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oqhansoloqo

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Everything posted by oqhansoloqo

  1. Nice - I hope you're right about that. Hopefully the STEP team was just initially over-cautious in the guide advice. I'll give a try when I get the time - thanks for the feedback about that. :)
  2. Darn - it's a shame that iBlurDeferredShadowMask=3 is needed in order to enable the EnableZPrepass feature of 0.266 without issue. If I set iBlurDeferredShadowMask to anything above 1 then I notice a very obvious "glow" effect around the edge of a lot of objects in the game. Otherwise, I'd like to try this new setting to see the FPS improvement...
  3. This mod is definitely an improvement. A hero shouldn't take a minute to get back up after being knocked to the ground. It's very unhero-like behavior... And like I believe I heard SRB say a while ago somewhere about this, come on... you have the freaking soul of a dragon.
  4. Does anyone know that the author of ELFX is working on his own Weather mod? It's currently in beta on the ELFX Nexus mod page.
  5. Please let us know here when you do or if you don't. I'd try to do it myself, but when I look at the new version's install package... it had multiple options, many .ESPs and other types of non-plugin files. Your version is only 1 .ESP file... I don't know what you did to get your ELFX compatible version, or how the other files come into play. If it was just 1 .ESP file to go through and resolve conflicts it would be easy.
  6. "Version 4 Aside from three places, ALL locations are now covered. Torches now emit a warmer, more natural hue. Perhaps I'll do that pesky Thalmor Embassy and Goldenglow Esate someday, but this is it for now!"
  7. "Version 4Aside from three places, ALL locations are now covered. Torches now emit a warmer, more natural hue. Perhaps I'll do that pesky Thalmor Embassy and Goldenglow Esate someday, but this is it for now!" Is the custom version going to be updated to version 4?
  8. Don't worry about fixing the meshes yet or how the textures look with them - the author is very close (apparently) to releasing a new version with an overhaul on all that. You might want to wait for that before making a decision.
  9. I don't really need to because I already patched all of the USKP fixes and EBQO fixes into my own custom patch, but I'll keep pointing them out as they build up with every new USKP version. :)
  10. USKP (newest version) - Quest Fix C00 - should be added to STEP Patch?
  11. So how do you permanently tell Wrye Flash not to turn off the .esp? Are there any downsides to not turning it off (that you know of)?
  12. Do a search in this forum for "lucky revolver" - Mikaal brought that issue up previously. It was never resolved here though.
  13. Yeah I saw those - personally, I don't like those as much. They deviate further from the original book covers and even seem somewhat overdone in fanciness. I like Jeclredured's simpler style and my opinion is that it's more appropriate. But I guess you could argue that mages would make sure to make their spell books fancier due to the fact that they contain words of great power.
  14. In addition to that... I seriously hope that someone in the LOOT development team doesn't decide to re-order any mods that are already set up in LOOT, because it's such a tedious pain to have to go through the thousands of records an entire gigantic mod list all over again to see that mod load orders have shifted and that custom patches have to be painstakingly reexamined and modified as a result.
  15. I play in 1st person probably at least 90% of the time. About the only time I don't is when I just want to see what my character looks like or if I'm forced to for animations or werewolf or something.
  16. goddamn... I just updated to LOOT 0.6.1 from 0.6 and what it ended up doing was remove all of my previous user-edited metadata. So now I have to go through the STEP guide and find all of the special metadata instructions and re-enter them. Nice. (not)
  17. If that's true that's a shame because this is the only spellbook mod that is in testing that I even like or think is a nice improvement based off of the mod page pics.
  18. I don't like the Conjuration one with "Book books"... and I feel that this one is a better improvement to the vanilla texture, sticking more to the vanilla style: "Jeclredured - Spell Tomes II" https://www.nexusmods.com/skyrim/mods/36025/?
  19. I like version II a lot more than the original. The original was hardly an improvement and not worth getting. Version II, on the other hand, is worth it. IMO.
  20. Actually, I spent a little more time reading info on the CQLA page after reading what you posted and I think you are right that it does make the arrows longer, not just the arrows in the quiver. More statements from the author around one of the quotes that I didn't read right or fully quote previously: "v3 is out! Now with longer arrows! I received many requests to make my mod compatible with "Proper Length Arrows". Unfortunately i wasn't able to make our mods work together. I then scrapped the idea of a "compatible" version and decided to fully redo my quivers and arrows and at least have a version of my own that would offer a closer quiver with longer arrows. Finally, after struggling with the goofy way arrows and quivers interact i was able to make it happen." So CQLA apparently does provide an arrow length fix all around, and that's the main reason why it decides to lengthen the quivers... Rather than providing a longer quiver/arrow visual to fit the fix of another mod that makes arrows longer.
  21. Well, the "closer quivers" part of CQLA that fixes the gap may not even be an issue anymore, according to TechAngel85: "So...after a bit of research, I've discovered that when this mod is combined with XP32 (which we already use) that the gap caused by quivers is no longer present."
  22. Does this have anything to do with having improper font sizes set in an ini file somewhere - Crimson13, do you get poor looking text when you hover the mouse cursor over interactive objects in the game (or have text that gets kind of cut off)? Or maybe the installation process of the UI section got messed up. I don't know.
  23. I'm assuming they are separate meshes and that the drawn arrows don't actually come from the quiver. When the arrows are drawn though, I'm wondering whether they clip through the bottom of the quiver before they are lifted (it's been such a long time since I've even seen the vanilla quivers to remember if it happened then) or they just get longer when they are pulled out and loaded. Maybe they don't though and having the longer quivers w/ longer arrows didn't even make sense. Here's some quotes from CQLA author, that might give us some insight: "v3 is out! Now with longer arrows! I received many requests to make my mod compatible with "Proper Length Arrows"." "CQv2 has vanilla length arrows. As far as the longer arrows. I made this to stop the arrowhead from resting on my female characters hand and honestly that's what it's really made for; Female characters. I say that because if you have a male character and use vanilla arrows you'll notice that the arrow length and arrowhead placement is perfectly fine. There is no clipping on the hand or anything. Unfortunately women are scaled differently in the game so the arrows and bow shrink when in females hands which leads to the clipping of the arrowhead on the hand. So long story short. If you have a male character you really don't need ANY of the longer arrow mods. Hope that clears some stuff up for you. Edit: If you want a visual representation of what i'm talking about go into the images and look at the image name "side comparison v2 vs v3". The v2 arrows are vanilla length while v3 are the long arrows." "There's no way the arrows are the same length on the bow if it installed correctly (with v3). Also, since you have confirmed that you do have longer quivers there is 0% chance that the nocked arrow isn't longer. I say that with such assurance because the arrow that is drawn up to the bow is *inside* the longer quiver." What I gather from all that, is that there is another mod that makes arrows longer called "Proper Length Arrows" in attempt to fix an issue with arrow heads resting on female hands while drawn. The longer arrows part of the CQLA mod was an attempt to visually be compatible with that mod. So the vanilla length quivers may actually fit the length of the arrows better... unless STEP adds a mod that lengthens arrows to fix the female arrowhead-hand issue.
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