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CJ2311

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Everything posted by CJ2311

  1. Does anyone here know of a good mod to change the look of Whiterun while still sticking to the actual style of the city? Aside from Dawn of Whiterun, the only ones I've found basically turn the city into an overgrown forest...
  2. Not from any good company. Cosmetic items... sure NP. Pay to win needs to diaf. Sent from my XT907 using Tapatalk It's not going to die anytime soon though, there are way too many people who are ready to pay to have an edge over others in PvP games for that. A prime example would be hearthstones, where the game is still in beta, yet they'll gladly make you pay to buy cards. Or World of Tanks where you either buy your ammo with real cash, or have to keep using free shells that are more likely to bounce off and come back at you...
  3. @DoYouEvenModBro : Regarding your question, I finally got around to testing it (although not extensively) today, and I've not seen any of the Lore-based loadscreens. I didn't pay attention to the text though.
  4. As far as AMD cards go, I'd never get anything else than a Sapphire, MSI or ASUS. Also, if the R9 280X isn't much more expensive where you live, I'd recommend spending a little extra and grab that instead because it's somewhat more future proof. I also agree with Octopuss' assessment on XFX cards, the way I see it, a carved-out tupperware with a generic 12V fan would do a better job than their cooling system. The custom PC building store I sometimes work at stopped importing those altogether because they've had too many customers complaining about the things overheating and needing to be underclocked to work properly.
  5. Fair enough, it's just that dubstep in particular is at the opposite end of metal. :PAs for the instrumental bands, I suppose that's because people think that metal is limited to black metal. Nice additions to the playlist btw, especially the AC/DC
  6. Too bad there's no source code distributed with it. Call me paranoid, but I'm not really inclined to run random executables like this if I can't compile them :|
  7. DanielCoffey: Well, Jenna said she was rebuilding the mod from the ground up because she was unable to fix a bug with it, she usually puts messages whenever she updates her mod pages (even when it's for a couple of minutes), but I'm guessing she forgot to put a warning up or assumed it'd take less time to fix it.
  8. @phazer11: I find it somewhat weird that you have both some glorious metal and some dumbstep in the same playlist :p
  9. I was just testing around in the vanilla game earlier today (and I mean totally vanilla, as in just redownloaded the game and with the DLC deactivated) and the cart gloriously flipped around, started shaking, then continued the ride backwards (The horse and cart were facing towards Hadvar and backing up at normal speed). Had to restart another game to get it to work. All I'm trying to say is that it's perfectly possible that it could just be the game derping as it likes to do even without mods... Maybe the game was running at higher than 60 FPS? Havok likes to cause havoc in carts when that happens.
  10. I wish I could. There are around 20 mods in Mod Organizer which the Nexus won't let me endorse, saying I haven't downloaded the files... And even re-downloading them didn't fix it...Their system is full potato.
  11. Yeah, but it's still necessary otherwise the corresponding files won't get loaded. (Although I did get around that by renaming the folder named "Chargen Morphs.esp" to RaceMenu.esp" so it would load with that instead :P )
  12. Nearox : Are you using HD Enhanced Terrain and/or The Skyrim Distance Overhaul with that though? Or does it also eliminate the need for either/both?
  13. Way too many distant terrain mods, it's getting confusing indeed.
  14. Well maybe I might give it a try then, besides it looks like it was updated with more options so that's always a plus. Thanks for the feedback on that :)
  15. She has cleaned her files a long long time ago. Is Touring Carriages that good that you're not even considering dropping it btw ? :P I always assumed it meant somewhat bumpy rides, like the old Scenic Carriages so I didn't bother trying it (besides, I like having more carriages with BFT), but now I'm genuinely curious. Either way, it doesn't matter, since ETaC has been fully compatible with it for a while now. Here's a full compatibility list btw : https://forums.nexusmods.com/index.php?showtopic=1099697 (For the record I'm using the mod with Bring Out Your Dead, it just needs a manual merge for the conflicting entries) Personally I can't even play Skyrim without the full version of this mod, it's not like the old towns overhaul which just plopped trees everywhere and called it a day, it's much more in depth and every single detail seems to fit. Riverwood in particular is just amazing... Oh and since the thread is kind of old, I'd like to point out that the current version of ETaC is fully modular, with options for each settlement/village and their inns, as well as Lantern of Skyrim patches.
  16. Hm. Ok. Which was it? Does BSA overwrite Loose Files? Or do Loose Files overwrite BDA? I think BSA overwrites Loose Files. Anyway, I'll fire this up after the Weekend and give it a go. I think you're right in that the LORE-Mod screens probably won't show and that's fine since I've seen all of them 900 times and I don't even really like them anyway. How do you know when you hit the 255 limit (besides manually counting)? Does WB/MO give you a notice?Loose files overwrite BSAs (otherwise you wouldn't be able to change any vanilla texture/script without putting it in BSA), but that doesn't matter for these mods, there's nothing to be overwritten by either of them.There's a Mod Index column in the plugins tab in Mod Organizer, and right now, my merged patch which is last on the list has the index FF (255 in hex), that's how I know if I hit the limit. And there's also a warning if you get over that number in the warnings section.
  17. Well, in case it hadn't been tested yet, the only conflicts between this and step extended are related to Bring Out Your Dead, where 4 NPCs won't have the BOYD script attached to them anymore. Easily solved if this were to be included in STEP. ...And Ars Metallica, but that one is obvious.
  18. I'll try to test it tomorrow, I need to merge some mods to make place for the Lore-Based Loading Screens since I've hit the 255 limit. But in theory it shouldn't work, because TESG loadscreens have a 100% chance of appearing, so unless Lore-Based Loading Screens does as well, I don't think anything from that mod will show up. (For the record I'm not getting any Falskaar/Inigo loading screens with TESG)
  19. Tried this right now here are the results : Without the fix (and with the beta unofficial patches) : This is the extent of what pops out when you decapitate a cultist. Yep it's just that bit of red goo. With the fix : Immediately upon loading the save I'm greeted by the same guy in the previous picture. Cut another one for good measure. For the record, I chopped down at least 10 other's cultists head and all had the same problem, but I'm faily sure this is enough for confirmation :P
  20. Well there's also a conflict with Better Quest Objectives, which can be fixed by simply loading Cutting Room Floor after it. (Which, I just noticed, BOSS doesn't do. So I guess it should be added to the STEP instructions)
  21. Yes, I was aware of this as well, but those NPC records can be tricky to merge if you aren't paying attention to 'what' is being merged. One thing I'm interested in is if people have actually played the new stuff. Is it consistent with the game? Does seem out of place or incomplete? Ah, I was just running through the "Mod Testing To Do list" you posted and trying to find something useful to do that didn't involve texture compares :p
  22. No I'm not the mod author, but I'm using the mod so I've seen that it just uses meshes, like the vanilla game does, but disables their rotation. The optional version has the same picture load but in a smaller size, and you can rotate it like a regular 3D item.
  23. I just noticed that Cutting Room floor conflicts with Consistent Older People (3 NPCs are affected by this)
  24. It's still using the same method to display those pictures as a regular load screen, so if your ENB has some color correction for example it'll still affect the image, especially if using the small version of the mod.
  25. How do you do this? In the enblocal.ini file, add/change this line : [FIX] IgnoreLoadingScreen=true
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