Jump to content

TechAngel85

Administrator
  • Posts

    14,559
  • Joined

  • Last visited

Everything posted by TechAngel85

  1. If you review the Mod Table Reference, it tells you what to do in these situations. The yellow bar indications to install the the LUA files. For Misc Text Files, install the ones that bother you and that you desire to correct. I've installed all of them. For Private Landing Pads, install the one you want. If doesn't matter. Read the mod's description and decide which one you'd like for your game. One applies the effect to the game's pad and the other one adds in an additional pad that has the affect applies. The alternative version means you can build two pads. One that NPCs will use and one they won't. Step encourages customization so install the one you desire for your game. Space Station Interior Fix, yes. I haven't been able to update the Guide for the latest version of the game. It's perfectly fine to not include this mod and any others than may be in the same situation with the game update. Please be mindful that not all mods in the Guide may be up-to-date for the latest game version. This happen after most game updates where there is a small waiting period for MBINCompiler and mods to release updates.
  2. Personally, I set up the magic on a scale. I can't really remember the exact numbers but I want to say it would have been similar to something like: 10-15-25-40-60. For the bashing I set up something much easier. My rational for that is it would be rather easy to bash most of the chests open since most are just wood. So bashing is set up something like: 3-6-10-20-35. As for the spells, that is up for debate but I think I leave it on Destruction. I can't recall if you can choose the option, but illusion only would probably make the most sense. The weapons option I use all weapons. I don't think Bows should be included, but I don't think there was an option to exclude bows. I can't recall any of the other settings off the top of my head.
  3. Looks like a re-imagined version of BDS that uses Better Object Swapper and PO3's Papyrus Extender. Whereas BDS does all this in the plugin, my guess is that mod's plugin mainly houses new references; which BOS uses to swap references to snowy versions. Papyrus Extender is used because they are applying a Material Shader with a script to items that you couldn't typically apply a shader to, like furniture. That's going to be the main differences. It doesn't need patches because BOS is swapping out reference at runtime. It's a clever way to design a BDS variant and should be a good alternative to anyone running with Better Object Swapper in their setups. Full disclosure, I didn't look at the plugin or run the mod. It's just my guess from looking at the files.
  4. Discussion topic: Step NoMansSky Guide Resources: Nexus Mods Please submit feedback or bug reports about the 3.1 Guide to this topic.
  5. Discussion topic: Frigate LOD Fix by 1Monk Wiki Link Fixes an LOD issue with frigates.
  6. Discussion topic: Tiny Inventory Changes by Lo2k Wiki Link This mod changes the 3D model of multi-tools, ships, suits, vehicles, and freighters in the menu view. It reorients the models to provide better viewing angles and enhances the lighting.
  7. Discussion topic: Unpredictable Shelters by Lo2k Wiki Link Shelter locations are typically cookie cutter copies from one location to the next, making them predictable and uninteresting. This mod provides more randomized opportunities for shelters to spawn so that not all locations will be identical; some will have more or fewer structures and configured in different ways.
  8. Discussion topic: Short Shop Dialogs by Lo2k Wiki Link This mod cuts the unnecessary, useless, and repetitive dialogue with shop NPCs. Some of them have two or three conversation menus to click through before you can get to the menu for buying/selling. With Short Shop Dialogs, all these interactions have been cut to down to a single menu to get straight to the business you're there for...shopping.
  9. Discussion topic: Private Landing Pads by Lo2k, Northener69 Wiki Link This mod prevents NPCs from using land pads build by they player; aka, the pads at your bases.
  10. Discussion topic: Miscellaneous Text Fixes by FriendlyFirePL Wiki Link This mod corrects inaccuracies and inconsistencies on various text descriptions.
  11. Discussion topic: New Milestones by Lo2k Wiki Link Tired of being considered a Linguist because you've learned a mere 50 words yet still can't understand what NPCs are saying? Yeah... The milestones in the game are far too easy to accomplish. I have often find myself hitting a good majority of them long before finding a desirable planet to build a base on. This mod reasonably increases the requirements of the milestones at each level; making them geared toward longer gameplay and more of an accomplishment to achieve.
  12. Discussion topic: Colorful Substance Labels by Lo2k Wiki Link The color labels for substances when hovering over them in the environment are a bit dull and sometimes hard to see. This mod provides more vibrant colors, making them easier to see.
  13. Discussion topic: Bigger Wallet by Lo2k Wiki Link This mod corrects the spacing of the display area for the game's currencies; allowing the display of higher unit amounts without clipping.
  14. Discussion topic: Better Frigate View by Lo2k Wiki Link Small fix that corrects the default view of most frigates in the menu so they aren't clipped off the screen.
  15. @DoubleYou I'm curious as to the decision of True Storms vs Vivid Weathers? Since my experience only comes from Skyrim, I know Vivid Weathers always fit the Mandate better than True Storms for Skyrim, which is why True Storms has never been added to the SE Guide. Curious as to the experience for FO4 in regard to vanilla friendliness around these two mods?
  16. The only downside that I can think of is if the user ever needs to alter those files, the first place one would think to look is in their respected mod's files (where we place them now). When they aren't there, that would lead to a search of the files, a support topic asking about them, or both. Honestly, it should be very easy to find them using MO wherever they are stored, but not all users are that adept with MO.
  17. I'm iffy on this one, like the boats. I would think that the driver would clear the snow from the passenger area, since it would create a hazard climbing in and out. I could see it building up on the stuff hanging off the sides, as well as, on some of the parts of the cart; however, for the floor and handrail to be covered in snow seems like bad customer service.
  18. I'm iffy on this one. My first thought was, "would the deck hands keep it cleared?" I would think that the crew wouldn't allow the presence of snow on the deck since it would create a hazard, especially at sea.
  19. This mod would directly conflict with RS, as it's doing some of the same things. Using our current setup, this is basically if RS and Ambient were merged. This one has it's own design direction in regards to light placement and colors/temperatures used for the overall lighting design. Our current one is more vanilla-like, thus, cooler colors. This mod seems to be a bit on the warmer scale vs vanilla, but that will be from the Luminosity integration. From the changelog from when we dropped Luminosity: Regarding Azurite, which is a bit off topic, I remember when Johnny was developing it. It was meant to balance the lighting further from what he did for Cathedral Weathers. There are some interconnections with the weather settings that are very odd that CW tries to balance; however, Azurite was built with this knowledge at the forefront. The overall design leans towards fantasy vs realism. The name "azurite", is not a coincidence. The color tone of Azurite matches that of the mineral and sometimes leans into purple at times. Much of it's development was completed with input from the Catherdal discord community. I would argue that our current setup is more vanilla-accurate, even though Azurite is a beautiful setup.
  20. Diet and exercise do play a big role within our biology. If you're not fueling your body correctly, then it's not going to run at it's optimum performance. The American diet is terrible and probably among the worst in the world. There are tribes in other areas of the world who live longer averages than us without such declines. Studies of them resulted in much of it coming down to their diets. These diets tended to be mainly veggies as a stable with only occasional animal proteins and little to no sugars. The same goes for exercising the body, which keeps the body in a higher performing condition. These tribes are often out working fields in their 60s, 70s, and 80s; keeping their bodies in shape. For us that's just visiting the gym one to three times a week and actually working out with cardio and light weights. Not even I do these things consistently, but I do eat healthier than the typical American by eating mostly vegetarian and avoiding gluten when I can (still working on the sugar...chocolate...). I don't exercise like I should, but that is one of the things my partner and I are aiming to change this year. Oh, I'm 38 btw. The only thing that really bothers me at my age is one of my hips (old martial art injury), and my back refusing to stay in aliment (exercise should remedy that).
  21. Discussion topic: DLSSG to FSR3 by Nukem GitHub Wiki Link This replaces Nvidia's DLSS Frame Generation with AMD's FSR3 Frame Generation, thus enabling Frame Generation on Nvidia RTX 20 and 30 series cards. DLAA/DLSS and Reflex can still be utilized in most cases. It's recommend for the best gameplay the FPS be at 60 or greater before utilizing FSR3, thus, this mod as well. Most users will experience between 40% to 60% increase in FPS. It's important to note this solution suffers from the same issues as FSR3 does. The Frame Generation may sometime cause occasional stutters in high intensity gameplay or in areas with high draws, such as heavy foliage areas like forests. Hair, heavy foliage, HUD elements, smoke/steam effects, and transparency objects (like fences) may still suffer from varying degrees of artifacting. Finally, shadows may flicker from time to time. Most of these issues can be ignored once into regular gameplay.
  22. As one of the authors of Realistic Water Two, I have a fair bit of knowledge regarding water in Skyrim. There is only one LOD for all water in the entire game. If the author hasn't matched up the loaded water to blend with the LOD water, then there will always be a seam at the point where the loaded cells turn into LOD water. In the specific area at the mouth of Solitude, there are 3 water types that merge together; river, ocean, and one in between these that is specifically meant to blend river (flowing water) and ocean water (static water) together. If the author has not designed their water properly, again, there will always be a seam in that area. It two a lot of development for the RWT team to make this area at Solitude and LOD water blend nicely. I'm bias, but if your water mod is leaving you with issues, I would recommend trying Realistic Water Two. Full disclosure; the only place you should see some not-so-smooth transitions between the loaded water and LOD water with RWT is in rivers. This is strictly a game limitation and nothing can be done about it so we decided to simply live with it. It's only seen in some areas where you can see rivers at a distance (like around Windhelm).
  23. That is a notorious area for seams and you have to patch the water records correctly. It looks like you don't have them patched at all, or you mixed and matched your water mods to create...this.
  24. Moved topic out of Guide-related forum to a general forum. We handle this stuff within the Step Patches by merging the lists within xEdit manually. It's really the only way to get everything forwarded properly unless you want to spend a lot of time messing with custom rules for a Bashed Patch, which Step no longer uses since it always results in a mess of incorrect resolutions (unless you spend a lot of time setting it up).
  25. Those files from specific SKSE mods should be stored in their respective mod folders. So Fuz INI file would be placed within the Fuz mod, etc. There used to be instructions somewhere on the Guide or within the mod pages for users to do this. Then when updating those mods, users simply need to select "merge" so the INIs aren't overwritten during updates. I haven't been involved with the SE Guide in a good while so whether the instructions are still there or not, I can not say.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.