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statmonster

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Everything posted by statmonster

  1. The update to SkyBirds (https://skyrim.nexusmods.com/mods/23771 version 0.93) is out - saw the note from rpscg on STEP. Fixes the invincible hawk bug from vanilla so could replace that ESP for anyone using it. (Is there another fix for it in SR?) Looks interesting - wonder if it has conflicts with sounds mods or SkyTest - see his comments on compatibility below. Change log says: Version 0.93MCM MENU SUPPORT. "BIRDS OF SKYRIM" SOUND INJECTOR. If you use skyBirds and Birds of Skyrim together, my mod will add sounds to ALL of Qasiermo's birds! Disable flying seagulls and crows at night and in bad weather (requires "Birds of Skyrim"). Make roosters larger than chickens (requires "Birds of Skyrim") Make "Birds of Skyrim" wild birds protected from predators (requires "Birds of Skyrim") Woodpecker system: drumming animation, vertical positioning on trees, dynamic placement script Green Woodpeckers (animated but non-flying). Red Headed Woodpeckers (animated but non-flying). White or barred chickens (textures by Bellyache). More roosters (requires "Birds of Skyrim"). Domestic geese (model by macadamstreet, dogtown1 & Jc1) with new sounds and feet clipping fix. Make the Dawnguard, Hearthfires and Dragonborn factions bird-friendly. New take-off wing flap sounds. - done Enlarge the birds' wings spans. Faster wing flapping animation plus new gliding animation. Improved bird hopping animation. Animate the wren's tail so that it straightens out during flight. Increase the range of the bird sounds a little. Add sound effects to vanilla hawks and hide them at night and in bad weather. Nest markers will only disappear when the player is not looking. Fix the "backwards" underwing texture on a couple of birds. Balance the alchemy ingredients. Apply alpha testing to improve the model details. - Cardinal and two woodpeckers completed Fix various small glitches Various script optimizations Fixed a vanilla bug that prevented chicken (and some other creatures) idle sounds from playing. Overhaul the vanilla chicken sound effects. Fixed the vanilla chicken's feet so they no longer clip through the ground. Fix the vanilla "unkillable/invulnerable/invincible hawks" bug. Fix a bug in vanilla hawks that would contribute to save game bloating. Adjusted the vanilla hawk in Riverwood05 location so that it doesn't fly through the mountain behind it. Disabled an immersion-breaking vanilla hawk near East Empire Company Warehouse that was in sync with another hawk nearby. Compatibility notes say: Compatibility If you use ASIS you will get CTDs unless you add "skyBirds - Airborne Perching Birds.esp" to the Mod exclusion section of the ASIS ini file and then re-run the ASIS patcher.skyBirds is fully compatible with "Birds of Skyrim", "Birds and Flocks" and "SkyTEST". Please load skyBirds AFTER "Birds of Skyrim" and "Birds and Flocks".skyBirds is fully compatible with the regular version of 101Bugs, but skyBirds should be loaded after any mod that modifies insect spawners. This includes the "extra spawns" version of 101Bugs.The mod "Static Flora" will block some of the spawners used in skyBirds. To prevent this, load skyBirds AFTER "Static Flora" in your load order.Compatible with "Climates of Tamriel - Sound". Please load skyBirds after "Climates of Tamriel - Sound" in your load order.Compatible with Sounds of Skyrim.If you use "skyBirds" and "Birds of Skyrim" together then you don't need to use the mod called "Roosters at Dawn (by schmidte)" which is obsolete (and seems to be broken anyway). skyBirds adds crowing rooster sounds to Qasiermo's Roosters at dusk and dawn.The mod "Invincible Hawk Fix (by samutz)" is obsolete (and introduces new bugs). Please uninstall that mod if you use it. skyBirds fixes that bug correctly (so does USKP).
  2. Also a new XPMS skeleton (https://skyrim.nexusmods.com/mods/26800 version 1.6d): Version 1.6d - Eliminate issues that come from dead bodies from TBBP-meshes (new skeleton_female.hkx) - Adjust backshield position for female - Add 1stPerson skeleton to match with TBBP (included in skeleton rig option as required) - Deleting unimportant files from previous installer
  3. Another unofficial Skyrim patch update. (1.3.2c): USKP Fixes Another debug message was accidentally left on in the weapon rack script. (Bug #12820)Two of the USKP helper quests that handle updating information for bugfixes lost their properties somehow in the CK and had to be restored.Jarl Korir's exile package for the Windhelm palace was not using the correct location marker after we fixed his AI pack.Heimskr was still finding a way to preach his message OUTSIDE the confines of his jail cell. This should finally be fixed for good now.The final Civil War government script never ran because we had stopped the Civil War quests too early. This has now been corrected so it will run properly regardless.
  4. Same here. My vague understanding is that the of other combat mods are somewhat more script heavy than Duel. IIRC Duke Patrick's caused (in a 3rd party test) a bit of stuttering in combat due to its processing requirements.
  5. Brutal! Does make one wonder whether we should be using it. Some testing seems justified. I would also be interested in others judgement of his critique. I do appreciate his attempt to look under the hood of mods and see what they actually do. One questions re his archery critique - using Duel, NPCs will often cower behind cover when being shot at - Is this also a a vanilla thing? I thought it was form Duel. When I looked around at various combat mods (such as Duel, Deadly Combat, Duke Patrick's and larger overhauls such ACE, SkeRe, etc.) the attraction of Duel was that it was lightweight but promised to make combat more interesting. Grimy's own SkyAI was also interesting.
  6. The new animals in Riverwood behave strangely when attacked. The goose had no loot when killed (it didn't try to flee but I might have killed it in 1-2 blows). The pig just stood there while i killed it - no loot. The first cow stood there while I kill it - had loot. The cow tried to run away when I attacked it - but got stuck in some trees. The bull tried to come save it and attacked me. I don't know why the pig and the first cow just stood there while I hacked away at them.
  7. Which AV folder are you DDSOpting? ...\skyrim\Mod Organizer\overwrite\textures\AV Packages ?
  8. Looks like the Paarthurnax Dilemma got updated to 1.2.4. And TESVEedit is being updated - More Cleaning to Come! Changes: Version 1.2.4 Minor script optimizations. Updated cleaning with TES5Edit 3.0.30. (Unless Arthmoor meant 3.0.29)
  9. Using the MO Integrated FOMOD installer fails to install "BetterQuestObjectives-MoonlightMasteryPatch.esp". Unticking this and installing with the mod's installer works fine.
  10. BBP armors/clothing will cause a crash if you do not have BBP enabled. You can use non-BBP armor/clothing with BBP, but not vice versa. Also UNPB is not the same as BBP. UNPB makes the breasts larger on UNP bodies but has no "physics" - if you use plain UNP clothing/armor even if UNPB installed you will just get a smaller bust size and vice versa. BBP makes the breasts bouncy and requires an appropriate skeleton to enable these animations.
  11. With Skytest and Hearthfires - is there a conflict in Worldspace, 0001A26F, 0001A270, Block 0, -1, Sub-block 0, -1, 0001A276 (Whiterun Plains District04), XCLN Location? Or does this not matter?
  12. I also saw GS listed twice and didn't know which to select.
  13. Solist - what does that do?
  14. Mass produced industrial age equipment looks ill-formed. Individually crafted armor should not. How you want your imperials looking is really your choice. They do have armorers in every camp to fit the stuff. (More so than clothing, if armor doesn't fit right it causes serious performance issue.) But I think there is really wide room for interpreting how you want it to look in your game - I could probably justify whatever choice you like. I think it's mostly about selecting the look that gives the ambiance you are after.
  15. I just use the main file (version 5.0) without any of the Calyps compatibility patches.
  16. I think Apophysis Dragon Priest Masks ( https://skyrim.nexusmods.com/mods/15052// ) does not include crafting. They are a bit of a change from vanilla.
  17. Does SUM not merge ASIS/SkyRe? Not sure - I remember trying to run ASIS that it created a couple of extra ESPs, but I think that was prior to using SUM.
  18. No. I like Virtus Imperii - Imperial Gear Re-mastered (skyrim.nexusmods.com/mods/34321 ) for an imperial retexture. Very parade ground/garrison looking. It will make your imperials look very imperious. Perhaps not for you if you like your imperials looking like they are beat up and have been out in the field for months and using worn-out equipment at the end of a long supply train.
  19. I'm at around 241 active now - the EBQO changes knocked out about five which was nice. I imagine people running the full SkyRe+ASIS suggestions must be hitting close to the 255 limit too.
  20. Uncheck "Hide Non-Conflict Rows" and you will see 4! Magic. ;)Thanks! Also, is there a Dawnguard compatibility patch for EBQO? The installer seemed to imply there was but I don't see one.
  21. In Alternate Startt when I do: "Expand "Dialog Topic">"00038731" and select the "0006541A" node. Right-click on the "Conditions" line of Alternate Start - Life Another Life.esp and select "Add" twice. Drag the two conditions from Hearthfires.esm to the two newly created slots in Alternate Start - Live Another Life.esp so it contains all 4 conditions." I only get three conditions as there were two in Hearthfires and only one in Live Another Life to start with.
  22. If the ENB is working you should get a bunch of text in the upper left corner of your screen when you first start Skyrim. In game if you press shift enter (I think) the ENB control panel will open. It looks much different stylistically than anything else in Skyrim - you can' t mistake it. If the eENB Manager worked when you edited it, it should have dumped a bunch of .ini files, etc. into your skyrim directory (where TESV.exe is located).
  23. Do you need this if you DSOpt SFO?
  24. What's the reason for having lots of global patches instead of just one? Â To limit the amount of rebuilding when one has to be redone as if a mod is removed?
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