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TechAngel85

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Everything posted by TechAngel85

  1. TechAngel85

    Discord

    Same reason we've never done an official chat...the information gets lost and it's too hard to moderate. We use Mumble for our staff meetings.
  2. Well, it would be nice to have him voiced. I'm finding that adding simple dialogue is not that simple. Looks like it's all connected to quests...which is one of the more advanced CK subjects. Much tutorial reading, watching, and guess-work is in my future. ...I just couldn't leave well enough alone....
  3. Quick Update: v2.3.1 I have fleshed out JE to be more compatible with Jaggarsfeld and removed the ton of ITMs. It's still not perfect, but it now runs more smoothly and gives less problems. All of JE will still be incorporated into Jaggarsfeld over time. Right now I'm working out Van's (the werebear) insanity issues with being a frenzied maniac, killing everything in sight. His counseling has gone well as we've worked past his anger issues. He now has a more normal routine and I'll leave as a surprise since he wants to show everyone what great progress he's made. Once I have Van's issues all worked out, I'll add him back into JE as he'll be fit for society again. I'm basically learning this stuff as I go and it'll help me out when getting down to business on my own player home, Dragonborn Sanctuary. Now excuse me, I have to go learn how to create custom dialogue so Van isn't a mute.
  4. I might have to create a character just for this and play it through. I've never been a fan of the companion story line so I've never completed even one quest of it. However, I'm willing to take Greg's word and review as being good enough. If it's anything similar to Thieves Guild Requirements, then it'll be good to toss in. I can't play the thieves guild story line without that mod and I play that side story every time I play.
  5. What is your review of this mod after completely the quest line?
  6. Well, keep in mind that management might be a bit different between MO and MO2 users. How we do things for Skyrim (mod management wise) with MO will be different for Fallout 4 users since the Archive Management feature is no longer present in MO2. So FO4 users are going to be managing their setups much like we did when we where using WB for STEP. Things where managed a bit different back then and we used to always use loose files and extract BSAs for ease of management. Many MO2 users will be doing the same so they'll be using loose files anyway. For MO users it really shouldn't matter and I've never seen any performance difference having used both a HDD and SDD. The only time MO users need to extract a BSA, if MO is managing archives, is when they need to resolve an asset conflict that is within a BSA structure.
  7. You haven't made the changes to your INI. Recommended changes to SkyrimPrefs.ini: iBlurDeferredShadowMask=3iMaxAnisotropy=0iMultiSample=0bTreesReceiveShadows=1bDrawLandShadows=1bFloatPointRenderTarget=1Use the INI Editor in MO to made these changes to your profile. sD3DDevice="Intel® HD Graphics 4400"
  8. This really isn't any issue since you're doing something in the game that was never meant to be part of actually playing the game. The only time I use toggle collisions is if I'm doing some sort of testing. It's not meant to be used for any sort of gameplay. This is true for 99% of the console commands.
  9. Are there still a lot of issues rolling in or will v2.0 be out of beta soon?
  10. The Beta is good to use for STEP. The new instructions are set up here: https://wiki.step-project.com/User:TechAngel85/Sandbox3 I was getting ready to ask Sheson when the beta will be fully released. That's when I was hoping to switch over to the new instruction set.
  11. Have you turned off all the INI settings for AA and AF? Also, have you set the proper settings for ENB use for things like the Float Point Render?
  12. Doesn't matter. It's going to simply run it's installer once extracted.
  13. Install: https://www.microsoft.com/en-us/download/details.aspx?id=8109
  14. I like these combined with Better Shaped Weapons.
  15. It's included in the main file.
  16. Nowhere really. Not much testing has been done. I've updated a few things on the Guide and mod pages, though. We basically just need to start testing the mods again since this is mainly a mod release version. I've kinda been waiting for DynDOLOD v2.0 to release from beta before doing so, but there's no particular reason for that. I've been working on my own projects in the meantime, like Jaggarsfeld. We do need to be looking into a new STEP Patch. Several mods, including USLEEP, have updated in the last month or so. I doubt it's anything major, though. That's about it. Yes, it will and no, those mods don't play well together. It would take some CK work for them to be about. JK Cities Lite is more compatible. ETaC can be compatible if you use the modular version and skip the towns/cities that ICAIO covers.
  17. Is that the only two mods you have installed? Hide one or the other until you figure out which one it is. That will narrow it down.
  18. Yeah, I haven't figured out the best way to tell returning users about it. The new setup will have new users covered, but returning users need a notification. Putting up a notification on the DynDOLOD page would probably be the best place for it.
  19. Okay, I've removed those two terms from the nomenclature. It's pointless to keep them there when they're not used. I've also edited the setup of MO a bit. Since DynDOLOD now requires that the "Have MO manage archives" box be unchecked. It makes more sense to leave this as one of the last "cleanup" items before running the game. Therefore, I have removed the "MO Notes" from the High Res DLC, Brawl Bug, and Better Weapon Swings mod pages. In turn, I've added a note on the MO mod page instructing to not active the feature until the end of the Guide. Finally, I added a section below the mod tables titled "Archive Management" with all the instructions for turning on the archive management feature in one place. This should satisfy DynDOLOD requirements without adding even more instructions to its page. It shouldn't affect anything else in the Guide, but let me know if you can think of something that I can't which will have a negative impact as far as not having that feature turned on until the end of the Guide.
  20. It is what it is for a little while. We already have the instructions complete for DynDOLOD 2.0 and will be completely redoing that page when it comes out of Beta. For now, you'll just have to follow the directions without picture guidance.
  21. You're doing fine. MO just defaults to the first name you used because they're all from the same mod page. Change the names like you're doing or merge them all together, it doesn't matter. To install the staff fix just make sure the "...Uniques" name is selected in the drop-down when installing it and select merge. Immersive Citizen's isn't completely correct on the mod page because it just updated the other day and the mod page instructions haven't been updated. Yet. Choose Full and then only select the Core files to install. The warnings can be ignored. It's just MO complaining about the FOMOD code. It's fine and still installs okay.
  22. Doubt it. Not unless it contains the same amount of customization.
  23. This should be marked for testing. I'm at work and will do it when I get home...if no one beats me to it.
  24. To be honest I haven't spent that much time in Solitude. I'd have to run around and look for it.
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