Mousetick
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Everything posted by Mousetick
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Yes it would need to be added to all BGS games, but it doesn't seem like copy-pasting the "root" string into a dozen or so .h files would be an insurmountable task for the MO2 dev team, or for yourself via a PR. Making an API with Python bindings available to plugins is another story, and I can understand that they would be more hesitant to implement such a feature, not to mention it could be quite a while before it's ready. In another topic here, you alluded to the 'root' folder being the "de-facto" standard for packaging root mods. That may be true, but the reality is that it's currently not supported by any mod manager, as far as I know - with MO, one of the most popular ones, among them. So there is no incentive for mod authors to package their root mods in a 'root' folder. If you want it to really become a de-facto standard, you need to start somewhere, and adding 'root' folder support to MO would be a good place to start a virtuous cycle. There is a difference between 'must work as expected' and 'nice to have'. I'd put the support for 'root' folder for content validation in the first category, and the content indication icon in the second. Get the essential basic support in first, then it can be improved later. Anyway, there's no hurry and I don't mean to pressure you in any way. The 'root' mods being considered invalid by MO2 is not a deal-breaker for me, and there are workarounds. But I'd be hesitant to recommend Root Builder to average users who typically have a low tolerance for unexpected behavior and/or are not willing to make any effort to deal with it.
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It's basically the same idea as SPID: patch dynamically at runtime rather than statically in xEdit. This eliminates the need to redo a patch when you add or remove affecting or affected mods. While the idea for this mod framework is good in theory, I don't think it can fly in practice. Unlike SPID which distributes items to NPCs, this replaces objects. If you have 2 mods MA and MB that each have SPID lists (_DISTR.ini files) for the same actors, their effect is additive: an actor would receive the items from MA and MB. Conversely an object can only be replaced by a single other object at a time. So if you have 2 mods MA and MB that each have SWAP lists (_SWAP.ini) for the same object, they conflict with each other and only one of them will be effective. This essentially moves the conflict resolution goalpost elsewhere, but it's still there, and resolving the conflict is now even more complicated due to the information being spread out in various _SWAP.ini in different mods. Whereas it's trivial to see all conflicting mods at once for a given record in xEdit, and decide which one should win. Are you Arthmoor disguised as another user? Please don't mind me, I'm just kidding
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Apparently it's hardcoded in <Game Name> Plugin. Here for example the list of valid folders for Skyrim SE: https://github.com/ModOrganizer2/modorganizer-game_skyrimSE/blob/master/src/skyrimsemoddatachecker.h It might be a simple matter of adding "root" to that list. Unfortunately it's all C++ code so one can't just quickly hack it without rebuilding everything from source code. But as you can see the MO2 developers already have included folders in that list like 'skse', 'MCM' and 'NetScriptFramework' which are not standard Gamebryo folders, so hopefully it shouldn't be a problem for them to add 'root' if you ask nicely
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Yep. Redirect option. Got it. I'm giving Root Builder a try. With 'Autobuild' switched off because I don't really need to swap root mods and I like being able to run several apps off MO2 simultaneously (GUI unlocked). Is there a way to disable all the MO2 warnings for mods that only contain a root folder? Telling MO to ignore the warning during installation is fine, but then they show up as greyed out in the mod list with a X icon. It's only cosmetic, but it's distracting and annoying. It doesn't help make root mods feel like full citizens "at home" in MO2. Which MO plugin is validating the contents, is that <Game Name> Plugin? Is there a way for your plugin to override this behavior?
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Don't worry about it. That would probably overcomplicate things on your end. I see you have a special case for handling skse_loader.exe. Does that mean it's the only launcher that is supported? Let's say I have another launcher/wrapper named foo.exe that is installed as a root mod and needs to be run from the game directory. Would it work? Edit: never mind, it's the 'Redirect' option. There's nothing special about skse_loader.exe. I did look at the documentation, though I admit I only skimmed it the first time. Upon re-reading it, I see the first paragraph under 'Usage' tells it all. It is that simple indeed after all Thanks again for taking the time to explain. Quite interesting indeed. Edit: one more question: do Construction Set/Creation Kit work with Root Builder when packaged as root mods?
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Oh ok. I misunderstood, I thought the user had to run Root Builder manually to deploy the root mods. The automatic deployment and cleanup is kind of useless and wasteful when running tools like LOOT or xEdit for example, but I guess it's simpler and safer than trying to figure out if the app being run is a game launcher or the game exe itself. Then you may want to remove them or tuck them away in some advanced settings panel, rather than put them front and center. Copy mode is the safest and most compatible. By offering a choice of deployment methods with technical descriptions that few will understand, users will worry about making the right choice. Keep it simple, stupid Or I am misunderstanding again, and the Root Builder panel is the advanced settings panel? Thanks for your clarifications.
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I'd suggest using this wonderful mod from one of my favorite MAs and his SoS series: Sweeping Organizes Stuff - Use Broom to Clean Mess. PS: This is a joke. I'm only half-joking though, as I intend to install and use this mod. I like the idea of a mod that's equally silly, useful and plausible for the game at the same time.
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You're absolutely right and I agree 100%. However the OP doesn't seem keen on using any mods and it looks like they only want to use console commands or INI tweaks. Which is why I made the suggestion of not going beyond 60 FPS, as that doesn't require any mod.
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ACCEPTED Convenient Reading UI (by uranreactor)
Mousetick replied to Mousetick's topic in Skyrim SE Mods
Thanks. If you're curious, I did some tests and provided some screenshots in the FO topic. From your list, only Gratian's Journal has replacement textures. Based on my findings, I've changed my mind and don't think it makes sense to install FO-RP at all if CRUI is used. The replacement textures in FO-RP are not desirable IMHO.- 54 replies
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ACCEPTED Font Overhaul - Natural Typefaces for Skyrim (by mfcfbro)
Mousetick replied to TechAngel85's topic in Skyrim SE Mods
Comparison shots of FO's Realistic Print option replacement textures. For testing FO-RP textures, I only kept the textures folder and hid the interface folder containing the font replacer and the book.swf "style sheet", otherwise the different formatting would not allow side-by-side comparisons with vanilla. Vanilla > FO-RP I thought the replacement textures were enhanced versions, but I was mistaken: They're quite limited. All the ornamental letters (such as the O above) are replaced but only a few drawings are covered. They're simply the vanilla textures with a different tint. My take is that they're designed to go with the dark brownish color of the text used by FO's Realistic Print, and provide no benefit or improvement on their own. Here's a shot using FO-RP textures and "style sheet":- 9 replies
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ACCEPTED Convenient Reading UI (by uranreactor)
Mousetick replied to Mousetick's topic in Skyrim SE Mods
Really? That's strange I can't reproduce the issue with FO and CRUI disabled, which is not pure vanilla but should be close enough for testing this scenario. I'm still using Skyrim SE 1.5.97. BTW, going back to the slooooooooooooooooooooooow vanilla page turning animations is so painful. With CRUI enabled, the issue seems to occur at font sizes smaller than 22 (which is what vanilla is using I think). At sizes 15, 20, 21 some pages would overlap. At size 22 all pages display fine. I tried 24 and 30 and it worked fine too. It could be an issue with the mod, or this particular book not expected to be displayed at smaller font sizes.- 54 replies
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ACCEPTED Convenient Reading UI (by uranreactor)
Mousetick replied to Mousetick's topic in Skyrim SE Mods
Yeah, but that's because you asked You have some weight on Nexus and people are more likely to pay attention than some random user. As a matter of fact, the same request was made earlier in the comment section, and the MA sort of waved it off by replying "Have you tried the Darker Text option?".- 54 replies
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There is a great time-saving service that tracks prices for PC games on various online stores and platforms (EA, Epic, GOG, Ubisoft, Steam, etc). It's free and no account registration is required, one can sign-in with a Steam account login (no secrets are shared with the service, it's just an authentication token). IsThereAnyDeal Among its numerous features, all with extensive customization options: Can track prices of games in your Steam wishlist (if it's publicly visible) and notify you via email when they satisfy a certain price/discount criteria. Can send email notifications of "specials", e.g. bundles, free games. So no more spending time scouring various stores or news sites to find freebies, no more fear of missing out on a great discount. Just sit back, relax and wait for the mail. A sister project is Augmented Steam, a Chrome extension that enhances the Steam store and community web sites, and optionally integrates with IsThereAnyDeal. Edit: last but not least, even though both are free, they're not plagued by advertising. Disclaimer: I know the blurb above may look like a marketing piece. I have no affiliation with the service. I've just been a satisfied user for many years.
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ACCEPTED Convenient Reading UI (by uranreactor)
Mousetick replied to Mousetick's topic in Skyrim SE Mods
FO > CRUI + FO Compatibility Patch (font size 22) Notes: FO and CRUI can be installed in any order as long as FO compatibility patch is installed last, overwriting them both. FO Compatibility Patch is a misnomer. The patch simply removes the background effect, it can be used with or without FO. CRUI Darker Book Text patch is mutually exclusive with the compatibility patch. Either one can be added according to taste, but not both. FO-RP option can still be installed with FO, if one wants the retexture that comes with it (/textures/interface/books). I don't know how to demonstrate its effect as I don't know specific books that show drawings. But the textures look nice when viewed on their own.- 54 replies
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ACCEPTED Convenient Reading UI (by uranreactor)
Mousetick replied to Mousetick's topic in Skyrim SE Mods
Yes. FO has two parts: The font overhaul per-se: books.swf (the book font), handwritten.swf (the handwritten font), interface.swf (the UI font), and fontconfig.txt to override vanilla's configuration. Realistic Print option: book.swf (the book/note formatting template if you will), and a retexture for some drawings seen in books. CRUI also has book.swf: it's used for making font sizes configurable, and for the 'No more laser-printed book' effect. So both clash and one has to win in the end. It's unfortunate that this mod includes the feature (which is actually taken from another mod) without an option to use it or not. Another classic example of scope creep, and of tying up two unrelated features together: function vs. style. But it looks like a solution is in sight: Tech asked, and the MA answered! There is now a 'patch' available under Optional Files. I'm going to give it a try...- 54 replies
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Skyrim still has a lot of bugs, glitches and quirks that remain 10 years after its initial release and despite the numerous updates and re-releases. I understand your desire to experience the game in a first play-through as it was originally designed. Depending on your tolerance level for game-breaking, immersion-breaking or merely annoying issues, mods can become quite useful if not necessary. Mods are not just for making the game look prettier or for transforming the gameplay. Among the thousands of mods available for Skyrim, a good portion of them are solely intended to fix issues or to improve certain systems without altering them gameplay-wise. This hasn't been mentioned in all the answers so far: to minimize physics issues without any mods, don't run the game at more than 60 FPS. This will prevent objects from flying or exploding, but not from shaking. As has been mentioned already, objects shaking can be caused by NPCs being near them and colliding with them (e.g. sitting at a dining table full of clutter). The noise you hear is simply a consequence of the objects shaking and bumping against another surface. When you entered the same room in your new playthrough, the NPC in question may have been in a slightly different position, avoiding the collision.
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ACCEPTED Convenient Reading UI (by uranreactor)
Mousetick replied to Mousetick's topic in Skyrim SE Mods
Last comparison screenshots from me. I've had enough and I'm done testing this stuff! It's not really a blur that's applied, it's more like some background shading. The text itself is sharp. FO-RP > CR Default > CR Darker Text > FO-RP Again. All shots in lossless PNG, CR font size 22 to match FO-RP.- 54 replies
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ACCEPTED Convenient Reading UI (by uranreactor)
Mousetick replied to Mousetick's topic in Skyrim SE Mods
FYI: Book and note font sizes are no longer configurable with this mod when using FO-RP. FO-RP sets the fixed sizes. So you won't get the smaller, book-like, print size any more. If I were you I'd omit this mod completely from the guide rather than include it in a semi-broken state. Less confusion for users and support issues for you. The effect doesn't bother me personally, in fact I hadn't noticed it until Z asked me what the 'No more laser-printed book' feature was about. I understand this can be distracting or impairing for those with degraded eyesight. I'd suggest perhaps trying to embiggen the font until you can read comfortably, especially with cursive fonts. Greg's comparison clearly shows the effect, but at the same time, it's a little apples to oranges, as the FO example uses a larger font.- 54 replies
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ACCEPTED Convenient Reading UI (by uranreactor)
Mousetick replied to Mousetick's topic in Skyrim SE Mods
The fuzziness effect is even more pronounced with your screens owing to their huge dimensions, when viewed on a smaller monitor. JPEG compression artifacts + shrinkage to fit picture = messy blurriness.- 54 replies
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It looks like this involves too much manual "maintenance" to be of much benefit to average users. Need to repackage the mods to install them, and to run Root Builder to deploy the root mods. It introduces concepts and procedures that very few people would care about, much less understand. Choose between Copy, UVFS or UVFS + Links deployment methods - Huh? It could be useful for advanced mod users and developers needing to manage and test different extender versions or ENB configurations. I wish the root mod installation/deployment capability were built into the mod manager itself. If I'm not mistaken, Vortex provides such feature, at least for the BGS games and common extenders (SKSE, SSE Engine Fixes, ENB), seamlessly integrated so that they are handled and managed like any other mod from the user's point of view.
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ACCEPTED Convenient Reading UI (by uranreactor)
Mousetick replied to Mousetick's topic in Skyrim SE Mods
Just looking at the screenshots may make them look appear fuzzier than they really are, depending on how they are displayed in your browser. For me, they are shrunk down to fit in the forum's picture viewer, which makes them look fuzzy indeed, the effect being exacerbated by the smaller font. But they're actually not noticeably fuzzier than Font Overhaul's 'Realistic Print'. To get a better idea of the clarity, or lack thereof, the mod should be looked at in-game at your monitor's resolution, or the screenshots should be displayed and looked at a 1:1 scale. Here is a small sample taken from a fullscreen screenshot which should be displayed at 1:1 when clicked upon. Does it look too fuzzy?- 54 replies
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wrye bash uses mods deactivated as part of merge
Mousetick replied to WizardMarnok's question in Wrye Bash Support
When you run WB from MO, it should show the list of plugins exactly the same as it is in MO2 - same load order, same enabled/disabled state. Is this not the case? Are you launching WB from MO? When exactly does WB "retick" the plugins you disabled in MO? If there are missing or disabled masters, WB warns you before (re)building the Bashed Patch, it doesn't silently "tick" anything. -
ACCEPTED SSE Display Tweaks (by slavicpotato1)
Mousetick replied to TechAngel85's topic in Skyrim SE Mods
Yes it's confusing. I don't think you need to wait 3 hours before or after landing at your spawn point. Simply going through the ASLAL quest normally, choosing to spawn in an interior, and landing there may be good enough.- 41 replies
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wrye bash uses mods deactivated as part of merge
Mousetick replied to WizardMarnok's question in Wrye Bash Support
If MA is a master of MC, and you merge MA and MB into MD, MA is still a master of MC, unless you modify MC to have MD as a master and remove MA from its masters. Does that make sense? Merging plugins is usually done with "leaf" plugins (e.g. patches), that are at the end of the dependency chain. That is, nothing else uses them as masters. In that case the issue above doesn't arise. -
ACCEPTED SSE Display Tweaks (by slavicpotato1)
Mousetick replied to TechAngel85's topic in Skyrim SE Mods
Are you sure the OSD is enabled in your SSEDisplayTweaks.ini? It's off by default. [OSD] ## Enable the on-screen display. # Enable=false And the default keyboard shortcut uses the left Shift key, in case you have 2 and may be using the right side one. Right. It's a typo, should be cow. You need to sleep in the ASLAL bed and wait until you are teleported to your spawn point, then you can cow to Riften docks. Another good spot for testing FPS is the Riverwood bridge - overlooking the river towards Lake Ilinalta.- 41 replies
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