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eecer

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Everything posted by eecer

  1. Sadly there's no quick way to do this since you would have to get permissions from the authors. No matter what gets made, the person must download the mods themselves. I have thought about messing with Perl and generating an auto download and endorse feature through there, but my Perl is pretty rusty. SMC can build all the mods into one for you, but you would still have to manually download each mod. I'm working on the lists for SMC and going to see if it makes the process any easier.
  2. I will look into the armor and weapons you suggested, Omegared99's work is usually great. Really Like your idea for the Zero's armor. I think I will apply the Blood Witch armor to Serena, and the Raven to Illia and her mother. Great idea, I will definitely add this.
  3. So above I mentioned that I am thinking about applying Zerofrost's armor mods and adding a patch to make them applied to certain characters. I have been thinking about it a bit and wanted to know if you think the armors fit the following characters or what characters you think the armors should apply to. Contractor and Mavari: Contractor would be Malkoran from The Break of Dawn Quest. Mavari would be Astrid from the Dark Brotherhood.Raven Witch Armor and Apex Werewolf: Raven Witch would be Serena from the Dawnguard quests.Medusa Drakul Armors: Medusa would be The Caller from Hitting the Books quest. Drakul would be Lord Harkon from the Dawnguard quests.Evil Mastermind Armor: Mercer Frey from the Thieves GuildKnight of Thorns Armor: The Ebony Warrior from Dragonborn DLCI would also like to use Blood Witch Armor and Silver Dragon Armor but haven't been able to think of any characters that they could apply to.
  4. Excellent to hear. I've made the adjustment and it's good to know that it has already been tested.
  5. I was not aware of this. I will definitely add those notes and look into it to ensure that resolves any issues. This is already in my mods list along with Unique Weapons Redone.
  6. How could I forget Lore Weapon Expansion and Heavy Armor! Thank you for reminding me of them. I haven't used Warrior Within Weapons, but it definitely looks good. Faction Crossbows fits perfectly, so that will definitely go on the list as well. As for Expanded Skyrim Weaponry and Weapon Variants Expansion, I have used those in the past and they tend to have around the same weapons as Immersive Weapons and Heavy Armor. If enough people prefer those, I will definitely add them. I am partially considering going back to the original plan of removing Immersive Armors and Weapons, if the list gets large enough with a solid variety I think I will drop them. Ah, yes. Thank you for that. That is what I get for going through mods that I had downloaded in the past. Removed.
  7. Excellent Point and done. Thank you!
  8. Hello, I have opened a new post so that I can update the front page as I go, and the wiki has been semi updated as well. Here's the new post to discuss further work on WALL
  9. WALL - Weapons, Armors, Loot, and Leveled Lists Revived and Revised Thanks to Nearox (Original creator of WALL) I have been allowed to edit and work on WALL. My goals with the new WALL are to add weapons, armor, clothes, and accessories that expand the look and feel of Skyrim. The current list are the basics, I hope to get more ideas from you all to see what else would fit well with this. There are a few rules that Nearox had that I would like to continue to use: Flexible Rules A compilation of some of the most endorsed weapon, armor & clothing mods at the Nexus. Mods need at least 200 endorsements for inclusion. Makes selection easier because there are just too many of such mods at nexus to coonsider them all. At least if I will be doing this alone it is :)Idea is to give a as many choices as possible to the user.Lore-friendliness or STEP philosophy is not taken fully into account. But no weird stuff that is immersion-breaking is allowed.Mods that are based on stuff from non-Elder Scrolls games are not allowed. Don't want e.g. Warglaives of Azzinoth (WoW), would completely ruin the immersion.NPC clothing improvements and bandoliers for NPCs are included and something that I would like a majority of the mods to include. Adding a chest to go get amazing armor for a level 1 player ruins immersion, I would prefer that most are available for NPCs.Trying to select the best and nicest mods that can be safely added to STEP:Core. Nothing should replace the textures added by STEP:CoreThese rules can be disobeyed for the right reasons, if there is a pack under 200 endorsements but it is truly amazing then we can add it. Ideas Let me know what you think I have removed quite a few of the mods that Nearox had on originally, mostly due to rule 5, but if there were any that you thought were great for this pack let me know. I am also looking for some great loot mods to add so definitely let me know about any you may find that work well. Looking through some of the mods that were on the original list, I really love the work of Zerofrost, but the way you get the armor is against Rule 5. I was thinking about adding his armors to the game, but placing them on some Essential NPCs that are either bosses or important characters that die so you can loot the armor. I would like to know what you guys think about this, and if you like it let me know what characters you think should have which set of armor. Current Work At this point, I'm going to test all the mods that are currently on the list with STEP Core and ensure there are no errors there. Mostly, I would like to see a lot of mods added to the list so we have some options. If we get a large enough list for weapons and armors, I think removing Immersive Weapons and Armors would be a great plan and return to the original idea that Nearox had.
  10. That is one of the bad parts. It would guarantee that you haven't done anything wrong with the STEP portion, but if there is a conflict with a separate mod and STEP as a whole then it would make it difficult to find the issue. You would still be able to find the overwrites in MO. Once you investigate where the conflict is you can go into MO and disable the files within the Pack to resolve the issue, but you are correct that it would make the process a bit more difficult to investigate and just disabling the mod within the combiner set would be more difficult. I think that I will start by making each section in the STEP mods a separate list, that way it semi-separates the mods. I hope to make this for anyone who is wanting to quickly do STEP and the STEP packs
  11. Well once this is done it would remove a high chance of error for install, reduce the time it takes, and make it easier for packs to make adjustments to the core or extended files. This will then make it easier to have different sets on MO because you just quick select which STEP or Pack you want from a single mod install for each. One thing that I have always hated about STEP is how long it takes to go through the process and fix my mistakes. What can I say, I'm impatient.
  12. So I dug around SMC a bit and it can definitely be done. Should have started by reading the FAQ on it, doh', but all that needs to be done is add the mods onto the settings.ini and then build a LST file for what files from the mod need to be grabbed and where they go into the new combined version. I've posted a new topic for this so I can edit as things get updated here. Thanks Barvis for reminding us all of this!
  13. Recently Barvis mentioned making STEP a bit more automated. This had been brought up on multiple other occaisons, and I think it's something that everyone has wanted. I was thinking about it, and SMC had done this for textures so I looked into the files and it is definitely possible to build this to work with STEP. I've build this post to see if anyone is willing to help in doing this and also to let everyone know that I will slowly be working on it. Sadly, it is a bit of a slow process. First, I need to go through and manually enter the information into the settings.ini for every mod that is in STEP, I plan on adding both STEP Core and STEP Extended. This is what needs to be entered for every mod: [Detailed Rugs]Author = raiserfxLink = http://skyrim.nexusmods.com/mods/29608Logo = https://bitbucket.org/drigger/smc/raw/master/Pics/MQArchives = Detailed_Rugs_v1-1-29608-1-1.7z|DataMQSize = 34.6Unsupported = Detailed_Rugs_v1-29608-1-0.7zOnce that has been completed, then I will have to build a .LST file to tell SMC which files from each mod to grab and where to put them in the new combined mod pack. This looks like: Detailed Rugs|Textures|architecturewhiterunwrcarpet01.dds|TexturesarchitecturewhiterunI am looking into a few things to help speed along the process. I am going to build a quick set for the first set of STEP 2.2.9 (2.D. Fixes) and ensure that using the full coding he has works with STEP. From there I am going to see if I can select the folder as a whole to be added, instead of having to select each individual file. Hopefully this will help speed along the process since there are quite a few mods that don't get overwritten or don't overwrite. Any help in the process is greatly appreciated. The part that is going to take the longest will most likely be the settings.ini since I will have to grab all the mods details and input them, and it would be great if anyone could help with that chunk. I'll make sure to keep everyone posted on where things are at and we'll see if this can work out, so far I have high hopes. If you want to look around at the files, drigger (creator of SMC) has a bitbucket of everything so you can take a look for yourself here: https://bitbucket.org/drigger/smc/overview
  14. So, no guarantees, but I am looking into SMC and seeing how I can add a new directory of mods and build the LST file for it to auto combine the mods.
  15. I'll look into making it a bit more clean of a change, but good point. In regards to them dropping their armor in Vanilla, no they do not. I'll have to make sure that stays the same as well. Yes! I recently got access, so I am going to be editing the wiki soon. As a warning, it will still be untested, so do be warned that there may be issues (although that rarely happens with these mods). I'll be doing some testing once we have a solid list.
  16. That's why I think doing a setup like TPC would be great. Maybe I'll see if he has any info on redeveloping for STEP.
  17. This should not happen. Even with a low rig STEP has been designed to have minimal if not zero affect on the performance. That's been one of the terms in building STEP Core.In regards to doing an automated install I would love that. Sometimes I have uninstalled MO and going through STEP again is a royal pain. It could either be done by STEP going to the developers of the mods and requesting permission to package all the mods and build a FOMOD, or making a system like TPC where we can drop the mods into a specified folder and then the program would auto combine the mods and generate a mass mod file that we can install into MO. Either way I would really love if STEP did this. The later would be best, then for packs we could have an instruction on building a script for the program and allowing the packs to be merged the same way. This would really help packs like REGS which has quite a few small things that you need to pay attention to.
  18. That's an excellent point. I'll have to look into removing some of the OP enchantments and having it be for all NPC assassins. Not sure if the author is still working on it, but I'll definitely look into that.
  19. Thank you! Sadly, I do not currently have permission to edit the pack. Any chance you can grant me permission or is there someone else I need to contact?
  20. So my list of things that I have used so far are mostly for diversity in NPCs that the player can use. I try to ensure that it's not a change that you can only craft but actually changes the game environment. Any others you guys can think of, or any dislike of what is below? Clothes: Common Clothes Additional Children Clothes Cloaks of Skyrim Winter is Coming - Cloaks Bandolier - Bags and Pouches Bandolier for NPCs Opulent Outfits - Mage Robes of Winterhold V4 Face Masks of Skyrim Left Hand Rings Weapons: Immersive Weapons Unique Uniques Unique Weapons Redone Crossbows Basic Collection Ghosus Weapon Pack Throwing Weapons - Death from Afar Armor: Immersive Armors Arise - Chapter 1 - The Black Sacrament Omegared99 - Armor Compilation Bosmer Armor Pack Unique Dragon Priest Masks - HD Textures ARMONIZER Armors Pack Immersive Armors for NPCs Armor and Clothing for Kids
  21. Man, it has been a while since I have looked around on here. I can't believe this hasn't expanded! I understand that you are working elsewhere but I would love to continue adding suggestions and testing this pack. If you're okay with more suggestions being posted, the only thing I would want to do is be able to change the wiki article on this mod. Even if I can't change the wiki, I would still love to work with everyone in adding a bunch of mods to the list. I'm currently going through my list of mods that I have used to find the best for this pack.
  22. First off, these mods are partially STEP but through Skyrim Mod Combiner, so I understand if there is no support for this. I am looking to see if anyone happens to know either the rules I should apply for the list of mods below or where I could find the rules. I have been frequently changing my mod sets so it would be great to have these entered on my userlist but I have been unable to find any suggestions as to what the rule should be. Here is the list of mods that BOSS is not recognizing: StaticMeshImprovementMod-DungeonCliffSkirts.espSkyfalls Dragonborn Small Waterfalls.espSkyfalls + Skymills + DG + DB.espSRTOParallax.espSRTODragonbornParallax.espRBB Long and Row Boats - Snow.espRBB - Row Boats - Hearthfire Hotfix.espPrometheus_No_Snow_Under_the_roof.espPrometheus_NSUTR BDS Patch.espAbout horses 1.5.espIf there's anymore information that I can give you, please let me know. If this is an unsupported/do not post on these forums post, please let me know and I will delete it.
  23. So I'm starting to wonder if it's an issue with how I have installed STEP core or Extended. I've started to notice that my long distance rendering is worse then vanilla now. Dragonsreach will only show light from the windows. The land under solitude wont load from a distance, and solitude itself wont show except for the main gate and the windmill blades. The only things I remember changing from what Core suggests is that I chose the classic view for the map, and high-res/2048 for and textures. Really appreciate all the help everyone, I have gone down to only having Core, Extended, Alternative start, and touring cages installed and still get the CTDs. Although interestingly enough, one of the CTDs crashed and I got a report that my GPU driver had failed. I've gone to the previous update and the CTDs don't happen as soon as they did before but sadly they are still there.
  24. Thank you very much! I appreciate the help on that one, and I will make sure to start going through my priorities to ensure that everything loads correctly.
  25. So I have been using touring carriages as my way of testing to see if my crash issue has been fixed (have tested without touring carriages and it still crashes) so during these tests I have noticed that my average VRAM usage has been around 1,800-1,900MB, CPU 50%, GPU 70-90%, but GPU temp can be from 75-80C. I'm wondering if it's a GPU cooling issue and when it is running too long at 80C (the temp cap for my 760) it then shuts down Skyrim. I mention this because testing the game just now, it went from Whiterun to Solitude just fine on the carriage but I am in a cooler room then usual. This test was done with all the packs that I mentioned above, minus Weather and Lighting. I know previous GPUs shut the PC down if exceeding the temp cap, but I know that NVidia has instated GPU OC to be controlled by it's temp, I wonder if that means they will just shutdown the process that is using the GPU if it is hitting it's temp cap
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