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Kelmych

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Everything posted by Kelmych

  1. I'm glad to help since I really enjoy this pack, even though in this case what I provided was rather small.
  2. So she doesn't share her workbench with others as well as she should?
  3. Load the plugin from the Millenia's weapons for FWE after the bashed patch. You can get the plugin name by looking at the filetree tab when you double click the mod in the left pane of MO.
  4. When AMidianBorn Solstheim Landscape was being evaluated SRB made a comment that at first glance Ash Rocks seemed to work well with it, but it seemed there was never time to compare AMidianBorn Solstheim Landscape with and without Ash Rocks added. Ash Rocks is currently in Neo's SR:LE. Should we revisit this?
  5. If that mod is loaded late enough in the load order, and has the right bash tags if you use a bashed patch, it should do the proper replacement. Did you try loading the mod after the bashed patch?
  6. There aren't as many changes in the revised REGS-SRLE patch as there were previously. In a few cases I added copies of the ELE record to make sure the lighting changes weren't overwritten by other mods that are not in REGS or SRLE, although this might be unnecessary.
  7. In order to change a mesh used with an item you need to change a MODL record in the plugin that assigns the mesh. The mod I mentioned does this for multiple weapons including the Combat Shotgun and the Terrible Shotgun unique variant. There is currently no way to have Millenias shotgun textures with a shotgun that supports mod kits. Even the Fallout NV version isn't compatible with mod kits (WMX).
  8. There are several possibilities depending on whether you are more interested in better looking weapons or ones with more flexibility from Weapon Mod Kits. For Fallout NV Millenia made weapon replacers that support mod kits, but the ports he did to Fallout 3 don't include these. If you want all of the Millenia weapon replacers to use the great Millenia textures but without WMK compatibility use Millenia's weapons for FWE . If you want to to have Millenia's textures on some of the Millenia's replacers and keep WMK capability for the other ones you will have to build your own patch; you can copy portions of the records from the mod I mentioned to do this if you want. There is one weapon in the guide using Millenia textures, Millenia Assaultrifle Replacers RH WMK Patch, that supports both Ironsights and WMK. It uses meshes and textures from a Fallout NV Millenia mod.
  9. So do we need to exclude tree mods, or is it just the tree billboards and tree lod that shouldn't be added/created?
  10. I'll start testing it; sounds great! I edited the topic for you; you might want to edit the original post and add the pointer there to where it can be downloaded.
  11. I updated the REGS - SRLE patch data portion of the REGS -SRLE compatibility wiki page.
  12. Does having textures and/or mushers as loose files vs. packed in a BSA affect DynDOLOD? Would it affect, for example, the LOD for ETAC (assuming that the vanilla textures are selected in the ETAC FOMOD).
  13. Up to now STEP was officially still using the older short chimneys. With the introduction of your meshes that make the chimney thinner, we will have chimneys that are taller than the short ones. I meant the height of the new chimneys with your meshes vs. the older farmhouse short chimneys. I'm not as good at evaluating textures as you and many of the other thread participants, but I'm not quite that bad.
  14. The chimneys with the new meshes seem much closer to the chimneys in the picture that SP sent, and the chimneys are tall enough that the embers wouldn't always fall on the roof.
  15. For me at least, LOOT puts the Trap Fixes after Traps make noise. Looking at the records that seems sensible.
  16. First, don't forget that the condition of a weapon affects it's value. If the weapons you are looking at have a lot of wear they could easily be quite cheap. If there is still a problem, I looked and found none of the mods or compatibility patches in my plugins change the value field for those weapons. For example, take a look in FO3Edit at the Switchblade (FormID 000289C3 in Skyrim.esm. It has a value of 35 when fully repaired.) in your game and see if you find something that changes it.
  17. It is quite common to use DDSopt with Skyrim HD to change resolution, and many mods benefit from the improvements in the mipmaps that DDSopt provides whenever it is used. There haven't been any reports of problems with Skyrim HD textures being optimized with DDSopt. The recommendation to optimize a mod in the DDSopt guide is based primarily on whether the mod: has any textures with missing mipmaps, orhas enough textures that are using the wrong compression (based on the DDSopt internal algorithms); andhas no reported problems with optimized textures.There are some mods that we recommend not be optimized. These are mods where we feel that the mod author has already done a sufficient job of optimizing the mods, or where there are known problems if the mod is optimized. Skyrim HD falls in a middle category. DDSopt will replace the mipmaps with better quality ones, but it doesn't make any other significant changes.
  18. If optimized textures are used the vanilla HRDLC textures should be at a lower priority than the optimized textures.
  19. I spent some time looking into this, and I feel that the author of this mod brings up a useful issue but it isn't the issue that this mod tries to solve. In Skyrim all vanilla ingredients with a particular effect have exactly the same strength of an effect independent of the cost of the ingredient. I had noticed previously that expensive ingredients didn't seem to help a potion very much and forgotten about this. For me the issue is that there should be variability in the effect strength of ingredients. There should be at least a weak correlation of the effect strength (and perhaps the rarity of the ingredient) with the value of the ingredient, and there should also be some variability in the effect strength even among ingredients of the same value. The author of this mod felt that the effect strength of the 101 Bugs ingredients should be changed. There could to be a few that might benefit from change, but my conclusion is that it is primarily the effect strength of the vanilla ingredients that should have some changes vs. the effect strength of the ingredients from this mod.
  20. These BSAs show up in the Archives tab. They are greyed out because MO doesn't mange them (they are already resident in the Skyrim\Data folder) , which is why they are not in the Data tab. If you load the CK it will have access to these BSAs as long as they are in the ini file I mentioned. Although it isn't obvious, "Dragon Lord" is related to the number of posts I've made; my user name here is Kelmych.
  21. The 3 DLC BSAs also include tintmask folders, so if any of the DLC are used you might want these DLC folders.
  22. The Skyrim DDSopt Quickstart guide has a section on optimizing STEP mods that includes a list of mods in STEP Core/Extended and the REGS and SR:LE packs that seem to be useful to optimize. The list was updated fairly recently. The recommendations are based on the looking at the logs created by DDSopt when it processes the mods. These are mods that are useful to optimize even if the texture resolution isn't changed. Mods like the aMidianborn textures from authors who are expert texture creators are not recommended for optimization. Tamriel Reloaded HD hasn't been tested.
  23. In addition to high resolution versions of some of the vanilla textures including some DLC textures, the HRDLC includes copies of all the textures from the 3 DLC that seem to be "safe" to optimize. These textures are identical to the ones in the DLCs. Some DLC textures are excluded such as those in facegen folders which can be optimized but if they are it needs to be done quite carefully. It doesn't actually matter whether they are optimized and then put in a DLC optimized texture folder or an optimized HRDLC folder, and mods that provide optimized vanilla textures don't all do this the same way. If you are generating your own versions of the optimized vanilla textures the DDSopt QuickStart guide was changed recently to put these in the HRDLC so that there is no need for the separate DLC optimized textures. There is also a post in one of the STEP forums on which textures in the separate DLC optimized files can be moved to which optimized HRDLC folder, if desired.
  24. There is already a thread about OneTweak in the forums.
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