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oqhansoloqo

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Everything posted by oqhansoloqo

  1. Anyone run into compatibility issues with the optionals for this mod and STEP mods? Specifically - Raised Ability Caps and Increased Max Resists. I run STEP 2.2.9 Extended with a bunch of extra mods. Here are the ones outside of STEP that I think (maybe?) could have any possibility of creating issues: Sleep Tight iNeed Stealth Skills Rebalanced - Sneak Basic Duel - Combat Realism - Hardcore Extensible Follower Framework Deadly Dragons - Loremonger Skyrim Immersive Creatures (probably no issues since I use their HLE version and they say that the optionals for HLE are compatible) Appreciate some feedback if anyone knows about this. Thank you.
  2. Even Better Quest Objectives - during FOMOD installation, under Compatible Mods, aMidianborn Skyforge Weapons by CaBaL says that it's part of the Book of Silence compilation. That compilation is part of STEP Core, so does that make that mod needing enabling in the installation? EDIT: 2K, which is an option, according to the guide. Perhaps that's why you don't see it though.
  3. I just checked again to see if I misspelled the filename. It's correct.
  4. Yeah, I decided that as I am re-installing to version 2.2.9 from 2.2.8, that I will make a point to mention everything I notice. :) Better Weapon Swing Sounds - What is the deal with the dummy "BWS.esp" in the plugins list? Perhaps there should be a note for the mod to say to make sure that "BWS.bsa" is enabled in the Archives tab of MO so that "BWS.esp" can be disabled.
  5. White Phial Replacer - mod notes mention "no handle" and "with handle". The newest version of the mod does not mention these options, but rather asks whether to use the Dawnguard version or not.
  6. It is hard to find the information, because not all of the mods that are in the MCM in-game have recommendations in STEP. So if you are playing the game and going down the list of mods in the MCM in-game, you have to scroll down through the STEP guide and to locate mods from the in-game MCM list and then click on the detailed instructions links next to each one to see if there are MCM recommendations. It's pretty tedious when actually in practice. Perhaps what might help would be to place a small symbol next to the name of the mod to show that it has a MCM recommendation for it. That would help.
  7. MCM Recommendations given in detailed instructions: I think it would serve nicely to have (in addition to MCM settings being given in each mod's page) a link to a list at the end of the whole STEP guide that takes all of the MCM configuration recommendations for all included mods and lists them all together. The reason this is important is because of the way the MCM configurations are made. You make them basically at the start of a new game, all at once. This is every time you start a new game. When you install the mods in the step guide, you are not configuring MCM at that time. You aren't even in the game. Because of this, they should all be given together in one list that can be easily referred to when the moment arises when you are in the game.
  8. Deadly Spell Impacts - depending on option chosen in fomod, I remember there's an option to have different types of fire spells create different types of spell impacts. this part of the fomod is broken, and manual tinkering is required in order to correct the fomod's error. I have seen many people run into issues related to this broken option in the fomod. I think it is valuable to have a detailed instructions link for this mod regarding this due to that.
  9. Burn Freeze Shock Effects - mod note still refers to using the Skyrim Memory Patch 3.0. Obsolete note, since the newest version of SKSE handles this issue.
  10. Dual Sheath Redux - I just noticed that by having this mod at the end of the mod list, it has a number of meshes that overwrite the Skyrim Weapon De-LARP-ification Project DSR Patch meshes. The instructions make it sound like each DSR patch should be placed right after its associated mod in the mod list. By doing so, the main DSR mod (being at the bottom of the mod list) is overwriting the Skyrim Weapon De-LARP-ification Project DSR patch files. I think the detailed instructions for DSR should be clearer. EDIT: I'm guessing all the DSR patches should instead be at the very bottom of the mod list, after the main DSR mod. In that case, the instructions should say that the each DSR patch needs to be not only listed after its associated mod, but also after the main DSR mod itself. Some kind of wording like that would be clearer.
  11. Elemental Staffs - just got an update today, so the instructions in the mod notes should be modified.
  12. aMidianBorn Whiterun - detailed instructions has a bunch of files removed from the installation, but I noticed that "wrcitywall01_p.dds" is not removed. Is this intended? I am skeptical about this, only because when such files get removed, they usually get removed in sets, and the other 2 files with "wrcitywall01" in the filename were mentioned.
  13. Ruins Clutter Improved - Notes mention version 2.7, but version 2.8 is out now. EDIT: Might want to check into possibly using the custom option instead of "install everything" in the installer to get subliminal traps option. I don't think you get that if you don't do it custom.
  14. XP32 Maximum Skeleton - detailed instructions are missing the last part of the FOMOD installation instructions where it asks to install the back hip dagger equip animation as well as the extra options.
  15. OK, yeah, it wasn't there. I guess it's still needed then. Thanks.
  16. Weapons and Armor Fixes - detailed instructions provide LOOT Meta Rule Instructions. I installed the newest version of LOOT and apparently it knows how to properly sort the esp without manually entering in a rule - I say this because it seems to have put the esps in the correct order. So I think these instructions are now obsolete, but I'm not sure.
  17. Clothing and Clutter Fixes Baseline should say "Clothing and Clutter Fixes - LEGENDARY"
  18. OK, so it sounds like I don't really have anything to worry about then. Thank you for the feedback.
  19. I originally probably extracted them in 1.2.1 though, not 1.2.9. So it's only SkyUI, Racemenu, and all the Unofficial Patch mods?
  20. Previously, there seemed to be a recommendation that all BSAs in mod be extracted in MO. That is what I did before, as I installed the entire STEP list of mods... Now it is said that it is not recommended, because it can mess up some mods. Has anyone created a list of the STEP mods (Core and Extended) with BSAs that should not be extracted, so those people that already extracted everything can go back and reinstall only the ones that should not have been extracted? I tried to follow the directions very carefully before (for 2.2.8, and partly into the beta 2.2.9), and it shoots a pain in my chest to think that I might have to reinstall every bleeping mod again just to make sure I didn't extract a BSA in one of them that shouldn't have been extracted. I see that EssArrBee listed a couple, but is there a complete list somewhere that can be referred to?
  21. Kelmych - Oh, so you have been reducing exterior normal map textures to 1K even with a 4GB card (for Skyrim)? That's good to know, because that's what I have also. :) Then I guess I'll end up doing the DDSOpt thing for FNV as well [as done with Skyrim].
  22. Good find. BTW - EssArrBee and Kelmych, do you two believe that DDSOpting the texture mods in the current F&L guide is going to make a significant difference in the framerates for most people?
  23. I found this mod - haven't tested it but it sounds cool: Manual Reload - supposedly makes it so that guns will never automatically reload (even after putting them away and taking them back out), and thus you always have to press the reload button in order to reload a weapon. https://www.nexusmods.com/newvegas/mods/37090/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmodfiles%2F%3Fid%3D37090&pUp=1
  24. lol - well I'm not interested in Project Brazil or TTW though. I assumed you're going to do them last, since they are such major changes to the original game. It sounds like PB is pretty much a separate game altogether that uses the same game engine.
  25. Mine is on hiatus until the rest of the gameplay mods are added in (and NVR3 tested and possibly implemented). I figure it's no point starting yet until every mod worth installing is in place, otherwise I'll probably have to start a new game again.
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