Jump to content

oqhansoloqo

VIP-Supporter
  • Posts

    1,387
  • Joined

  • Last visited

  • Days Won

    21

Everything posted by oqhansoloqo

  1. Mods that reduce things or eliminate things that either take away from or don't add anything to the game are welcome, in my opinion. I have yet to use either mod (IOR or DTP), but from the screenshots for IOR, I felt that the dead plants in that one town actually took away from the visuals. I also felt that the stones did not add anything to the visuals. On the other hand, I felt taking away the kelp definitely took away from the underwater visuals and was an undesirable modification. I have never tried DTP - does making plants less 3D take away from the visuals or no?
  2. Wow - the load order is a lot different. Just hand me the gun now... so I can shoot myself. Now I have to go through my entire list of mods and re-evaluate my conflict resolutions and custom patch. Why did it change so much?
  3. Actually, today I just put my gamma back to normal (1), because I upgraded my video card driver and the newest Nvidia driver allows for full output dynamic range RGB (previously it was limiting the range, which is why YCbCr444 with gamma decreased a slight amount looked better and less washed out). This full-range RGB mode apparently has blacker blacks than the other limited-range RGB mode, and so I am able to put my gamma back to 1 and as far as I can tell it looks just as good as the YCbCr444 color format. So now my monitor does display properly, so to speak. (and actually, it was the previous Nvidia driver that was messing things up and limiting my monitor's ability to display shadows nicely, rather than the monitor's issue)
  4. Yes - that could be a possible solution: a rate of failure to properly cook the meat. Either you overcook the meat and end up with meat that is either less filling (according to needs mods like iNeed) and/or has a lower healing value, or you undercook the meat and end up with meat that could actually harm you (some sort of food poisoning-type effects) - maybe lower your health or stamina or something.
  5. Oh yes, Kelmych, that makes more sense.
  6. This wouldn't even be in STEP Extended... :) Install it if you like in your mod setup, but I can't see this in STEP.
  7. The point being - you shouldn't be penalized for using better cooking equipment (ie. permanent cooking setup in a building) over using basic cooking equipment (ie campfire out in the woods). The way it is, you are.
  8. I hope it is - SMIM updates are always welcome.
  9. That's because MO can't pick up on the update since it's not recorded on the Nexus mod page as the latest version (1.76 is currently listed as the latest version).
  10. So you're saying that you have checked out the waterfalls edits and they improve things for you?
  11. I didn't even know this mod existed - does it work well or have you noticed any bugs (game breaking behavior) that arose from this? I have always wished enemies in Skyrim did this because it doesn't feel right when they don't follow you through boundaries and just wait on the other side of a load-screen door for you to come back through...
  12. No, MO does show conflicting files within .BSA files compared to your entire active mod list... It just doesn't tell you what mod types are within BSAs (textures, meshes, scripts, etc). Or do you "just" mean the vanilla BSAs?
  13. Not quite - there are some other edits in the Purity.esp file besides those found in Pure Water and Pure Weather also. Someone mentioned a mod called something like "Pure Falls" that's also included - apparently it makes modifications to certain interesting waterfalls around Skyrim and places certain god statues in or near them. Personally, I think there's enough god statues/shrines around that I didn't even bother to check out that portion of the mod and removed it as soon as I decided to strip out Pure Water. Also make sure to extract the .bsa file in order to hide/remove the textures regarding Pure Water.
  14. Discussion thread: Realistic HD Baskets by Halk_Hogan_PL Wiki Link Accepted for STEP v2.2.9.2 for Core. Replaces HD Baskets.Recommend Quality/1024x version. All baskets are reworkedVanilla friendlySmoothed and optimized meshes4 different material styles of baskets, each of them has a different high quality 2048x2048 seamless texture (1024 and 512 also available) EDIT: BTW, looking at screenshots on the Nexus, I think these look really nice - good textures, smooth meshes, and a range of texture qualities.
  15. Yeah, I did notice the ghosting thing you are talking about with the AMB cobbles - I wish that was improved a bit.
  16. I didn't answer before because I prefer the screenshot pics of AMB: WR w/o Grassias Fixas over the pics of AMB: WR w/ Grassias Fixas. Although I do prefer the screenshot pics of Grassias Fixas over the screenshot pics of vanilla. Some reasons (for liking AMB by itself): I much prefer how the tops of the walls look. I also think the color of the ground (where the grass would be in Grassias Fixas) blends in better with the objects and style around it (but perhaps the green grass version of Grassias Fixas would look better in this regard). I think I like the looks of the streets better with the debris (which appears to blend well with the ground next to the streets too) between the rounded stones - I think the street looks perhaps a little dusty and worn, like I think it should. The street in Grassias Fixas has a lot of contrast and looks brand new (in other words, very clean) and the stones are very flat, which I'm not sure fits the old style as well (though I would personally prefer it in my own patio as it would be nicer to actually traverse).
  17. Yeah - I think so too.
  18. I haven't noticed the bug myself. I hope that means it didn't actually happen, rather than happened to me and I just didn't realize it.
  19. He tends to ruffle feathers though... lol
  20. Not sure, but following these instructions generally works (keeping it simple) - enable all plugins, then run LOOT, then (re)create bashed patch through Wrye Bash run through Mod Organizer. After doing this, it will disable some plugins - leave those disabled. Try that, then try loading the game using the SKSE executable through Mod Organizer. See if that works.
  21. I don't know why (without reinstalling to figure it out), but I do have an imp_helm_legend.esp file in my installation of Weapons and Armor Fixes Remade. I also notice that I had moved the .esp inside my installation of Improved Closefaced Helmets to "optional". So seeing all that, you should probably have the ICH .esp file (one that you get somewhere on the WAF Nexus page) inside your installation of WAF enabled, and then manually go into ICH and move the .esp file there to optional (effectively disabling it).
  22. Can you rephrase that? I'm having a hard time understanding the situation.
  23. That's a good idea, actually... to use primitive models of horses for Skyrim horses. Skyrim is pretty much has a very "stone age" bestiary in general. I think this fits in well with the overall scheme of Skyrim. We already have: Irish Elk (while just referred to as "Elk" within the game, they are in fact Irish Elk - just look that up in an internet search and you'll see what I mean, unless you're blind... well, then I can't help you. lol), Mammoths, Sabrecats, and Cave Bears. EDIT: Was it the "Immersive Horses" mod that includes this or part of this?
  24. That's not bad either really. Krittakitty is quite good with animal-like creature remeshing/retexturing. I just wish she was still as active as she was late last year with True Wolves of Skyrim.
  25. Cool, hopefully Ess will have a look at it when he gets back to FNV. :)
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.