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TechAngel85

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Everything posted by TechAngel85

  1. In such cases for these patches, I would load up that area in the CK and have a look around to see if there are issues. If there are, fix them. If none are evident, I would likely just make a single edit to smooth something out so the record is included and merged into the patch via CK. I typically don't mess with such records in xEdit.
  2. We'd be hiding that marker in favor of Embers XD, so no issue there.
  3. I'm all for replacing this one, but there aren't really any consistent replacements. The best being: https://www.nexusmods.com/skyrimspecialedition/mods/1443 However, the female counterpart (like most body mods) doesn't cover the vanilla body, but there is at least one comment saying the vanilla underwear covers any issues from using the UNP version with vanilla (just needs to be tested).
  4. If it does, it was LOOT sorted on my end with just those mods loaded. I'll have to take a look at this and the rest. The patches were made in the CK and very little was done in xEdit. Landscape records are very difficult (if not impossible) to resolve in xEdit. It's much easier to fire up the CK with both mods loaded in as masters to fix the issues they cause.
  5. These is also providing different textures for some assets. They are all "downgrades" in quality from what I've seen compared to SRO. I think it would be important to test this with hiding its textures to see if there are any issues in doing so.
  6. Has the votes. Marked accepted, created mod page, added to Guide.
  7. Honestly, I'd just let Skyrim Landscape and Water Fixes overwrite. Depends on what the changes from each are doing.
  8. There are a few conflicts with Unofficial Material Fix and could simply be incorporated. There are also some from Assorted Mesh Fixes and Flickering Mesh Fixes. These are mods they haven't mentioned so they may be unaware of them.
  9. From earlier in the topic: That's the problem with Guide creation, you have to keep all facets in mind at all times when constructing and testing. You have to know why this and there and that is elsewhere. In this case, USSEP is a master of a lot of mods and thus needed in Foundation. This could be made to not matter only if we tell users to not run the game until Patches mod group is installed. I purposely skipped the USSEP patch on this mod. Some stuff just makes more sense to put in our patch rather than having a dozen ESLs patching 15 records (just made up example). EDIT: I've seen patches with a single record in them before. I think it ridiculous to use such patches when they can easily be rolled into a custom CR patch, which all users should be creating who aren't following a Guide that provides one. Moving these to a CR patch will reduce user steps and reduce plugin "clutter". Cleaner and more simple for the user for Guides to roll such patches into their provided CR Patches and other users to simply roll them into their custom CR patch. This has always been one of my stances around patching. Also the simpler it is for users, the fewer support requests come rolling in.
  10. There will be a few files to hide from this one.
  11. This should be placed in M&T in alphabetical order. Then move Whiterun Mesh Fixes up before it. It should fit perfectly there, but I don't have everything active in my list. I've noticed many of these issues myself and was planning to tackle them one day. Glad to see someone has done it. Much of this is UV edits, but have been needed for a long time. The only one I'm not keen on is the grate change to the Skyforge. I'm not sure those are suppose to have embers in them. I always considered them places to sweep the ash, but the concept art has the eyes glowing from the embers so I guess it makes sense from that point of view.
  12. Yes, that's perfect. The new option works as intended. I can confidently vote yes for this one now. We can make the optional file...optional, for those that desire it.
  13. I'll stand by my original comments and quick view from a while ago. Vote no.
  14. OP updated with information regarding large references.
  15. I've contacted the author to see if they're even aware of the fact they're cutting off a large portion of potential users by their decision. I don't think some have even had the thought that they are basically retiring their mods that they refuse to update to support v1.6+.
  16. That is true. I wonder if they've even realized.
  17. Well, you can still purchase SE separately from AE for now (which is weird). I've seen several places where this is available, including Game Pass. Doesn't make any sense to me... Until they stop that some authors are going to have some incentive to stay with SE. Given the information, we can go ahead and drop this one. Seconded?
  18. It's most definitely interesting. I just don't see the reason for it when you can do the same with plugins. It's main purpose seems to simply be for circumventing the game's asset management, which I don't stand behind for "normal" use in everyday mods. I kind of echo your thoughts. This seems better suited for a mod-build/guide-level tool to replace some patches or provide custom setups between mods (e.g., install two or three different farmhouse mods and assign them by region). However, really the only reason to use this over plugins would be to reduce plugin count and a bit of work. It would be limited by the script engine and disk read speeds, which the script engine is very fast for AE and the same as it's always been for SE.
  19. Discussion topic: Base Object Swapper by powerofthree Wiki Link I am not advocating for this mod to be in Step, however, I consider it important to log the use of the mod for users that do install mods requiring Base Object Swapper. The main information to be aware of is the added layer to conflict management. Conflict Management with Base Object Swapper Configs (INIs) are parsed alphabetically. Regardless of mod name or order, the INI name is what matters. Any mods swapping the same object (conflicts), the first config (alphabetical) will win. The remainder of the conflicts will be treated as errors and logged. Check the log for these conflicts when multiple mods are installed that require Base Object Swapper. More Informative Console is useful for checking what actually got swapped Due to the way the mod works objects that are "swapped" will have no conflict data within common tools such as xEdit and a manager's conflict lists. This can lead to increased difficulty in troubleshooting because the "records" will be saying modA is providing the asset, but in reality they're being swapped out when the game is ran by ModX; not listed anywhere within normal conflict management systems. Large References Do not use this utility on large references Do not use any mods requiring Base Object Swapper that have been used on large references Large reference changes require updating the RNAM data for the cells altered in order for changes to display correctly in the LOD. This is because SE uses "super-meshes" for large references. That is, anything that is a large reference is merged into one large mesh for each exterior game cell. If the RNAM data is not update to tell the game of changes, then the result is pop-in of some nature and usually missing LOD. Since Base Object Swapper is changing references at runtime, there is no way to update RNAM data to account for changes to large references from using this utility. Therefore, do not use Base Object Swapper on or for any large references! We urge caution in migrating to or installing mods that are using this utility. Users should know what they're doing! Stay aware some conflicts will not be shown or listed anywhere, and conflicts between mods using this utility are listed within the utility's log. Avoid using with large references or pop-in will result.
  20. Discussion topic: Auto Use Soulgems by neogulcity Wiki Link This keeps the mechanic but auto-loads the gems when they run out instead of having to remember to do it yourself. Not sure if it's Step material because one could argue it's more realistic to have to manually load your soulgems (preplan or during combat). In either case, I find the reloading annoying and I'm sure other do too.
  21. Discussion topic: ElSopa - HD Iron Tools Redone SE by ElSopa Wiki Link Tested for v2.1.0: did not pass testing A new one by ElSopa. Currently some of these are provided by Rally's, Hulk's and other mods, but we have several of ElSopa's mods too. Worth a compare against current Step. Created the wiki page and set Baseline to 1K for testing (vanilla = 512 for many of these.)
  22. Anything under 5 causes bugs, I think.
  23. Never hurts to ask! Much better legibility!
  24. No. Followers are subject to navmeshes. They can only successfully transverse where these navmeshes exist. If they don't exist, all sorts if issues can happen. There's likely a mod for the feature you're asking around the "moveto" command. Their pathing decisions are based on the navmeshes. Navmeshes have "preferred paths" that the NPC will always use when available. Else, everywhere is "equal" for them and they take the most direct path. If there are objects over the navmesh, then NPC/Followers may run into them...since NPCs use the navmesh and the mesh says the path is clear even though it's not. It's possible to just place a collision box around these objects and set their type to "Navcut", which "cuts" the navmesh where they intersect. If these are placed around objects, NPCs will walk the objects without having to alter the navmesh.
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