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Kelmych

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Everything posted by Kelmych

  1. I assume you are talking about using them in the CK vs. while running the game, and that you are using Mod Organizer since you mentioned it. 1. The CK uses resources from BSAs as long as the BSAs file names are in the SkyrimEditor.ini file in the list with the SArchiveList entry. The default version of this file now includes the DLC BSAs (it didn't use to); other BSAs you want to use need to be added. 2. The CK should be able to use any loose resources that have been unpacked by MO or other utility like BSAopt, or loose in a mod. 3. For the vanilla resources you should be able to use any of the vanilla texture replacer mods that provide the textures as BSAs or loose texture replacements, or unpacked versions of the vanilla resources as well as the original BSAs, subject to what's in answer 1. 4. You shouldn't unpack the DLC BSAs or any of the vanilla non-texture BSAs, just follow answer 1.
  2. From the description it certainly sounds like it is; I'm a little surprised that the UKSP team hasn't looked at it to reevaluate their existing patch.
  3. I've looked at and tried using most if not all of the alchemy overhauls for Skyrim. The one that kryptopyr is developing, even in its current state, is the closest I've seen to addressing the many problems in vanilla alchemy. In my comment on 101 Bugs I wasn't saying that it was ideal; there are certainly several issues that I have with it. If we want to change it with a STEP patch I feel we should first understand the authors viewpoint and also look at the impact on the game in terms of how the potions themself are affected. Perhaps the new mod that kryptopyr mentioned will provide a better or perhaps complementary approach to bugs that provides improved integration with alchemy. I do find the butterflies from 101 Bugs make Skyrim more enjoyable all the time; I don't spend a lot of my time harvesting them.
  4. If you add this would you also add the author's Apocrypha mod also?
  5. I'd prefer this doesn't get added to STEP. I like having the alchemical effects in 101 Bugs mod. It's what the original mod author intended to be in the mod, and I personally don't find them overpowering.
  6. Some users need to use the injector version of ENB vs. the wrapper version. This didn't happen for me so I don't have a lot of suggestions about this.
  7. You don't need to add the DarnUI fonts to the Fallout3.ini if you use UIO; it adds them automatically. That's why the Darn fonts were removed from the ini section of the guide. If you leave out UIO but want to use the DarNui mod you'll have to add them into the ini file. However, I haven't seen the of these fonts causing a black screen. Did you look at the Troubleshooting section at the bottom of the guide which includes a list of common problems? Are you trying to start up with an existing save game or a new on, or do you not even get the main menu?
  8. In the FO3 version of aHud, Gopher moved an interface file in the most recent update. UIO still expects it in the old location. I put a fix for the FO3 problem in the FO3 guide (see my signature). Perhaps the same thing happened with FNV; Gopher also updated the FNV version fairly recently. I'm at work so I can't check until this evening.
  9. SR:LE still uses Telvanni Reborn with a pointer to a non-Nexus address.
  10. The Skyrim Script Extender mod in MO should typically have two folders: scripts and SKSE. SKSE.ini is inside the SKSE folder. Other mods like Smart Souls will later install files into the SKSE\Plugins folder. It's suggested that when you create SKSE.ini that you use an editor like Notepad++ that doesn't change or add to the file extension, or at least make sure that the file extension isn't modified by the editor when it saves the file (some editors do this with text files). SKSE.ini.txt is not a valid initialization file; ".txt" needs to be removed.
  11. I don't think that having conflicting resources has a noticeable effect on performance; Mo Organizer seems to be very efficient in how it handles these conflicts. I don't think there is any performance difference between putting a mod early in install order and hiding resources with higher priority (later installation) or installing the mod late in the order and hiding some of its resources. I'd suggest choosing whichever approach requires the least resource hiding. In the filetree tab you can select multiple resources using shift select or even ctrl select (for resources that aren't adjacent) and then right click and pick hide.
  12. We typically recommend not making extensive use of fast travel, both because it is immersion breaking and because it can cause problems with scripted mods. The game engine isn't very robust when a lot of mods are used. It's probably OK to use fast travel in an unmodded game, but when you add a lot of mods problems can occur. The Save Game Script Cleaner may be able to help you with your save game. While you feel that the 2 mods you mentioned are the likely problem, the problem might actually be with scripts from other mods or even scripts from many mods. If you are able to fix the save game and you want to keep playing with a lot of plugins, as most of us do, I'd suggest limiting the use of fast travel especially inside cities or near areas that may have ongoing combat (which you can't always tell very easily).
  13. I prefer the box textures from this mod myself
  14. I'll add a list for Blackened so it's easier to tell.
  15. Sounds good. The ceramic Rustic potions and poisons bottles seem more consistent than SLOD ones.
  16. IMPACT is available for both Fallout 3 and Fallout NV IMPACT for FO3 IMPACT for FNV This mod makes shooting bullets more realistic (and fun) by showing the impact effects and the associated damage to objects from bullet impact. For example, if you shoot at a building you will see the bullet hit the building, and there will then be a small hole where the bullet hit. This mod can noticeably affect game performance, so several versions with different performance impact are provided. It complements EVE which provides energy weapon effects, and not surprisingly was written by the author of EVE.
  17. Where did you need to include the path (in which configuration setting)? Does this need to be added to the guide?
  18. It includes only meshes and textures, so it doesn't bother me as much as it does others that it doesn't include all windows yet. It certainly improves the windows that are currently included.
  19. I've used it for a long time and I also like it; I feel it adds a little to the game and is consistent with the vanilla game.
  20. Did you try the steps in the troubleshooting section of the guide yet? When you runFallout 3 through MO you shouldn't see Steam do anything; it doesn't hook into FO3 when using MO and FOSE.
  21. I'm on travel at the moment; I'll comment shortly.
  22. I'll take a look at it. I've seen some other patch mods which, like the author mentions, do a portion of this but they don't handle all three creatures. I don't think MMM changes these, but I'll check.
  23. it probably uses the -o:filename argument in TES5Edit
  24. You can probably use the "AT - QuickDisplay" script from Mator's Automation Tools for TES5Edit to do at least the basic part of what you want.
  25. Thanks for the explanation. I expected you would have done some comparisons before changing to the compressed versions and I was wondering what the differences were.
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