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TechAngel85

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Everything posted by TechAngel85

  1. I'd like to advocate Relighting Skyrim to be included in STEP:Core. For that to happen, there has to be compares so I've taken shots from 17 different but well known locations around Skyrim to showcase the changes the mod makes. I've also included shots with ELE-Lite present with Relighting Skyrim so show what ELE does. For those that are wondering why ELFX isn't part of this compare is because it adds/moves/removes far too many effects and light sources to be considered for the main STEP Guide. With that said, I do have those compares and will be posting them elsewhere at a later time. So on to the compares! 1) STEP >> Relighting Skyrim >> Relighting Skyrim + ELE-Lite 2) STEP >> Relighting Skyrim >> Relighting Skyrim + ELE-Lite 3) STEP >> Relighting Skyrim >> Relighting Skyrim + ELE-Lite 4) STEP >> Relighting Skyrim >> Relighting Skyrim + ELE-Lite 5) STEP >> Relighting Skyrim >> Relighting Skyrim + ELE-Lite 6) STEP >> Relighting Skyrim >> Relighting Skyrim + ELE-Lite 7) STEP >> Relighting Skyrim >> Relighting Skyrim + ELE-Lite 8) STEP >> Relighting Skyrim >> Relighting Skyrim + ELE-Lite 9) STEP >> Relighting Skyrim >> Relighting Skyrim + ELE-Lite 10) STEP >> Relighting Skyrim >> Relighting Skyrim + ELE-Lite
  2. The idea of the PMOP is sound; however, its design is premature in its current state. All the feature does is compare the script names between mods and tosses out a warning if the install order (left pane) doesn't match the plugin order (right pane) between the two mods. This is a very basic implementation. In STEP, we check all this out and make sure everything is good for you so you can ignore the warnings. For the feature to be really useful, it needs to compare the script files themselves and not just the names. If the files differ and the file with added lines come before the other conflicting script, then throw a warning. If the scripts are the same or the script with added lines comes after the conflicting script, then the feature should just ignore them. This, of course, is easier said than done or Tannin probably would have done it already. As time goes on, the feature is becoming less and less useful since authors are including default scripts with their mods now. In fact, installing STEP will cause an infinite loop with this feature because two mods from the same author having the same identical script included with them. No matter how you move the files, you'll always have a warning between those two mods in STEP. This is why we're now recommending the feature be turned off.
  3. Wet & Cold tells certain NPCs to return home during bad weather. You can turn that feature off to prevent that issue.
  4. My largest save on my current character which is lvl 23 is ~10MB. I have around 35 saves currently and they total ~ 270MBs.
  5. By sluggish, I mean when you click on Load Game, it takes a while to load, the spinning emblem stops and skips, and selecting the save to load takes a bit. After a bit the performance returns to normal. Cleaning out old saves by deleting them returns all operations back to normal and smooth.
  6. https://forum.step-project.com/topic/7184-announcement-mod-organizer-13b-the-b-is-for-beta-and-the-future-of-mo-updated-132-is-out-to-the-public/ https://forum.step-project.com/topic/7184-announcement-mod-organizer-13b-the-b-is-for-beta-and-the-future-of-mo-updated-132-is-out-to-the-public/?p=119365 Notice the latest version is still 1.2.18?
  7. https://wiki.step-project.com/Guide:Mod_Organizer_Advanced#Updating_Mod_Organizer
  8. Dropped from Testing. Lacking support.
  9. Anyone officially test this yet and can provide the recommended settings for STEP?
  10. Yeah, this is Pack material.
  11. coc qasmoke Go to the armors locker and grab them from there.
  12. You need to be reporting these bugs on the bug tracker.
  13. Octo..... You should ONLY be using the Beta versions of MO if you want to help troubleshoot the bugs. You're only going to be running into more and more issues.
  14. I think we should just wait on this as well. I'm not fond of how this mod saves this data either. I feel like there could be a better way of saving the data. My issue with it being in the save files is load times at the menu. I've noticed over time that as I accumulate more and more saves for testing and whatnot, that the main menu becomes sluggish. And when I go through and clean up my saves; deleting what isn't needed anymore, then the main menu starts becoming more responsive and loads faster. Adding several MBs to each save would only add to the sluggishness.
  15. Dropped from Testing. This mod has been in testing for a long time and appears to be too subjective; therefore, it's being dropped.
  16. Dropped from testing. This mod has been in testing for a long time and there hasn't been much support for it. So it's being dropped for now.
  17. The v1.3.x are beta versions. Only update to them if you're wanting to test things out and help troubleshoot. STEP only supports the stable releases. Guess I need to put something in the mod page about this.
  18. Accepted for v2.2.9.1 for Core. Placed in Gameplay so that it loads after Traps Make Noise.
  19. I had been going back and forth on this mod, debating with myself if the things it "fixes" are actually fixes to vanilla or additions. After quite a bit of thought, I've come to the conclusion that if these trap were built in real life, you'd probably be able to disable them in the ways this mod provides. With that said, we can accept this one since we all agree on it.
  20. Accepted for v2.2.9.1 for Core.
  21. Dropped from official Testing. Testing tag will be kept to review later when more mushrooms are added.
  22. Removed from Testing until it is more complete.
  23. Sheson, a quick question. I know you've posted a process that works for updating the mod. What about adding it into a game already in progress? I know the STEP team was thinking adding this into STEP would cause users to have to start a new game. The only other mod we've ever added that required this was aMidianBorn Content Addon. If having to start a new game can be avoided this would be great! I can test it on my current game if you can post the best way to do this.
  24. Leaving the INIs as is, will not hurt anything. v.266 only adds in a few new features what will not affect ENBoost users. ENBoost users rarely need to update their ENB files.
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