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oqhansoloqo

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Everything posted by oqhansoloqo

  1. If you install the files as instructed in the details of the STEP wiki for that mod, does that plugin (.esp file) even get installed (I don't think it does...)? If it doesn't then there is nothing to disable because it was never installed to begin with. :)
  2. Food is not the only craftable product with this sort of dilemma, but is the one I chose to use as an example. Regarding the food though, if salt is not used then the cooked beef product should somehow be lower quality. The weight shouldn't change, but that would leave either lowering the monetary value or the effects it has when consumed.
  3. I've been testing out the mod. It seems pretty good. Some things I don't like about it though currently are some of the crafting dynamics. Namely ingredients requirements to craft items using survival skills versus the requirements to craft those same or similar items at professional crafting stations. As an example: try cooking beef over a campfire, then try cooking beef at a kitchen fire. Campfire requires 1 raw beef. Normal kitchen requires 1 raw beef and 1 salt pile. The resulting cooked beef product is exactly the same. If anything, crafting using survival skills should be more restrictive ingredients-wise than a crafting at a professional crafting station, or the resulting product from using survival skills should be inferior. Or how about the mod-added stone arrow that can be crafted in the field - compare it to an iron arrow. An iron arrow does 8 dmg and costs 1 gp. The stone arrow does 9 dmg and is considered worthless. Why would a primitive stone construct be more effective than an iron product - that's not right. And then Complete Crafting Overhaul Remade should be patched for, as the crafting requirements for items seem to be kind of out of balance with Campfire crafting requirements. Those issues are keeping me from diving in.
  4. Actually, this mod is highly compatible, unless you install mods that change the layout of settlements and buildings (like ETaC, but there are patches for that mod), which I don't.
  5. Mod no longer supported or accessible on the Nexus. This thread should be closed/locked. A standalone version has replaced this mod. STEP forum thread for it can be found here: https://forum.step-project.com/topic/7692-holidays-by-isoku/
  6. Holidays by isoku https://www.nexusmods.com/skyrim/mods/64820/ "Villages/cities will visually change as holidays based on TES lore come and go. NPCs will also react to these changes by attending various events appropriate for the holiday. If you'd like to experience the in-game holidays along with the real world, it is possible force any holiday, any day, for as long as you'd like through the MCM."
  7. I'm wondering if RS + ELE might be a solution for me. What I like: natural-style lighting (vs fantasy), dark shadows that allow me to feel like they make sense to be able to sneak and hide in from others (interiors and exteriors), very warm-colored light for light emitted from fire light sources, weathers that can cause nearly pitch black conditions at night in the worst conditions and on clear nights cause dim moonlit conditions that are moderately dark but with decent visibility, and covers most/all areas and all DLCs. My current solution: ELFX Interiors + ELFX Enhancer for interiors, RLO Exteriors + RLO Weathers for exteriors, Neovalen's custom RS for ELFX (not based on the newest version though...), and my own custom patch edits to resolve conflicts with other mods that block ELFX lighting. My current solution works pretty well to meet my goals. Here are a couple issues though - I don't think all interiors are covered and the DLC weathers are not covered. I really don't like having to resort to so many different mods and would rather rely on fewer to meet my goals. I think that no matter what combination of mods I go with, I will still have to resolve mod conflicts (unless I go with an ENB but that's NOT going to happen) so I'm not overly concerned with that fact. Do you think that RS + one of the ELE versions will be able to meet all of those requirements?
  8. Good luck with that. The only way you might convince him is to go through lifestorock and have him speak to the author. From what I've seen the author has been observed to listen to lifestorock in the past. Prometheus is known to be very difficult to reason with. EDIT: Of course you know that... A while back didn't you get in trouble here for bad-mouthing about the author here in the STEP forums due to the communication frustrations? lol
  9. Check out post #85 in this forum. thaiusmle provided links to patches he made for both of those mods.
  10. Yeah, going through cell and worldspace edits really is a torturously tedius process.
  11. Nice-looking player house mod.
  12. A shame - make sure to use Mod Organizer for mod management too - already stressed in the guide. One of the most important modding decisions you can make. On top of that, the newer versions (only the beta versions though) of MO will show you which mods include texture files... Unfortunately, it currently doesn't tell you what the content of BSAs in installed mods are...
  13. And look for mods in the guide that show the "HQ" symbol in one of the columns. That will help you to quickly locate the mods that have higher texture quality options.
  14. Nice, definitely a future consideration for F&L I'd say.
  15. The point is just to correct light placements so that when you see light emanations, they match where the visual source of the light was placed (vanilla - like seeing a brazier and seeing light 10 feet from the brazier seeming to emanate from nothing, and at the same time seeing no light emanate from the actual brazier). RS seeks to correct these types of lighting situations, which there are a lot of in vanilla Skyrim. It doesn't seek to change the color/contrast/style of lighting. That's why people are considering it for STEP, since STEP tries to mostly maintain vanilla style. The other reason is that going beyond correcting obvious light placement issues, lighting preferences seem to vary greatly amongst modders. I prefer realistic lighting with very dark shadows. Some people do not like that. I'm like you though, but my installation goes further. I use RLO for exterior lighting, and RLO Weather (dark nights - yes). Then I use ELFX and ELFX Enhancer (dark interiors - yes) for interiors. On top of that, I use Neovalen's version of RS (where he made it compatible with ELFX). Then even further, I made a custom patch that resolves lighting conflicts that ELFX and ELFX Enhancer have with many other mods in my load order. That's my setup.
  16. Previously I quickly glanced here: https://www.uesp.net/wiki/Skyrim:Dawnguard_Armor#Dawnguard_Armor and saw that there were different variations - at least that what it seems like (3 colors for "Dawnguard Armor", and 2 colors for "Dawnguard Heavy Armor"). But what is good about the video that Neovalen provided a link to is how it shows supposedly the difference in the same exact piece of armor - which I do agree is too different, and I think in some ways not so good regarding the color sets and how the different armor pieces go with each other.
  17. Yeah, I agree. The video was what really showed the difference - thanks for linking that. I didn't see it until now. I actually thought that what I was seeing on the Nexus page were a couple different color variations that actually exist in the vanilla game - didn't realize it was before and after pics of the same exact piece or armor with and without the mod. I guess what I noticed originally that caught my attention was the shield and the metal helmet texture details. Looking at the full set of armor close-up in the video, I see that the uniformity of color amongst armor pieces doesn't really look as good as the original set of armor. I'm removing my testing tag. lol EDIT: hey, it won't let me remove tags...
  18. Going by the compares (not looking at it in-game), I'm not sure if I like some of the lighting color changes that ELE makes. In a lot of the pics provided here, it looks like ELE adds too much blue color to light sources, which seemed to make light emitted from fire look like bright white light. Very unnatural for the type of light source. It should be more reddish (or "warm"). I didn't like the "cool" color to the lighting with ELE... But like I said, I'm basing this off of the compares. The last time I had ELE was installed was the last time I tried an ENB, which was a long time ago. I never tried it without one, mainly because I was under the assumption that it was designed to used with ENB. So I can't give my opinion of what it looks like in-game... but would the light color be that much different from the screenshot?
  19. When you say 1.3.x, are you really referring to 1.3.3 or 1.3.4? Because some info in the change log for 1.3.4 makes it sounds like they possibly fixed the issue.
  20. Yes, I see that - the fact that the file description doesn't say "beta" in it made me think the author made a mistake by not changing the "latest version", since the latest version seemed to me to be the 1.3.4 version - since it is in the download section and not said to be a beta in the file description. Mod authors do that sometimes. By far the best way to mark the file as a beta is to put that in the file description, and even better in bold or color.
  21. How is 1.3.x a beta? If it is, it's not described properly on the Nexus download page. I wouldn't have downloaded it either if I was aware that it was a beta. EDIT: 1.3.4 was just added today. Maybe that will fix it - did you use 1.3.3?
  22. It looks like quite the interesting mod, but I could never see this sort of mod making it into the guide - Core or Extended. It looks like it would be suitable for a couple of the Packs though.
  23. I honestly don't even know how to use the console to get any Dawnguard items to spawn in my inventory (was never able to use it to get a crossbow to even see what they are like...), and I only have a save near the beginning of the game, so no. Don't you have to be level 10 to initiate the DLC?
  24. Then an extra feature can be added to run after MO is already loaded that allows the program to show the full contents of all mods with BSAs in them - like the way you can ask MO to look for mod updates. Why not? Sometimes you don't want to go manually extracting all of your mods that include BSAs (at least now you can see which ones those are easily) in order to see what kinds of content are in each one. That takes longer - a lot longer. I know - I've done it before. :)
  25. This new feature in MO is very nice. One thing that I think can be improved though is this: the list shows which mods have BSAs, but the content of BSAs are not shown in the list. Since BSAs seem to be easily read by MO to see the content within (which includes all of the content that MO can detect outside of a BSA for the purpose of the content list feature) for the purpose of correct load order and conflicts etc... then why not have the content list show what's inside the BSAs in the list also? Example: a mod has an esp and a bsa (which includes textures and scripts). Currently, the list will show that mod containing - ESP, BSA. And that's all it will show... It would be better if it showed - ESP, BSA, TEXTURES, SCRIPTS (even though two of the content types are within the BSA). EDIT: Currently, it seems the only way to see what is in BSAs in mods is to go through the hassle of extracting the BSAs manually.
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