requirement, it adds to it. It's compatible with Timing is Everything, which allows for changing the level requirement, and with The Choice is Yours, which doesn't force you into the quest, but doesn't prevent the events leading to it. Both this mod's requirement and the level requirement can be bypassed by visiting Fort Dawnguard in Dayspring Pass. The Unholy Vigil CC module places a quest item in the hall, but doesn't prevent it from being destroyed. Its quest provides some motivation to discover and visit the hall. Additional suggestion if you're siding with the Dawnguard, or are playing a good character without doing the Dawnguard quest: Stendarr Rising - The Hall of the Vigilant Rebuild (by Teabag86 - DrMonops - Janquel - Jkrojmal - Czasior) allows you to rebuild the hall and expand it using Hearthfires home-building mechanics. Not canon but very lore-friendly, using only vanilla assets. You can recruit Vigilants to live at the hall and use the hall as shelter. There is an optional, repeatable "tower-defense" minigame at the end, which can be configured or disabled in an MCM. Additional suggestion if you're rebuilding the hall: Stendarr Rising - Carcette Returns (by asdasfa)
  5. My, oh, my I won't spoil it but as you'll soon discover, this mod is very restrained. It mostly provides subtle variants of existing vanilla armors, and it adds a few unique items. Quite lore-friendly and blends in completely IMHO - you can hardly notice they are mod-added, even more so when using AMB retextures for vanilla armors.
  6. I'm not following. This adds more armors to the game. What is the problem you're trying to solve with this? If you need to override the new armors from this mod and replace them with vanilla, then simply don't install this mod to begin with. ??? That said, this mod is great. I've been using it and like it a lot. The armor variants are done in the same style as all other AMB armors retextures, so they fit in seamlessly. They add more variety, more serendipity to the world. But they're new armors, they don't exist in vanilla.
  7. When Cathedral Weathers is used, or another weather mod among those recognized by this mod (see list in the sticky posts), the interior sounds for rain and thunder from this mod are disabled. This is done to prevent conflicts with the weather mod on sounds associated with vanilla weathers, and inconsistencies on sounds associated with mod-added weathers that this mod doesn't know about. Note the FOMOD installer lets you pick Rain and Thunder options, or not, while Wind is not optional. So you can still install Rain and Thunder sounds, and the corresponding volume slider, even though the interior sounds from this mod won't be used because Cathedral Weathers is used (in STEP's case). This is done so that you can still get the separate volume slider UI if you want, and/or if you want to make a custom SRD patch to integrate this mod's rain and thunder sounds with your weather mod. Also picking these options won't cause issues or conflicts with the weather mod, because the SRD patching happens at runtime: SRD detects you have Cathedral Weathers installed and doesn't patch in this mod's interior rain and thunder sounds. It's all explained more or less on this mod's page and in the stickies, but I don't think it's very clear, so I tried to explain differently. I'm probably not doing a very good job. Anyhow, as instructed in the sticky post: For the sake of clarity and simplification, I'd suggest these options not be picked for the STEP guide.
  8. As I've tried to explain in my previous remarks, even if URBSS looks like it's overwriting something and "winning" on MO2's left side, it has no effect in-game: it's ignored/bypassed when ISC is used - unless the ISC plugin is patched - because the ISC plugin overrides the sound record(s) with custom paths for the audio files. As it is, URBSS just occupies disk space. Again it's more complicated to explain in words than to understand by looking at the plugin(s) in xEdit. You can look at record ID 0003DAE8 <WPNBowFireSD> for example, with Skyrim.esm < AOS.esp < ISC.esp, to see what's going on and why URBSS has no effect.
  9. ISC doesn't give you a choice: its plugin replaces the drinking sounds with its own, using a custom path /sound/fx/itm_is for the audio files. The record override for ITMPotionUse in the ISC plugin is bugged. Install the aforementioned bugfix patch and look at it in xEdit, you'll see why it's bugged and needs to be fixed. It takes more effort to explain than to understand the problem by looking at the plugins in xEdit
  10. Good question. As far as I can tell, there are 2 mods that require further attention: Ultra Realistic Bow Shoot and Improved Horse Step. The others are still used as long as they are sorted after both AOS and ISC on MO2's left side. Most of them overlap only with AOS and don't conflict with ISC. Realistic Bow Shoot is "lost" in favor of ISC. IHSS needs conflict resolution in xEdit. If you look at ISC's folders, you'll notice some folder names have a '_is' suffix while others don't. The '_is' folders don't conflict with anything, and their associated sounds' priority must be resolved by plugin patch. The plain folders use standard vanilla path names and overwrite whatever is before them, so priority is resolved by sorting on MO2's left side. If you want to keep the various singular sound replacer mods that only contain audio files without plugin, sort them after both AOS and ISC on the left side. As for the 2 remaining special cases: You'll need to listen and compare bow shoot sounds from Ultra Realistic Bow Shoot and ISC to determine which one you prefer. You can do this simply out-of-game by playing the .wav files: URBSS: /sound/fx/wpn/bow/fire ISC: /sound/fx/wpn_is/bow/fire If you prefer URBSS and want to keep it, you'll need to patch ISC's plugin to revert to vanilla sound paths and override ISC. If you prefer ISC, you can just uninstall URBSS. Same with IHSS and ISC but each use custom paths: IHSS: /sound/fx/Crystan-Sounds/IHSS ISC: /sound/fx/fst_is/fst_horse If you prefer IHSS and want to keep it, you need to ensure its plugin wins over ISC in the LOOT order (MO2's right side). If you prefer ISC, you can just uninstall IHSS. You can use these same guidelines with other sound replacers that you might to install later on top of the STEP baseline. Ready-made patches can often be found on Nexus for non-trivial cases and popular mods. I haven't done any auditory comparison myself, I just kept all the singular replacers and made sure they win. That's based on the assumption that they're still better than everything else, including ISC - which may be completely wrong. They were better than vanilla or AOS, but may not be better than ISC. All this requires further comparison testing, which I haven't done because I'm lazy. I only gave up URBSS in favor of ISC because I'm lazy. I'd recommend installing this fix (or merging it in the CR patch, as it's tiny): Immersive Sounds Compendium Drinking Sound Fix.
  11. I removed Nemesis a while ago, never used FNIS, because I don't need them and avoid anything that requires them. I agree they're a hot mess and nothing but trouble. Terribad documentation and support. And they're not really needed for STEP, Ice Skating Fixed notwithstanding, which I don't care about for playing in 1st-person. I use quite a few animation mods that depend on DAR, such as those Z linked previously. DAR is not compatible with the latest Skyrim AE runtime, however, and it's uncertain whether it can/will be updated (closed-permissions, MA MIA). So it's not an option for STEP at this point.
  12. Haha I do the same. For me it's the Windows Game Bar: Shoo, Zap! There is little to be gained by disabling the Steam overlay. The Steam client alone is by itself a memory hog whether it's actively being used or not as it remains in the background while the game is running. The extra overhead added by the overlay is negligible.
  13. I've been using the same options as your suggested ones, except a few minor ones that are different or that I left out. Some of the choices don't actually matter depending on other audio mods being used, how conflicts are resolved, or whether the AOS-ISC integration patch is used. 'Dungeon Ambiance' for example: the AOS-ISC integration patch makes AOS win so ISC sounds are not used. Is the red question mark next to Silent Arrow Projectile Loop option because you're undecided or because you're wondering what it's about?
  14. Strange. It never worked in any Steam game, or only in Skyrim? Is the Steam overlay enabled? Are you using a full desktop keyboard or a laptop keyboard? Are you using some other software that's running in the background and catching the F12 key perhaps? Try changing the Steam screenshot hotkey to another key. Can't think of anything else. Right. That's Skyrim's built-in screenshot feature, which doesn't work with the console open.
  15. Post your SSEDisplayTweaks.ini file as an attachment so we can take a look. Also your SSEDisplayTweaks.log file while you're at it (located in Documents/My Games/Skyrim Special Edition/SKSE).
  16. I posted this a while ago, you may find it helpful: Suggested "Best Practice" for Mod Configuration Files.
  17. You'd have to ask the STEP team. This discussion has come up before. There doesn't seem to be consensus among them on which approach should be taken and how to educate users about it in the guide. Moving the output out of overwrite, and putting it in a location separate from the mods themselves is better. As I mentioned, it prevents losing the configuration whenever you update the mod and replace it by the new version - which is the recommended way to update mods in MO2, i.e. not by using the Merge option. I can't think of any 'cons' to this approach. Having them in a central, separate location can also be helpful if you ever need to edit a configuration file. You can find it more easily rather than searching for it. It also makes it easier if you want to make a backup of all your configuration files. You could also make one separate mod-folder for each mod/configuration pair, if you like, as Kattmandu suggested. It's the same principle. I think it makes things more complicated than they deserve to be, but it works just as well if you prefer it that way. Ultimately nothing catastrophic will happen if you don't do this and instead store the configuration within its parent mod, by following the instructions given by the guide. You simply risk losing the configuration when updating/replacing the mod. Which may not be a problem at all if you only use defaults always and don't change anything ever.
  18. SKSE plugins and many MCMs save their configuration under this folder. If you move from overwrite into the respective mods, you'll lose their configuration whenever you update the mods by using the 'Replace' option in MO2. It's better to move everything from overwrite into a separate (initially empty) mod, named SKSE Output as you suggest, or Configuration Settings, or whatever you like.
  19. The Steam screenshot hotkey (F12 by default, I think) should work. That's what I always use. It doesn't work for you?
  20. In any case, you may want to update the instructions in the 2.1 guide to put this mod in the correct order (i.e. before Tempered Skins). Even if it's deprecated, some users are still referring to it while waiting for 2.2.
  21. I understand what you mean now. This whole body/clothing thing is such a headache. Theoretically this mod shouldn't be needed at all when using Tempered Skins UNP body meshes. Its MA says it likewise: And yet here we are, because somehow the Tempered Skins option (A7) used doesn't work quite right with some vanilla outfits. If you'd like to investigate more and get down this rabbit hole, go for it The way I see it, by overwriting this mod with Tempered Skins we're only filling the gap that should have been filled by Tempered Skins in the first place. Nothing is lost, nothing is reverted to vanilla, we were already using vanilla meshes for those outfits not replaced by Tempered Skins. Tempered Skins only provides UNP meshes for female nude/underwear body, bare feet, footwear, and bare hands. If you put on a piece of clothing or armor, the body underneath reverts to vanilla shape, since we're using vanilla-based clothing & armor meshes. Does that make sense? There's another mod by the same MA that tweaks vanilla clothing and armor to closely fit UNP bodies: UNP Body Fit Armors and Clothing. You could take a look if you like. It may not work well with the specific variant (A7) of Tempered Skins that we're using.
  22. Fair point. If there's any doubt about whether a perk or spell has been correctly distributed by SPID to a particular NPC that doesn't behave as expected, it's easy to check in the console, which lists all the spells and perks, and shows from which mod they come from. I very much doubt there's any issue here, but that's always a possibility. I'm not going to do that with that mod as I don't care to use or even try it. Just by reading the description on the mod page one can tell it's pretty "janky". If you don't trust SPID's viability in general, you're going to need to reconsider the inclusion of a lot of mods in the STEP guide, which currently rely on it to function.
  23. Yes you're absolutely right. I'm getting all confused, sorry. So back to your original question: you can see that the bare female feet meshes included in this mod are identical to those in Tempered Skins, which is expected since they're both UNP. The way I have them set up is: this mod first, then Tempered Skins overwrites it. So there are only a few outfit meshes from this mod that remain: the ones that fix the nipple slip issue caused by UNP body textures + vanilla clothing meshes, and a couple of shoes. Those are not included in Tempered Skins.
  24. STEP is not using UNP body (meshes). It's using vanilla body (meshes) with UNP body textures (from Tempered Skins for Females). This mod tweaks the vanilla meshes of specific pieces of female apparel to better fit with the UNP body textures. The purpose of the UNP bare feet meshes provided by this mod is not clear. Seems to be purely for better female feet aesthetics rather than fixing any issue, and is probably not required. Unless it's "required" simply for consistency with the wedding sandals and prisoner's shoes that this mod provides, which appear to be using the UNP feet as a base. See: /meshes/clothes/weddingdress/sandalsf_0.nif for example.
  25. Right, more or less. WACCF for sure. There are things that SRD doesn't cover, such as Impacts and Impact Data Sets. In that case, manual patching is still needed: Artic Frost Redux Deadly Spell Impacts Enhanced Blood Textures I won't be able to provide much input/advice on the SRD-based ISC patch because I've already painstakingly manually patched my whole load order for ISC a while ago, and I'm not willing to "test" this patch at this stage. Instead I'll refer you to lilebonymace's patches for AOS, ISC and AOS+ISC with the above mods, which are made to complement the SRD-based patch. This guy has been making a lot of excellent patches for a while, there's no need to reinvent the wheel. Also the SRD-based ISC patch comments section has good questions/answers. Hope this helps.
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