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TechAngel85

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Everything posted by TechAngel85

  1. If this will be added to WAF, then there's no reason to test it. It's a fix and would be included once WAF is updated.
  2. Yeah, need to look into it. I've been using it in my new play through and have not noticed any issues. Haven't seen any shooting stars yet though.
  3. Yeah, FRAPS all the way. I use it so much I paid for it.
  4. SSDs work just like any hard drive. You can install what you want on them. For the fastest speeds, I recommend installing your OS and games on the SSD and use your HDD for all other storage. The only thing to worry about for connections is to make sure all the speeds match. If you have 6gb/s (SATA III) on your mobo, then your drive and cable should be SATA III as well so that you get the max speed available.
  5. I've been wanting to redo the RF installer for conditions but haven't due to file dependencies not working. I'll start working on it to see if this works now with the recent work that's gone into the FOMOD installer.
  6. The snow on the side if walls is bugged in vanilla. I know this because people bother SparrowPrince about it all the time thinking it's Better Dynamic Snow. It's something to do with the way it's applied and the angle of the wall. CoT may simply be highlighting it to make it more noticeable. Also check for any mods that changes the snow shader file. I can't tell you the exact file name right now because I'm not at home.
  7. I'd also like to know this. I've never used them before because they've never worked. Whereas WB wizards detect files just fine. I'd really like this functionality in MO regarding FOMOD installers. It would make the installers more intuitive and easier for users.
  8. Keep in mind that NMM is but supported for STEP do if you're installing STEP and can't use MO, use WB.
  9. https://forums.bethsoft.com/topic/1527452-creating-mod-addons/ I can confirm adding the ESM record flag to the plugin being edited by another plugin works. This is how to make "addon mods" that requires a plugin to overwrite another plugin form changes in the CK. I tested this method tonight and it allowed the changes I made in the CK to save without creating the duplicate worldspace, and I confirmed the changes overwrote and worked in-game. This is good information to know. This method was also confirmed to be the correct method by Zilav via PM and by Arthmoor at the link above.
  10. There isn't but it's not a bad idea. The main holdups are the wiki update and wiki pack development.
  11. Awesome. Those defaults sound fine to me. The delay values should be okay as well.
  12. Okay, I added your mod to a previous save. This is good to know it doesn't happen for new games.
  13. It most definitely can. Unoptimized shader code is one of the biggest, which I can think of, that would cause issues. Other elements which authors include can also cause this. You could mess around with the INIs until you are pulling your hair out, but might never get anywhere if the coding is not written to be optimized and performance friendly.
  14. Google's links aren't compatible with the forums. Copy's links do work and that's what most of the staff uses now.
  15. You have a point about the update message. It's the same as the skills messages. I vote this one for Core.
  16. True. Hmmm...there's really no way I can think of continuing that story and it be more immersive than the pop-up...which is really just a message. I still do not feel this one thing would exclude it from Core.
  17. The note for the second quest is prefect. I think if you did the same thing for the first, then you've got gold!
  18. Just an FYI, some of this might be reduced in the next release. We're putting together (already done really) a compilation of mods to be installed. This will reduce the amount of mods that the user needs to download and install. All done with permissions from the authors, of course.
  19. I'll double check when I get home, but I'm fairly sure I got a letter from a courier to meet whoever, wherever.
  20. True, but I need skill practice, that's why I'm starting with this.
  21. Let us know your findings. I can't test until I get home from work.
  22. They didn't do that for me... After the timer is up a courier should deliver you a letter with the new quest.
  23. Yes, latest versions of MO work okay. XP users with MO v1.2.18 will have issues. Also, if the user didn't do a clean install of MO, they'll need to.
  24. I enjoy a challenge and this is what I'm challenging myself with (same reason I did all the work on the STEP Female Overhaul, which in essence can be considered my first mod...just under the STEP name). As for the author, I don't know. I have talked to one of them to try to provide all my navmesh fixes and USKP forwards, but he didn't seem interested for whatever reason which is kinda strange because I wasn't asking for anything in return. All that work just went down the drain. They did say that the mod wasn't "abandoned" but rather they just didn't have time to work on it (last update was in 2013), but are not "releasing permissions to the community" just yet. The only requirement they put on addon mods was to keep the main mod as a master. Which is dumb because you have to manually add it as a master any time you do any work to the addon. They do have a few things which are custom to the mod. The biggest being that it's in it's own custom worldspace. Right now all I'm wanting to do is fix the 1navmesh issues like I did before, 2delete a few ground object textures that are pointless, 3delete the water wheel since it's completely pointless and is only there for aesthetics, and 4add a couple rooms for a follower and one child. These changes would add some new life into that old mod. But before I can do any of that I need to know how to properly create an addon mod like this in the CK without having to actually edit the main mod and still have all my changes override it. I just noticed that Zilav might have already answered my question when I asked him about plugins and navmesh overrides: Toggling Jaggarsfeld to be an ESM while I work in the CK might be the answer I've been looking for as long as this change doesn't require the main mod to stay an ESM in the header...which would require a mod update to Jaggarsfeld...which probably wouldn't happen... I must try this when I get home from work tonight!
  25. Yep, we censor to keep things kid-friendly. Thanks for your reply. I already posted this over on the Beth forum a few minutes ago. There are some great tutorials out there but nothing that specifically covers what I'm wanting to do here. Eventually, I'm going to be making my own player home, but for practice I wanted to do this first. That and I think Jaggarsfeld deserves some fixes since it is one of the two player homes that as inspired me. If you're interested in tracking the conversation, it's posted here: https://forums.bethsoft.com/topic/1527452-creating-mod-addons/
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