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TechAngel85

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Everything posted by TechAngel85

  1. None at all. I'm just working on it when I can. The alpha is the closest file to 2.0. It'll remain in alpha until all the changes have been made and tested, but I don't recommend it for play-throughs, unless you don't mind updating it every so often. The update process for the alpha is in the posts on the Nexus page. New users obviously wouldn't have to do this process the first time, but once you start a play-through with the alpha, you'll have to do that update process every time. Depending on how much you have stored and displayed, it can be a long process (couple hours). I'm working on another small update to the alpha that will probably be ready in a day or two. I'm testing all the alpha changes to a current play-through. So if there ever any issues with the alpha, I'll likely catch them for the next update.
  2. Yes, use that and at the end of the install choose to "replace" the mod when asked.
  3. Thanks. Since I was inside the city, I was unaware that exterior cells around the walls loaded as well.
  4. You need to just reinstall AOS and uncheck them in the installer so they're not installed. This way you know you have the correct version of AOS.
  5. Missing Windmill while standing at SkyForge: Can anyone else confirm this or is this just my setup? This is on medium setting.
  6. STEP is already combining texture mods into a compilation for users to download during the STEP install process. This has so far eliminated several mods from the install process. More will be added, eventually.
  7. The BSA vs Loose isn't an issue with MO like other mod managers so it doesn't matter which you use, unless it's specified in the instructions. From the mod page: "Also install optional file, Dragons Shout with Voice from location."
  8. Those non-Patch instructions look like they're for Extended users or for users installing the entire STEP Guide. Just uncheck in AOS install any of the "Compatibility Patches - Part 2" patches that you are not using the main mod.
  9. STEP Patches do not solve missing masters. It would be helpful to know which masters it's telling you you're missing.
  10. Wish I had the time! I'm in the closed Beta for Tom Clancy's Rainbow Six Siege, but have yet to have time to install it...much less play it.
  11. The mod installs fine for me and so far you're the only one reporting it here and/or on the Nexus page. I personally wrote the installer and MO is not tossing out any errors for it on my end. It has to be something on your end, I'm just not sure what.
  12. Is your MO up to date to the latest release? What do you mean, "only install it manually"?
  13. Warning! Bad joke ahead... So safe to say that it's..."chocolaty"...good!
  14. From a STEP perspective there are 3 areas up for debate with this mod that I gathered from the description: Bombs Potion Stacking Needs Bombs This one is up for debate due to the lore. I haven't played much of the other Elder Scroll games so I don't know if explosives are a thing in Elder Scrolls lore. I do know that I can't recall anywhere in Skyrim where any type of explosive is used which isn't by the use of magics. I'll break it down individually for the time being. Incendiary Bombs are beleiveable without any lore to back them up. One would simply need to know the chemical reaction (alchemy) between certain elements to create such a weapon. Many of our own real-world elements will react in such a way to cause an explosion. Frost and Shock Bombs are harder to explain. There would need to be a basis of ingredients that would react in a way to create such effects. Whether or not these exist in Skyrim, I'm not sure, but I could see combining Ice Wrath Teeth with an explosion element might produce a frost-like explosion. The only other way, I can think of, that these would be able to be produced is via a magical means which is not what alchemy is in the Elder Scrolls world. So these bombs come into question in regards to STEP. Should they be turned off for STEP purposes? This is up for debate. Potion Stacking In the vanilla game potion effects do stack; however, this mod has this disabled by default with the ability to turn the stacking back on. For STEP, I feel this effect should be enabled and potions allowed to stack. My reasons are the same reasons that the alcohol effects from this mod stack. This is the way things really work and this mod has included a lot of realism without that being the sole intention. When you consume alcohol, the more you drink the more drunk you become and the longer your recovering is likely to be (and the worse hangover you'll have!). Medicines work in the same way and what is a potion other then the game's version of a form of medicine? Medicines stack in your body and I feel that potions should as well. Taking a health potion should simply increase the duration of it's effect. To counter this, a system could be added that you become "poisoned" by consuming too many potions within a certain amount of time. This is the same way medicines work. Sleeping pills are beneficial to some, but take too many and you just might not wake up! There is already a mod that does this, but I can't recall the name of it. So, this is up for debate as well, but I feel potions should be allowed to stack. Needs This one really isn't any issue for STEP. I simply wanted to include it to say I believe this feature should be left up to the individual and that STEP would most likely not have an recommendation on it due to the feature being subjective to play styles and really nothing else. EDIT: Updated OP with boilerplate and Mod Testing notes.
  15. Marked for Testing. Since I'll be installing this to play around with it, I might as well mark it for testing.
  16. Thanks for the info! This looks like it also replaces Clams Drop Pearls mod. This mod was integrated into the STEP Patches a long time ago, but if this is added, it looks like we can drop that from the Patches. The harvest overhaul integration is a welcomed addition. I've tried to get it into STEP before, but since the alchemy was so unbalanced, the extra ingredients made alchemy too easy and overpowered. I'm glad to see this integrated because picking a Red Mountain Flower and only receiving one flower from an entire bush irritates the crap out of my logically-geared brain! I'll be installing this on my Mage playthrough to give it a whirl. Would the name of this dagger be: If so, that would be great, because that particular dagger is basically useless after that quest. Would one simple need to have the dagger on them or does one have to use it to kill the spriggan to harvest the sap? Also, how well does this play with Hearthfire Extended? This mod is being looked into for STEP inclusion as well.
  17. I'm looking into this. I'll most likely be advocating it for STEP...most likely Extended. Core would be a bit of a stretch for this one due to all that it does. So far it would most likely replace: 101BugsPondFish and Salmon Replacer (not 100% positive on this one) I'm still reading the description, but wanted to post my thoughts. An overhaul to the alchemy system is something we've been waiting for, for a very long time and this sounds like it's the one. Any compatibility issues with STEP would be handled by the STEP Patches, of course, though I don't see any issues thus far. I'll know more once I dig in a bit deeper.
  18. It goes in enblocal and only in that file. You also need the injector.ini file from SMAA in your skyrim directory.
  19. Several users have ran into this issue and it's caused by missing DX9 elements. Reinstalling DX9 fixed it for all users. Google "install DirectX 9 on Windows 10". The link provided may still work. I'm on my phone so the support I can provide right now is limited.
  20. Install DirectX 9. https://www.microsoft.com/en-us/download/details.aspx?id=34429
  21. I would say no. The mountains of Skyrim are rough and dangerous terrain. Your Rock mod smooths them out too much for my personal tastes and with the right ENB Preset, they can even look "cartoon-ish" due to what the ENB is doing with sharpening and smoothing. The color in the vanilla shot is spot on, though. I don't know what ENB you're using but if you're wanting to balance it better, use one of the more rounded ENB Presets like Realvision or Vividian. Personally, for the time being I'm using ELEP with a few extra effects turned on. I don't think there are that many people using highly saturated and vibrant Presets like that because you'll notice on Nexus they aren't as popular as others.
  22. You just wanting opinions?
  23. I think so. Try it and find out. :)
  24. You don't have to. He's just added Dragonborn DLC textures (which most likely look better...still need to test) and optimized a few other textures.
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