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TechAngel85

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Everything posted by TechAngel85

  1. I've been running into this a lot and would like some more information. The MHDT - Max Height Data record seems to be a record that is in constant conflict. This record conflicts from each of the DLC and with several mods which have forwarded it from one of these sources. What is this record? Should it be forwarded? If the the answer to the above is "yes", then from which DLC should it be forwarded when all three DLCs are listed as masters?TIA!
  2. Navmesh conflicts, as far as I know, have to be resolved in the CK. You could create a patch with the Navmeshes forwarded from CRF and test it in-game by spawning some NPCs in the areas where bridges are added. You'll quickly know if these Navmesh edits conflict because of how the NPCs navigate the area. If they get stuck or go way off path, you've most likely have issues that will need to be fixed in the CK.
  3. @SP Is there anything you're needing to do to the files themselves (fixes, corrections, etc) or is this just a straight "add to mod and upload" scenario?
  4. Updated OP with new information for Testing with STEP. Also added the boilerplate.
  5. Boris doesn't have AMD cards so all his designing, programming, and testing is done around Nvidia. Because of this, he doesn't officially support AMD cards for ENBSeries. AMD users have always had one issue or another.
  6. This list is on the Bashed Patch mod page. It is there because you must have those rules in place before creating your Bashed Patch.
  7. Shurah took time to reach out to me about the No NPC Greeting and fAIMinGreetingDistance comment he made earlier on after seeing it discussed here. Here's what he said, I think it says something about his character to reach out to us, without being asked, to clear something like that up. @Shurah, If you ever get overwhelmed or tired of the Nexus thread just let us know and we can set you up with a spot of your own here on STEP like we've done for Sheson, Ramccoid, and others.
  8. Nope, must have been added after I installed the mod and edited that page.
  9. Come to think about it, I did not deactivate the plugin in-game before rerunning it. I'm about to have to rerun it again anyways for mods I've recently added.
  10. Well LOOT is sorting this mod after ELE for me which according to xEdit is undoing some of the lighting values and setting them back to vanilla. This is why I mentioned it.
  11. I just found out for those that are testing this mod, you should create a LOOT rule for ELE_Legendary_Lite.esp to load after hearthfireextended.esp or you will not get ELE's lighting edits.
  12. Updated the OP with testing information. More will be added if/when found.
  13. Updated OP with some videos from the author.
  14. Which is why I said, depending on compatibility. Future compatibility to be exact. If this mod takes off and becomes popular, patches will eventually come (albeit, probably from the various authors that make these changes since that would require CK work.) Navmeshes will be one of my first edits in the CK so I've been reading up on them. Making those types on conflicts for mods compatible would probably be one of the easier fixes compared to having to re-write AI for the additions of entirely new buildings. Right now in it's current state, it's probably only Extended territory.
  15. BCFs have been removed from mod page.
  16. After reading the entirety of the Nexus mod page, this mod sounds like a godsend for Skyrim. A truly immersive NPC system. Not to mention it could replace several mods in STEP or their features which uses scripts vs this mod which doesn't. Less scripts running is always good! This mod would be Extended territory for STEP. Possibly Core, depending on compatibility. I'm going to install it right now to test it out on a STEP setup.
  17. You can revert changes but keep the crafting overhaul in there. I forget about that because I've set that up as default behavior on my browser.
  18. I don't know. I've had it happen with random textures though. Never tested the tests.
  19. I've had this happen before, but the texture has always "popped in" after a few seconds.
  20. Just a quick note that I've cleaned up the links on the mod page. Whoever put them there, did far too much work. lol!
  21. Fixed. It could conflict; however, those mods came from the same author...but it could be a simple mistake. There are no longer any special instructions for Content Addon.
  22. They are not. I'm running Wonders right now. It'll most likely be in the next release.
  23. If the value is hardcoded into your saves, this would prevent it from resetting. However the save cleaner till could probably edit it or remove it from the save.
  24. It shouldn't with those options.
  25. I can add it this weekend. I'll try to get it into the wizard as well, if Alt doesn't do it.
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