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Ogham

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Everything posted by Ogham

  1. I don't want to be rude "Bro" m8, but ?, why would you even ask such a question from a mod author, as to keep us informed of his updates ? I am asuming you use MO, so even if you don't use a mod you could download it, install it and not activate it, and click on Check for Updates in MO to stay informed. If you don't want to crowd your mod list you can use Nexus and select Track for a mod... really not intended to be rude, was just wondering what made you make that suggestion.
  2. Hello Neo, just a quick check since many other ESP's were replaced ...with the ESP's from WAF. Winter Is Coming - CCO Compatible Version NEW provides the same ESP as Winter is Coming Cloaks = 1nivWICCloaksCRAFT.esp Can we remove the one from Winter is Coming ?
  3. Oh great, had seen that one and was interrested, but saw on a thread somehwere here that the mod author was quiting and offered to share his work to someone to pick up the gauntlet. That will be two to add on to my list > "Camping Kit of the Northern Ranger" will see an update soon as well :)
  4. I was wondering why we are keeping the ESP for this mod and not consider removing it... Unlike Brows from the same author where there is a Hvergelmir folder and brows created by the mod author, used and shown in TES5 the Beards download ( both High and Normal res folders ) only comes with 4 vanilla high res beard textures, one of which it seems (beardshort08.dds) is missing its n.dds, not sure. If you check in TES5 it would seem there should be other textures from himself but they are not there. Might even cause issues ? I dunno... Clarified by the mod author. Beards does not need custom textures for the additional beards added by the .esp. They use the same textures. So yes, you only need 4 textures. my post at Nexus: Hello Ithot, I downloaded both Hires and Normal version and the folder only contain 4 vanilla reworked textures... checked in TES5 and like your Brows mod I think the package should contain some folders from yourself ? , I read through the previous posts so perhaps the ESP just activates the other beards... But I am just a bit confused because I do have a folder in Brows with your work in it
  5. That should keep one topic out of the thread ^^, but maybe to be sure... Close Mod Organizer. In the /Mods/ create a folder "Cleaned Vanilla ESMs" Navigate to Skyrim/Data and copy (=move) the newly cleaned Bethesda ESM files to the /Mods/Cleaned Vanilla ESMs folder. Navigate to /overwrite/TES5Edit Backups and move all of the backup files to the Skyrim/Data folder. Rename the .backup* files to their original name such as Update.esm, Dawnguard.esm and so on. Remove the TES5Edit Backups folder from /overwrite. I know it is a silly correction :)
  6. Alright, from 0 mods in the threads ( from my side that is lol ) to 3 in one day, I will stop now, but before this one (perhaps) goes under the radar :) Falskaar Wildlife add-on ::EDIT by RootsRat:: Please read Mod Suggestions posting guidelines before posting...
  7. Clean the Bethesda ESM files
  8. Since this question is being asked way to often in the SR-LE thread I thought I'd post a small bit of info regarding it. Any STEP authors please correct where I went wrong. It seems that the steps described by NEO has(had):) two ways of working out. Either as described in SR-LE, or the cleaned ESM's do end up in your Skyrim Data folder. Solution: 1. Move the cleaned ESM's from the Skyrim Data folder to the MO overwrite folder > TES5 folder where the back-up ESM's currently reside). 2. Move the ESM's with the back-up extension from the TES5 folder to the Skyrim Data and rename accordingly ( remove the back-up extension ) 3. Refresh MO ( there is a refresh button at the top - next to the Profile name ) 4. Right click on the red Overwrite in the modlist and select Create Mod... continue as per SR-LE
  9. True, SIC does have the Mech Dragons, that is why I didn't refer to the original mod, I thought this was a nice addition due to them being handplaced near the dwemer runes.
  10. Great to hear you are testing it DoubleYou, actual gameplay tells a lot more, hope you will share your thoughts on it.
  11. Dwarven Mechanical Dragons Another mod I thought that might me be interresting to some, ( in line I think with the likes of Immersive Creatures and OBIS ) it is a remake of an older mod, but this time the dragons are only located near Dwemer Ruins with the environment slightly adjusted the enhance the fights against these Mech Dragons. Read the post :) Again I have not tried this out...
  12. Resplendent Racials I'm sorry to say I have not been able to test this mod since I am following Neo's progress :), but this seems like a great balanced out mod for changed vanilla gameplay. Checked in TES5 and only saw a few minor items that needed to be forwarded from USKP, with all the overhaul packages out there I thought this might be of interest to some, since it also affects NPC's it will also change the fighting mechanics.Â
  13. Just to have it as a learning curve I am gonna try and see in TES5 what is going on with SPERG, since from what I have read I can decide which elements to include I hope I can get it going with Enchanting Awakened, + Stealth and Smithing from Kryptopyr... oh boy. hehe
  14. ... from the mods info, I decided to edit each spider web and cobweb mesh, using Nifskope, so each would have a different and separate texture associated with it, giving the game a more varied effect, as far as webs are concerned. I tried to make each new texture fit the mesh more convincingly to give a more immersive and spookier atmospheric feeling to lairs and abandoned areas. Even if it did fit I'm not certain why you would want to try. It is not like choosing a 1k over 2k variant. :|
  15. Bandolier - UNPB Fix ...
  16. :) thank you Neo, then I will certainly NOT do that ! lol
  17. Hello Neo, really sorry to bother since you've been so quick in updating the new ENB settings, but just for confirmation please... You added EnableProceduralSun settings at the end of that bit concerning the ENB settings in the guide, however, at the top it is set to "False" (EnableProceduralSun=false), has this been added in preparation of testing purposes or should it be set to true to enable the settings added at the end?
  18. I am totally depended on everyone at STEP concerning my ENB knowledge, so, concerning fire issues and whatnot, I could not find a topic in this thread concerning the Particle Patch as can be found on the ENB site. Is it redundant due to the tweaks and adjustsments NEO has applied in the ENB ini's or could this solve several issues... like the one mentioned above ?Â
  19. Hello Astakos. yes you can delete the esp. :) If you are using MO it often will show you a yellow broom thumbnail next to esp's that can be unchecked/removed, ( CharGen Morphs has one also if I remember correctly ) it states that we can uncheck/remove the esp if we activate the corresponding bsa in the Archive folder, but since we have told MO to extract the BSA we no longer need these esp's either. I hope I have that right, I'm sure someone will confirm or correct me lol.
  20. Yes, Safety Load was removed in favour of the Memory Load. Actually, (but you all want Neo verify is my guess) I think SR-LE is up to date in that regard... Click on the Skyrim Memory Patch link in the SR-LE guide to download the DLL file and follow the instructions as provided by the guide.
  21. Thank you Daniel for that extra bit of info concerning the leterbox :) I was scrolling up and down to see where I was missing any of that info in between any of the messages.
  22. Totally agree on you with the "individuals" there Z, and I wasn't actually commenting on Cabal's textures but on his dillegence :) I wasn't trying to speak for S.T.E.P. as a whole, nor in part, but more in the lines of, that, if Cabal kept this pace, it could in actuallity become an option. But there is a lot more to it than that isn't there. I am well aware ^^
  23. How much work you got to do until STEP can just say, download all the CABAL SKYRIM textures, either 1k or 2k ? I think your well on your way to let STEP focus on other modding issues besides the selection of texures if you keep it up like this :) That is enough to impress most, I'm sure enough, there will always be "nay" sayers. Like I mentioned in the SR-LE thread , if you keep it up with the retextures and Kryptopyr with the gameplay - stats and similar related overhauls... well... lets just say my modlist won't be as long as it is right now ^^
  24. That is an understatement, :) learning a lot from all this though so will muddle around with it, But still Cabal and Kryptopyr combining their efforts... sounds like a mighty Sword and Shield, or Pen and Paper if you will.
  25. So, I was wondering, now that I'm getting a better understanding of TES5, other then that you risk the chance to having to do it over again due to an update, is there any harm in chosing to delete an entry from a mod. 1st ofcourse to save on the esp load, 2nd to give a more specific example. Weapons and Armor Fixes Remade vs Guard Dialogue overhaul. There is a patch available , but all it does is forward the values from WAF armor in front GDO again. The only difference in the entry is the armor rating. Couldn't I just as easily just remove the armor entries in GDO and save myself a patch ? ... I understand that I can just recreate the work into an esp of my own if I have more to adjust in my loadorder, and drop any patches like mentioned above. It is more a question concerning the results of removing an entry.
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