-
Posts
14,559 -
Joined
-
Last visited
Everything posted by TechAngel85
-
Thanks for your work on this! I'll get back to it soon...maybe. There are a lot of items on my to-do list. :)
-
STEP v2.2.9.2 Official Bug Reports
TechAngel85 replied to TechAngel85's topic in Step Skyrim LE Guide
What is your "fGrassMinStartFadeDistance" set to in your SkyrimPrefs.ini? -
Marked for Testing.
- 19 replies
-
- SKYRIMLE
- 05-animation and physics
-
(and 1 more)
Tagged with:
-
bug Dragon Rising quest not starting (followed STEP 2.2.9.2 instructions)
TechAngel85 replied to Max17's question in General Skyrim LE Support
I agree. We've needed to do that for a while. Just need to finish up that topic you started about the MCMs. -
bug Dragon Rising quest not starting (followed STEP 2.2.9.2 instructions)
TechAngel85 replied to Max17's question in General Skyrim LE Support
You didn't anything wrong. This is a feature of Not So Fast-Main Quest. The time it takes can be changed in the MCM. I recommend taking some time to talk to the citizens, take on a few side quests, etc. -
STEP v2.2.9.2 Official Bug Reports
TechAngel85 replied to TechAngel85's topic in Step Skyrim LE Guide
-
That's crazy insane! By the sounds of that, we'll have the potential to see everything from new game assets to new play modes to entirely new storylines.
-
I think Shadriss said it best with that you're too busy trying not to die to really pay attention to the armor. The couple I encountered were pretty darn tough!
-
I'm guessing a lot of the mods for this game will be simple retextures for a while.
-
DROPPED Immersive Citizens - AI Overhaul (by Shurah)
TechAngel85 replied to EssArrBee's topic in Skyrim LE Mods
@Shurah, I also have a question about this statement: To come for the next updates: - Plugin activation/desactivation through an MCM Menu Will this be script based? I'm assuming that to deactivate the mod the game would have to re-build the aliases in order to restore all vanilla settings. If that is true, one can also assume that when reactivated, the game would have to re-build the aliases again. If this is the case, would this solve the issue of NPCs added after the game start not being accounted for by your mod (not receiving the benefits of your mod). In other words, if I started a game and then added in a mod that adds more NPCs, all I would have to do is deactivate your mod in the MCM and then reactivate it so that the new NPCs are registered by ICAIO. If this is how this feature is going to work, that would be great as that is one issue solved. Though I'm not sure how building and re-building aliases would affect the game. All this knowledge is fairly new to me. -
ACCEPTED RUSTIC SOULGEMS (by Gamwich and Saerileth)
TechAngel85 replied to Octopuss's topic in Skyrim LE Mods
I think we're good Nazenn. Thanks for your time in doing this! The black soul gems are a darker color than the rest of the gems so there's still a bit of a distinction. Just not as large as one in Soul Gems Differ. Personally, I like the textures. They're fresh from what we've used for ages now. They're also a bit more refined and closer to vanilla. The effect is a nice touch as well. I still want to try these out in-game, but so far I like what I see. -
DROPPED Immersive Citizens - AI Overhaul (by Shurah)
TechAngel85 replied to EssArrBee's topic in Skyrim LE Mods
No one is blackmailing you. Perhaps the wrong use of wording you have there? In regards to STEP, we are leaning to moving the mod to Extended to better serve our users. I know you're probably not familiar with STEP but it just means your mod will be removed as a core mod to the Guide, but it will remain in the STEP Guide as an extra mod, for the time being. @All, Passing this "he said this and she said that" game around isn't getting us anywhere. From this point on, lets please leave this stuff out of the discussion or ignore it if it surfaces, and stop linking to external sources as "support" of your claims about who said what. At this point, it's getting a bit childish and I've stopped caring about what was said and who said it. It's in the past, let bygones be bygones and lets move on to the meat and potatoes. @Shurah, Is there any chance that you could explain (to the best of your ability) how NPCs use navmeshes besides for path-finding? We all know navmeshes are used for pathing out where NPCs can and can't go, but there seems to be implied knowledge that the NPCs or AI in the game is using navmeshes for other unknown (to myself and others) reasons. Can you share some your insights on this or is that all navmeshes are used for to your knowledge as well? Thanks! -
ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
TechAngel85 replied to darkside's topic in Skyrim LE Mods
Well, at current, this mod replaces three mods now so it would be worth it, imo. I'm also thinking that it might be best to drop Radiant and Unique Potions, if this is added. Else, we would need a compare of every texture conflict found in xEdit to determine which one we would want to keep. CACO changes some of the bottles to different sizes, so that would also need be to taken into account. I patched this up myself based on best guesses for my testing, but it just seemed like more trouble than it was worth at the time. I still haven't been able to start a new game to test yet. EDIT: I added a lot more detail to the testing instructions in the OP from my personal experience of installing this. -
DROPPED Immersive Citizens - AI Overhaul (by Shurah)
TechAngel85 replied to EssArrBee's topic in Skyrim LE Mods
I ask Arthmoor and it is possible to clear the aliases with a script when the NPCs die; however, it would have to be attached to every single alias in ICAIO. This in done the the CK and ICAIO, apparently, adds a lot of aliases so this would be a butt ton (a the technical term for 'a whole lot' for you that never heard the term) of tedious work to do. However, I think it would be worth it as it would improve ICAIO's resource usage a lot on any system. It's how BOYD is set up now so it is possible to do. -
ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
TechAngel85 replied to darkside's topic in Skyrim LE Mods
Ah! Thank you, good sir! I didn't know that. I'll update the OP. -
ACCEPTED Complete Alchemy and Cooking Overhaul (by kryptopyr)
TechAngel85 replied to darkside's topic in Skyrim LE Mods
Paralyse needs some patching. That's all I know at this moment. -
DROPPED Immersive Citizens - AI Overhaul (by Shurah)
TechAngel85 replied to EssArrBee's topic in Skyrim LE Mods
The information that Shurah has already provided is very useful for all the mod authors and should be added to the compatibility file for ICAIO. Turning on the markers in the game is a quick and easy way of spotting issues fast. As for the navmeshes, I'm still leery of this due to how I know they work (I think most of us that's worked in the CK are very familiar with Navmeshes as it's a basic part of building most mods). To me, it would seem that as long as the navmesh doesn't prevent the NPCs from reaching any of the markers, then that is basically all that is required. I do pathfinding every time I work with navmeshes to verify that there's no issues for the NPCs navigating the environment. This is basic practice that should be done any time navmeshes are messed with. Specifically I do pathfinding for rabbits, then an elk, and then an Argonian NPC. If all of those can get around the environment, then all the rest of the NPCs shouldn't have any issues. I'm also leery of the aliases. Can these be dropped from the game upon an NPC's death via scripts? If so, I think it would round things off nicely if ICAIO incorporated this. Shurah might not have any papyrus knowledge so any user that might be willing to do this should contact him, if it's even possible. I light of compatibility and the aliases, as well as a PM with Nazenn and one I've personally had with Arthmoor, I feel it would be best to move ICAIO to Extended and out of Core for STEP. There is still more I want to know about ICAIO and compatibility because I'm planning on reviving REGS so the more information I can get, the better. -
You did fine with your shots. Kajuan will be looking into improving these when he has time in order to address the banding in certain angles. He also confirmed that is rust.
-
DROPPED Immersive Citizens - AI Overhaul (by Shurah)
TechAngel85 replied to EssArrBee's topic in Skyrim LE Mods
I'm going to state my intentions for allowing this (we typically don't like post from other forums because they can be taken out of context), but if it gets out of hand, I will step in to intervene or shut it down, if necessary. Lets be adults and play nice together! It's my hope this will open up some good discussion. I might even learn something new along the way. If we can talk maturely and politely to one another, good and open discussion often results which will make everyone happy. I understand time is limited. So is mine, but it doesn't take much time nor effort to have a good intellectual discussion about the more finer points of modding. I think you, Shurah, has some knowledge that everyone in the community could benefit from, if you're willing to share and discuss, which I think you are seeing you've worked with a few individual authors already. Let this be an open and free discussion about modding and ICAIO compatibility. -
DROPPED Immersive Citizens - AI Overhaul (by Shurah)
TechAngel85 replied to EssArrBee's topic in Skyrim LE Mods
No, both are. I didn't see the one you listed and will remove it promptly. Thank you for bring it to my attention. What kryptopyr said is correct on all points. EDIT: That must be from the other site or I've already deleted it. -
DROPPED Immersive Citizens - AI Overhaul (by Shurah)
TechAngel85 replied to EssArrBee's topic in Skyrim LE Mods
Only that last one is dealing with the vanilla bugs (besides navmeshes, because he is aware of the navmesh issues) he is talking about. If it's been since July and you still haven't reported nor shared them, Arthmoor's reaction is understandable. He's been waiting for months for you to report them. According to the article you linked, "all aliases are persistent for as long as the quest is running". Since your mod uses low priority quests which are always running, then all aliases are persistent in your mod as well, and therefore, held in memory. Are you saying this is not the case? I did run the numbers and as expected, they're not impressive. During my test runs I ran around the major towns and cities of Skyrim to be sure that I encountered as many NPCs as possible. The results: Vanilla RAM Usage - Avg: 1009 Max: 1251 VRAM Usage - Avg: 1190 Max: 1476 With ICAIO RAM Usage - Avg: 1027 Max: 1282 VRAM Usage - Avg: 1195 Max: 1500 Verdict ICAIO increased maximum RAM usage by 2.48% on average and VRAM usage by 1.63% on average. This is a 31MB and 24MB increase on the max ranges. The average usage is even lower. This is nothing that I would call game-breaking in the resource usage department and keep in mind some of that will be in the margin of user error so the actual usage is likely slightly lower. Texture mods are far more of a concern than this mod from the looks of these numbers. This mod is likely more CPU intensive because the maximum CPU load increased 4% with ICAIO installed, but keep in mind there's also a small margin of user error there as well. Here is a question that has come up and needs to be answered for the community: Have you checked the navmeshes, personally, or have you simply seen that the other mods edit the same navmeshes that your mod does and because of that, you've listed it an incompatible? If it's the second reason, then it's possible the navmesh edits are similar enough to not cause any issues either way and, thus, not really be incompatible. The rest of your incompatibility statements, like below, stand. This right here! This is very good and valuable information that the community needs to be able to make mods compatible with yours and what the other authors have been asking for! Very good examples! :: -
DROPPED Immersive Citizens - AI Overhaul (by Shurah)
TechAngel85 replied to EssArrBee's topic in Skyrim LE Mods
I've read the post again and there is nothing insulting there. If you can point them out to me I'll deal with them. I've removed a few comments that might have been questionable, but I think you're taking the comments out of context and no one insulted you directly. What I read from that are 3 very well known members of the community who are confused because they're trying to understand your mod from a technical position; not what you're providing to everyday users. That is not the type of information they're asking for. They're asking for more technical information. Not the information you're providing to everyday users. Think more of "how you did it" rather than how it works. Which is exactly what Thalassa said, just using different words. This is insulting the person directly as I mentioned above. We don't allow this on the forums, and because you are an author does not make you exempt. Please keep the discussion mature. Further insult to any person will result in a warning. -
DROPPED Immersive Citizens - AI Overhaul (by Shurah)
TechAngel85 replied to EssArrBee's topic in Skyrim LE Mods
Yeah. I have plans to revive it, but I'm sort of waiting to see how this compatibility thing goes. From what I know about modding with plugins and in the CK, what they are saying above is not wrong and I see their points. -
STEP Extended visual result inquiry
TechAngel85 replied to BuluBulu27's question in General Skyrim LE Support
Well STEP does stay very close to vanilla; however, it's hard to tell with just those shots. -
Just check the highres version from a fresh download from Nexus. No issues here. It's installing the correct version.

