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Everything posted by Kelmych
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SKYRIMLE HUD comparison - Less Intrusive HUd II vs. Minimal HUD
Kelmych replied to FMiller's topic in Skyrim LE Mods
You didn't mention what has always been one the biggest issues for me with HUD mods, namely compatibility with compass marker mods like NACMIM (one of the STEP mods). -
Moonpath to Elsweyr/interesting npcs
Kelmych replied to runsbuns's topic in Step Skyrim LE Packs (retired)
The only manual available yet for the TES5Edit editor is for the nearly identical Fallout New Vegas version of the editor. Â This manual is itself nearly identical to Miaxs manual for the editor for Fallout 3. Eventually there will be manuals and videos on conflict determination. This manual is written for experienced users who are familiar with the resources used by the Bethesda games. Chapter 4 is on Conflict Resolution. It provides a brief discussion on the editor tool itself and conflicts and some basic background on how color is used to indicate conflicts and overrides; you should definitely read this part. However, most of this chapter concentrates on the automated portion of the tool for identifying and resolving conflicts. I don't find the automated filters and automated merge patch that useful since so much manual editing is required to make the automated patch useful. Gopher and Sharlikran have useful videos on using TES5Edit, primarily for cleaning mods. I don't remember seeing any of these videos that focus on manual conflict identification and resolution, but there may be some. -
Am I supposed to download 2 files here? I downloaded the "Meshes Hi-Res" and then I also downloaded "Normals Original" Is this correct? They were the same name when downloaded so when I tried to Install MO yelled at me, so I renamed the Normals to "High Quality 3D Map - Normals". Is that okay, will it cause issues with BOSS? Did I do this correctly? Or should I have done something else? Thank you. When I download the file with normals the file name is "HQ3DMap - Normals Original-4817-2-0.7z" ; the name for the meshes file is different.
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There a many thread posts with titles like "infinite loading screens" that discuss this problem. You can find them by browsing the thread titles or using the search tool. Many users have found some solutions in the suggestions in these posts, especially the comments on alternative ini file settings. I should note that in my game I haven't been able to completely eliminate this problem throughout the game, just to make it infrequent.
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No, it only takes a few minutes. Did you try killing the process and then doing it again?
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I wouldn't mind sometimes having the compass itself turned off, but I find the new Active Effects feature in SkyUI is very important if you use spells to protect your character. These spells have fairly short duration in Skyrim and need to be recast frequently. If you turn off the compass you lost the effects display. I haven't seen any mods that are compatible with SkyUI and NACMIM that change the map markers on the compass display without affecting the rest of the compass.
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I was a little surprised by the requirement to have the 7zip binary in the same folder. I have 7zip in a separate utility directory. Do I have to copy 7z.exe into the directory with the mod files, or can I just add the directory with the 7zip files to the PATH environmental variables?
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How does it compare with Interesting NPCs? Does it use less CPU/GPU resources and have fewer scripts?Â
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After looking at it in more detail I am not having any problems with it. We have added some mods lately like Dual Sheath Redux that affect 3rd person views as well as NPCs in first person views. It seems like the criteria we have been using for inclusion in standard STEP is whether the mod also affects 1st person views. We haven't had much time lately to pursue STEP Packs. Perhaps we can identify names/focus areas for a few initial packs and at the beginning add slowly to them. There hasn't been much time to focus on creating Packs and simultaneously populating them with 5-10 mods while we are trying to keep the basic STEP list evolving at a reasonable rate.
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I've tested it myself and had no problems with it. I'm quite pleased with the recent changes that make it much more compatible and easier to install. It would be good if at least one other person has tested it.
- 68 replies
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- SKYRIMLE
- 16-interface
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Alternatively, you can manually move a bashed patch, SKyProc patches, ASIS patches, etc. after the last regular esp. Using BOSS user list manager is, of course, preferable.
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DROPPED Unique Region Names (by Thingy Person)
Kelmych replied to blacksol's topic in Skyrim LE Mods
I looked at new Dawnguard version. It seems to have all the essential edits needed to support Dawnguard. I made a few changes (~10) in my copy for Hearthfires that I doubt are critical; they add the names of the 3 house locations. -
The author has added a Wrye Bash compatible version of this mod, and there is no longer a need for a BCF file with this version.
- 68 replies
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- SKYRIMLE
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DROPPED Unique Region Names (by Thingy Person)
Kelmych replied to blacksol's topic in Skyrim LE Mods
I looked at version 5 and found, as mentioned, that it didn't include region name additions and some new location names from the 3 DLC.I found very few situations, other than DLC additions, where its region records should be overwritten when there is a conflict with other mods (e.g., SoS mods). I suggest loading it fairly late in the mod order so the new region names are not overwritten by mods that are using the basic Skyrim.esm records for regions. -
Mod Suggestions for SR - Post in STEP Mods Forum
Kelmych replied to z929669's topic in Skyrim Revisited (retired)
The method described in the tutorial works for combining the various Atlas files. As mentioned in the comments, when combining some esp files you can only add one esp at a time then you need to close and restart TES5Edit. You need to do this to combine the Atlas files. The step that suggests changing the FormID values for multiple mods isn't relevant for Atlas and some other mods; change the FormID on one esp file, merge it, then close TES5Edit. -
It happens to me frequently; I'll try this mod and see if it fixes the problem. Thanks.
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Do the textures have an alpha channel, and if they do how is the alpha channel used? There are many possible ways that the alpha channel can be used, as mentioned in the initial portions of this tab of the DDSopt guide, which is part of the reason for difficulty in automated optimization of textures. We have also seen problems in optimizing when there are abrupt changes within the texture.
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Just run the program (BOSSGUI.exe) again and click "Run BOSS".
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I noticed previously that it can take a while for the mod pages to refresh to show BCFs that were added.
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Are these Fallout NV textures or Skyrim textures? Since 2 are in a pipboy3000 directory I assume Fallout NV. Water textures are somewhat tricky to optimize with DDSopt, and in Skyrim STEP suggests not optimizing some of them or optimizing with different parameters. I don't know how well suited DDSopt is to optimizing pipboy screen textures as the screens are typically icons and text.
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Thanks for finding this; I was never sure what BSAopt and DDSopt would do with Fallout BSA and texture files. I added this to the DDSopt guide.
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Thanks for creating this; I've never learned Python well enough to write tools like this. You might want to note that users who have the Steam folder in a directory other than "Program Files", as STEP recommends, should change the directory name in the script.
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I don't think that very many of us can edit the notes column on the STEP guide, so at the moment this is a task for you and a few others :D. Since you want to include notes on the conflicts covered in the Skyrim Revisited guide do you also want to add comments, referring to the SR guide, about omissions of patch records from the DLC and unofficial patches?

