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TechAngel85

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Everything posted by TechAngel85

  1. Bump. Guess I'm in "try it and see" territory now. I just do not want to do a lot of work to find out the plugin isn't working because I did it wrong. I know STEP isn't the best place to be asking about CK related stuff.
  2. Always nice to see copy and pasted questions from other sites! haha! :: What do you mean by, "but when I run mo there is nothing in any pane"?
  3. The STEP mod Come Together N Out of the Way allows you to adjust the followers distance in the MCM menu.
  4. Yes, s4n commented about this saying that it's working correctly, but the top bar floats and it covers it up.
  5. Thanks for the report!
  6. I got to thinking, it might be better to do all the changes to the main mod and then rename it when done, add the main mod as a master, clean it, and then call it a day. xEdit through a fit about there being a duplicated world, if I remember correctly.
  7. Need some more guidance. I'm going to give the whole story as all the information is presented: I'm editing and fixing Jaggarsfeld, a player's home mod. The author has given the okay for mods that extend or fix it, as long as the main mod is a master. So I start off by loading the mod up in xEdit and coping the USKP changes into a new plugin call 'Jaggarsfeld Extended' (this will be the addon plugin to the main mod and we'll use JE for short). After this, I add Jaggarsfeld as a master to the new plugin and save and exit. Next I load up the new plugin in the CK. The exterior navmesh is the first thing I want to fix so I delete all of it to start from scratch and save the file. Then I load up JE in xEdit again because I know I'll have to re-add it as a master to be able to work and save the changes in the CK to it (unless I'm doing this wrong). I noticed the new navmesh data for JE is present so I re-add Jaggarsfeld as a master again. Next, I load up JE in the CK again to start work on the exterior navmesh. I noticed that the CK duplicated the mod's worldspace which is fine since I'm not saving to the main file and saving to JE. However, this is where my issue lays. When I load up the Jaggarsfeld worldspace (HunterCabin) and go to edit the navmesh, the main mod's meshes are shown rather than my the saved JE navmesh, which are currently empty since I deleted them. How am I suppose to get the navmesh from JE to take priority and work with them rather than with the main mods? I suppose if this is saved in the duplicated worldspace there would be no way of doing this. The only way I can think of getting around this is by completely duplicating Jaggarsfeld's worldspaces and saving them to JE. Then I would only work from those duplicated spaces. This would be okay, however, I'm not sure how this will effect things down the line. I suppose I might be able to load JE in xEdit, re-add Jaggarsfeld as a master, and then clean out everything that is "identical to master". This, in my head, sounds like it would create a plugin that only adds or replaces things from the master, Jaggarsfeld (main mod). This that the proper way to do something like this?
  8. That was my mistake. I'll fix is in a bit. Fixed.
  9. Got a bug report for you, Shurah. The kids in Riverwood seem to be frozen in place. Disabling and enabling them didn't fix the problem. These shots were at around 3AM in the game. You can talk to them but they just stand there day in, day out.
  10. Tapatalk is your friend. That's how I keep up. I check it throughout the day.
  11. This sounds more like z-fighting. Do you have a high FOV? Higher FOV is one cause. After that, I'd be checking into the LODbias in both ENB and drivers.
  12. I have Nvidia so that might be a difference. The more I see in the modding/gaming world, the more I'm team Nvidia. AMD just seems to be playing catchup all of the time, whereas, Nvidia is constantly innovating.
  13. Regardless, whatever it's marked on the site that users are going to see and download is what we should be calling it because most users are not going to know this information (I didn't). Therefore, v1.7.3 is beta because the website says it's so.
  14. And the reviews on those Crucials are nothing but positive when you start researching. Speaking of researching, do it before deciding on a video card! The GTX 750ti price is good, but you'll start noticing it doesn't perform as well as other options because it's meant as a cheap low to mid grade option. The GTX 760, for example, wipes the floor with the GTX 750ti. It's well worth the extra $100 and it's well within your budget. But get the GTX 770 if possible. In fact, I'd just skip upgrading the CPU for now unless you're seeing it maxed out during gameplay in any of your games. Use this site for quick and dirty compares: https://gpuboss.com/compare-gpus
  15. For those updating to 1.7.3 here is the currently changelog: Looks like we have another diagnostic tool to use, but MO does the same thing.
  16. Not really... 1.7.2 is the current build which is considered "stable. This is what STEP usually recommends to install. 1.7.3 is clearly marked as the "beta build", which we only recommend to install whenever a specific mod in STEP requires it. We're just following the nomenclature that the SKSE team has laid out when we say "beta".
  17. 5.0 was released today! SKSE 1.7.3 required! This is the beta version so if you haven't updated, you'll need to before installing this.
  18. This is the best pic in my current gallery that I could find which shows the smoothness on my system: https://copy.com/czBH0pDP9IiEaAOk No idea why you wouldn't be getting good results with SMAA. The little bit of pixelation you see in the distance with the smoke in the air is simple JPG artifacting from saving the image. It doesn't look like that in-game. Clear and smooth.
  19. Unbelievable changes certain areas too far from vanilla for me. Such as making some the Rift green. Verdant is will preferred for me from what I seen but we'll do a compare of several mods if and when we compare them against SFO.
  20. Well, unless you make that change, we'll simply instruct the users to disable it. We have a MCM template for a reason. ::
  21. You'll need to edit the overcast_rain.ini for your ENB Preset to edit that specific weather. It will be found in the ENBSeries folder.
  22. I can highly recommend these: https://www.newegg.com/Product/Product.aspx?Item=N82E16820148486 Very low CAS and great overclocking potential if you every do that. I have these and they are great!
  23. That option can easily be instructed to be unticked. In fact, there are still several mods we need to set up "recommended" MCM settings for. That brings up a question, can Season Unending be completed later if the option is ticked or is it skipped entirely? Also, I recommended 7 days for each because 14 would have been a bit too long. By the activation of the second part, I was about ready to start the main quest again as I had accomplished a lot in the meantime. Too much longer and I would probably have gotten bored. Also, message me on Nexus and I'll set you up with a Mod Author badge for the STEP forums.
  24. Add the code below to the Arguments for LOOT in the executable window within MO: --single-process
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