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Kelmych

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Everything posted by Kelmych

  1. I never had a problem with Blacksmith Forge Water fix myself. Since a new version was posted in March we might want to revisit it.
  2. I use WB rather than MO, so someone who knows MO will have to comment on whether or not there is an issue with how uncapper reads the virtualized ini file. At least one other person using MO commenented on some possible problems with uncapper not using all the ini file changes that SkyRe suggests, including the change that provides multiple perk points per level.
  3. You didn't mention whether you looked in Skyrim\Data\SKSE\Plugins for SKSE_Elys_Uncapper.ini to see if your version was the one installed there. If your version is there and you are not getting the correct behavior then there might be a problem with Uncapper.
  4. The equipment sets capability in Categorized Favorites Menu, a STEP mod, supports equipment sets and has been updated to support Skyrim 1.9 . The equipment sets capability in CFM isn't as easy to use as I'd like and it isn't supported by all the menu addons that have been developed, but it is supported by the Categorized Favorites Menu Oni Edition mod in STEP. I'm surprised that there is no mention in the Loadout description that mentions CFM and any potential conflicts and advantages/disadvantages since these two mods are clearly incompatible (they use the same hotkeys). CFM can also show a categorized list of favorites and allow selecting individual items, spells, etc. (in addition to equipment sets) which Loadout doesn't. This mod may be able to include some items or spells in equipment sets that CFM can't. I have been testing More Hotkeys Please prior to recommending it for addition to STEP. I don't view it is a direct competitor to CFM, but as a useful companion to CFM. I use a pc control map file that keeps these two mods compatible. The current MHP version has an MCM menu that makes setting it up much easier, and would seem to include much of what Loadout provides and a lot that Loadout doesn't (e.g., automatic sequences of spells). Loadout may be easier to setup equipment sets, but for someone using more than one spell for buffing MHP seems to be unique.
  5. I agree it should be in STEP; I think there should be a note on the Wiki page that region name boundaries are not aligned exactly with the boundaries shown on the Skyrim map.
  6. Nitpick has several functions. I can see how MO can handle more unused mods than vanilla Skyrim and Nitpick isn't necessary for that capability, but I don't think MO handles the character string limits that Nitpick fixes.
  7. As have many others ...
  8. I've done further testing on the save game(s) I've been having problems with as described previously. I'm still having some problems with them after removing Player Headtracking and more testing. Player Headtracking is likely not the cause of the problem even through removing it reduces the problems somewhat.
  9. It is a gameplay change that some users may prefer, but I doubt that everyone will agree with the changes. It could be in one of the option packs that STEP plans to have.
  10. Perhaps we need a category of "approved, but there are some rare problems". If I were rating the Skyrim engine I would say "approved, but there are frequent poorly-understood problems (in addition to frequent relatively-well-understood problems)". I didn't want my comments to stop approval; it's a strange rare problem and I haven't spent the time to isolate the problem fully (e.g., running only Player headtracking with vanilla). It's been running fine for a long time in my game.
  11. The true fix for this would be to add the logic to check the status of those dependencies and modify the quest. Alerting the user to the quest before ever receiving that quest is just as broken, IMO. How does every other open-world RPG handle this (e.g., Morrowind and Oblivion)? IIRC, it doesn't break anything really, you just wind up getting --and fulfilling-- the quest all in the same conversation (among other options). Lots of ways to handle it really, depending on the possibilities, but this mod takes the easy way out and breaks the game for everyone (most notably those that are actually role playing the game in the "correct" fashion). Previous Bethesda games handled this by either: not allowing you to enter an area until the quest was givengiving credit immediately if you had already solved the quest (as mentioned in another post)The reason for the problem is radiant quests. These provide better immersion by not having a particular quest always go to the same place; that was how it was handled in previous games. What Bethesda should have done, but didn't, was to have a quest area respawn when a new quest is given for that area (even if you had just been there), and to only add quest-special items and creatures/characters (and to open quest-specific portions of the quest area) when the quest is given. That way you couldn't affect another quest. That would have kept radiant quests from affecting "fixed" quests. Currently you can be solving multiple quests in the same dungeon (etc.). I don't have any problems with that, I only have problems with not "hiding/removing" quest-specific aspects of an area when you don't have the appropriate quest.
  12. Exactly. Skyrim doesn't prevent users from taking actions in dungeons that can ruin later quests. The mod isn't intended to be lore friendly as much as it intended to prevent quest bugs that Bethesda could have eliminated but didn't. I suppose we could submit all of these known quest bugs to the USKP team and that eventually we wouldn't need this mod, but that will take a while.
  13. I voted that this mod causes corrupt saves for me, so I wanted to provide more details. Yesterday I began having a very strange problem that any save (full save or quicksave) after roughly 5am on a particular day in Skyrim stopped after writing exactly 1472 Kb, and Skyrim then crashed. It was somewhat reminiscent of the problem with the Waking Nightmare quest bug in Skyrim 1.8 where the game would run fine but Skyrim crashed when trying to save. I tried going different places in Skyrim and sleeping, waiting, or walking just before trying to save but the result was always the same. After a lot of gradually disabling mods I found that disabling Player Headtracking eliminated the problem. With only the STEP mods and Player Headtracking active I still had this problem. I tried using the MCM menu to turn headtracking off, returning to the game, and then using the MCM menu to turn it back on (the author recently suggested this for some other problems) but the problem persists. This is sufficiently weird problem that we might simply might want to add a note that a very small set of users has have had strange unexplainable problems with it, and I certainly never heard of anyone having a similar problem with any mod. Who knows what lurks in my saved game that might have affected this.
  14. I agree with what z and Neovalen says in his comments above, taking into account the "fantasy biology and physics" of a huge spider. In the vanilla game what surprised me is that in spite of some variation in the size of the spiders, all the webs are large. Unfortunately what I sorta expected and prefer is some variety in the web sizes which I doubt is feasible in Skyrim (at least without far too much scripting).
  15. Like tech, I've been using it without any apparent problems. I've looked in Papyrus logs and it doesn't seem to be a frequent creator of log entries. It is in Noevalen's Skyrim Revisited list so many of those using mods from this list are also using it. What testing is needed?
  16. Like you, I prefer to use this mod without the esp file since the esp adds so little capability.
  17. You asked the same question in another thread and I answered it there.
  18. Pure Waters has two optional HD texture files. Did you try these to see if they provide any noticeable improvements?
  19. A new update of the Wrye Bash installation version of this mod (1.01) was posted on April 4. This update places the sounds in the correct folders; the previous file placed them in the wrong folder.
  20. If you use the More HotKeys Please mod, make sure that the STEP Interface mod "Interface Hard Coded Key Tweaks" is installed with the "Numpad Bindable" selection vs. the usual STEP recommended "Standard Tweaks". This removes the binding between the keypad number keys and the vanilla hot keys, allowing More HotKeys to use the numpad keys for its hotkeys. The standard number keys on the keyboard can still be used for the vanilla hotkeys.
  21. The author saw your comment on Nexus and the updated version uploaded to Nexus on April 4 now has the "fx" folder level.
  22. I don't see how RAM greater than 8 Gb helps since the game itself can at most use 4 Gb. How does 16 Gb help reduce stuttering?
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