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oqhansoloqo

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Everything posted by oqhansoloqo

  1. Just from glancing at the mod pics on the Nexus mod page it looks like it could be a useful mod.
  2. Wow - strange values. lol I followed the revised instructions. I run Win 7 64-bit and have 8 GB RAM and 4 GB VRAM. So Nvidia tells me that I have a Total Available Graphics Memory of "7935". So I do 7935 - 170 = 7765? 7765 is what I should put in as the value? Interesting.
  3. Neovalen has worked on trying to merge both RS and ELFX together. He has a patch for doing this in a link on his Skyrim Revisited pack guide. Only problem is that he hasn't worked on it since version RS v3.6a. Here is a forum topic about it: https://forum.step-project.com/topic/6861-custom-relighting-skyrim/.
  4. More Quest fixes being blocked by Even Better Quest Objectives (because it hasn't been updated forever...) - in DA09 and DA11. The fact that EBQO is never going to be updated, why not have the STEP Patch cover merging the fixes from both Unofficial Patches and EBQO. WilliamImm has given up on working on the mod... Last update was October 13, 2013. This single mod is blocking TONS of UP fixes at this point...
  5. btw - the topic title should be "Wiseman303's Trap Fixes (by wiseman303)" - can someone fix this because it makes it easier to do a search for it?
  6. While it's a shame to hear that the Holidays mod will not work with the new version of Wet & Cold (and thus may never be available again to use), it also makes sense to me that it should be a standalone mod. It never made sense to me to be an "addon" for "Wet & Cold". I'm glad that it's no longer an addon, but it's sad to hear that he *may* not work on it again.
  7. This mod should be taken out of testing. After Wet & Cold version 2.0 is released, which will be soon, the W&C: Holidays addon mod will no longer be supported by Isoku or by W&C 2.0. Well, just read this...: "As part of the streamlining process I've decided that I will no longer support the Holidays addon. I know this may disappoint some of you but in order to bring it up to par with v2.0 of the base mod, I'd have to spend months rebuilding it and I'd rather spend that time working on current and future mods that I'm enthusiastic about. In addition to that, I was never completely happy with the mod. I felt that I could never do the Holidays justice due to the game engine, conflicts with other mods and the fact that I'm only one person." in a response post he went on to say "An archive of the old files will be available. I may rework it into a standalone version eventually but regardless it will no longer be associated with Wet and Cold. Actually if anyone wants to take the mod and rework it as their own or knows anyone who would be interested in doing so, feel free to contact me."
  8. Maybe tie it all together with a FOMOD installer so that you can pick which type of chimney you want to install? TechAngel is good with FOMODS I hear...
  9. I don't see an improvement either...
  10. Installation instructions should be edited in the STEP guide to explain installer procedure for version 8.4 (current instructions are now outdated).
  11. I think this mod should be tested for inclusion into STEP - it corrects light source points (which are sorely messed up in vanilla Skyrim) and now, since version 4, supposedly covers all Skyrim locations. It does not change the style of lighting like ELFX or RLO or an ENB.
  12. BTW - previously I mentioned how I was going to re-install mods to figure out why my framerates were so low with F&L fully installed (without the crossbow mods, btw). Well, I only got part way and then took a break from Fallout NV to mod Skyrim instead for the time being. So I never got through all the mods to figure out which ones kill the framerates. As is, I reinstalled up to Nevada Skies. I remember with no mods installed I was getting 60 fps all the time. Where I'm at (from the beginning of the mod list down to Nevada Skies), I remember that I was getting from 51 to 60 fps on the street right outside of Doc Mitchell's house, seemingly dependent on how quickly I panned from side to side (the quicker I panned from front to back the slower the fps readout). Anyway, figured I would mention this since people are discussing FPS. I'm not sure which mod or mods have caused the FPS drop, but I actually don't think it was the texture mods... Not sure why I think this right now, but I think I vaguely remember disabling all the other mods and only enabling Poco Bueno just to see if it would drop the FPS down at all from 60. Sorry, my memory of it is not perfect as I did this over a month ago...
  13. The mod description page refers to this other mod: https://www.nexusmods.com/skyrim/mods/56665/ (DOWNPOUR) Apparently, it's a Gamwich mod that WAS originally designed to make heavy rain really intense, but after True Storms came out Gamwich redesigned it to bring together True Storms and (TechAngel - check it) Splash of Rain so that the look of those mods blend in well with each other in regards to transparency/brightness.
  14. I don't like the storms introduced by NS - they just don't feel right. The Radstorm just doesn't make sense for a number of reasons - the main one being that NPCs ignore and seem to be immune to the radiation - huh? The Rainstorm doesn't make sense either - um... desert? The Duststorm makes the most sense, but still seems overboard - it's not the Sahara desert, for one. For another, there is no silting effect left over on objects during or after a duststorm. If there were duststorms that heavy, the environment would look much different. So I think that the storms just don't add anything that really fits in - they break "immersion" more than anything.
  15. I have installed Enhanced Camera and see that the female 1st person arrow notching does look ok (I also am using the Extended XPMS version too, but it didn't seem to make any difference in regards to that anyway over the other version of XPMS). When are the quivers from BWS going to replace those from CQLA in the guide - has there been enough testing yet? EDIT: Extended XPMS over the other version does make a difference - the main difference I notice (I think) is that quivers are closer to the body when playing as a female. I did not notice a fix with the arrow length issue in female 3rd person with either (maybe I didn't load something correctly in regards to the proper weapon scale element of the Extended version?), and I didn't notice this issue at all with female 1st person arrow length with either (didn't even try it without XPMS).
  16. So I just installed this mod and am having no issues with female first person arrow lengths when notching into bows. I do feel as though someone should figure out some good .ini tweaks for this mod though, because there are a lot of settings in the SKSE .ini file that comes with this mod.
  17. Have you had a chance to review the new version yet?
  18. Is there a reason why all of the "NormalsModelSpace" textures were removed from the .ini (I'm guess on Feb 17th)?
  19. At both versions 3.0 and 3.1 (most recent), after installing, the only .esp files that were available were RaceMenu.esp and RaceMenuPlugin.esp. I'm confused with the STEP Guide instructions that mention the two other plugins that were not included in the installation: "The RaceMenuPlugin.esp, RaceMenuMimic.esp, and RaceMenuOverlays.esp can safely be moved to Optional ESPs in MO for users that do not use their features." Did those used to be included in prior versions of the mod?
  20. Or instead of using the CK you could make changes through TES5Edit (it might be easier - I personally don't like using the CK, but different strokes for different folks).
  21. Looks good - I'd like to see a compare.
  22. I don't know if can edit your thread topic, but you spelled elfx wrong. You might want to fix that if you can. I am thinking that maybe whatever city expansion mod you are using moves the fireplace that you are talking about (can you be more specific about which one?), but that the lighting mods that you tried treat the fireplace as if it's in the original spot and that's why you are getting issues... but that's all just a guess.
  23. I noted a mistake in the CCO lvllist .esp file that I brought up with the author. Something about an extra low level Orcish Battleaxe entry that should have been deleted... Hopefully Kryptopyr gets my Nexus email message and fixes that.
  24. Yes, you guys are right. I missed the part in the description on the Nexus page about the file being used for the bashed patch. That makes sense - I guess different rules are applied only to the Leveled List items which is why they are repeated in the separate plugin. I do use STEP Extended. Sometimes I forget to note the difference between that and Core - I should have. So you are saying that with STEP Extended both of the Level List esps can be loaded together, but that you must load the CCO one last and then everything will be as intended after bashed patching?
  25. I just reviewed CCO and WAF and I think TechAngel is right about questioning things - I don't think installing the WAF True Weapons and Armor option (Weapons&Armor_TrueWeaponsLvlLists.esp) is the way to go. Here's why - CCO has it's own optional file (Complete Crafting_TrueWeaponsLvlLists.esp) that covers converting weapons and armor to the "True Weapons and Armor" scheme, but with some of the CCO replacements for certain weapons. That optional file is meant to replace the Weapons&Armor_TrueWeaponsLvlLists.esp file. Besides that fact, I compared Weapons&Armor_TrueWeaponsLvlLists.esp to Weapons&Armor_TrueOrcish&DaedricWeapons.esp and, I dunno, maybe I didn't examine things closely enough, but I couldn't figure out how Weapons&Armor_TrueWeaponsLvlLists.esp actually changed anything from what Weapons&Armor_TrueOrcish&DaedricWeapons.esp already had in it. So even without CCO, I don't see what the Weapons&Armor_TrueWeaponsLvlLists.esp even does... What did I miss?
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