-
Posts
754 -
Joined
-
Last visited
-
Days Won
12
Everything posted by Kuldebar
-
SKYRIMLE Osmodius Solitude Texture Pack (by osmodius)
Kuldebar replied to phryxolydian's topic in Skyrim LE Mods
I also have always wondered about the not so apparent differences between parallax files for the different texture packs and their inter-compatibility. The effort was made to make a separate PPR Pack for particular Texture Packs, so one would logically be led to the conclusion that the parallax files aren't exactly universally interchangeable. I use the PPR Vanilla and haven't made any changes to that yet and the Windhelm Pack. But, no fear...it was answered by the Mod Author: -
Ramifications of BSA Extraction in Mod Organizer
Kuldebar replied to z929669's question in Mod Organizer Support
Combative arguments? Strange way of describing an accounting of the basic facts. Again, it does no one any good for people to come into the thread and act like there this problem was readily and easily solved by some well known method. It wasn't. In fact, the problem wasn't even being properly recognized for the most part. So, I suggest promoting emotional sensitivity as a legitimate reaction to a simple straight-forward discussion is not helpful and only serves to draw attention away from the topic by making it personal. @z929669 Thanks for replying to the DLC "specially" point, I suppose I should have been just as direct in my earlier response. -
Ramifications of BSA Extraction in Mod Organizer
Kuldebar replied to z929669's question in Mod Organizer Support
I think we should deal with facts and not throw revisionist one-linerss that distort how we even got to the point of having this discussion in the first place. -
Ramifications of BSA Extraction in Mod Organizer
Kuldebar replied to z929669's question in Mod Organizer Support
And where, in all that "documentation" does it advise this? Users were early and often informed that Mod Organizer's greatest strength's is leaving your Game's Data Folder untouched, as pristine as the day it was installed. Even the cleaning instructions for the official files mention nothing about plopping the cleaned clones into MO's directory system. The whole idea was that MO was designed to handle your MODS with the official files sitting right where they belong. Oh, but...no...move those Bethesda files into the directory, because everyone has the disk space and the aptitude to move files around like that without borking things up royally not to mention who the hell was instructing that as "best practice"? Let's not pretend that this has been the obvious solution all along, because the problem hasn't even been that apparent until some (me?) of us actually started noting that some things weren't being handled quite right. My particular issue was posted back in March, no mention from any MO-privy person chimed in at that time... In fact, Arthmoor was right all along about MO and no one had the courtesy to explain why he was right. -
Ramifications of BSA Extraction in Mod Organizer
Kuldebar replied to z929669's question in Mod Organizer Support
You copied the official esm/esp/bsa's to your MO directory and thus override the default Data Folder...most users do not do that....they leave the official files in place and use MO to take care of the mods. Thus you will not see the issue that has been much discussed and was made evident by how a particular vampire fix was forwarded when it would not have been but for a "special" treatment by MO involving how it prioritizes official DLC's. You and Neo are not using MO as most typical users do, so yes, your mileage will vary. -
Ramifications of BSA Extraction in Mod Organizer
Kuldebar replied to z929669's question in Mod Organizer Support
@Aiyen You are using MO a lot differently than I am. In my data folder are only official files from Bethesda, yes they have been cleaned.Nothing stays in my overwrite as that's a temporary place for things like bash patches and tes5Edit backups.ESM's and ESP's are LOOT sorted...while in the left hand window everything is prioritized either by LOOT order for stuff that must be and the rest by override conflict preference. in regards to scripts, meshes and textures. Before yesterday, all BSA's other than the official BSA's were extracted in my mod build. It has been determined that doing so (in regards to the Unofficial Patches when you have all the DLC's) will lead to some issues in regards to how certain edits get forwarded/prioritized because the "Official DLC are treated 'specially'" by Mod Organizer. Yeah, don't really know the specifics, but let's just say that it isn't a very transparent mechanism from the user's perspective. It isn't WYSIWYG...thus for some of us, there was some confusion and consternation over the inconsistency of the design regardless of all the good intentions of the designers. -
https://www.youtube.com/watch?v=2bvCnyMpXUI Recent but classic sounding... A song I first heard in an AC2 Video before the lights went out... https://www.youtube.com/watch?v=8sRQCkYTw_M
-
SKYRIMLE Osmodius Solitude Texture Pack (by osmodius)
Kuldebar replied to phryxolydian's topic in Skyrim LE Mods
I use the Windhelm ones with Parallax. Good stuff. I chose to forgo the Solitude ones because I really like Langley's take on Solitude and felt Osmodius drifted a bit far afield with the artistic direction in regards to stones, etc. While he does give some alternative textures, it's just easier to choose the total package instead of micro-customizing. -
Bug fix incoming: darkness1888 sevencardz If anyone has information that will help Sevencardz out in regard to his questions, don't be shy! :) UPDATE Arthmoor :
-
That sounds like a good plan, that way you make sure you have issue cleanly knocked out. Riverside Lodge or Mammoth Manor...the only possible issue could be with Mammoth Manor and the Moon & Star Village, but I don't use REGs completely, only the Cities and ETaC stuff. Mammoth Manor lies on the shore of the same lake, so I don't know how it will work with Moon & Star. I prefer Mammoth Manor over the Riverside Lodge, and chose it out of the two because it literally has everything one could want in a good location. It's also cool because you do have to "earn" the house by killing off some nasty interlopers that killed the previous residents. Don't forget to use the broom provided to "clean" up the mess. I use SPERG (minus two of its perk trees), the SPERG WAF is a patch for SPERG and Weapons and Armor Fixes compatibility. Adding script records, definitely outside my field of knowledge, but in the past when I used Requiem I had to convert some follower addons (Vilkas/Farkas/Onmund, etc) to Requiem's changes so they wouldn't be nerfed. But, I threw in the towel on Requiem, it kicked my ass...I did like what it did to the game though, for the most part.
-
Really good comparison video by Hodilton: TES V - Skyrim Mods: RUSTIC WINDOWS The mod is heading to Hot Files, I like to bask in the reflected glory! :)
-
That's a lot of freakin scripts, you are a braver man, than I. But seriously, if the mod works, and it is a combat mod, so it probably has to have such things running all the time, there's no real way to avoid the script activity. I just steer clear of having too many mods that do such things. What's too many? Well that all comes down to if you start having slowdowns, CTD's, stuttering, glitches etc. I use Apocalypse Spell Pack, they also have a lot of scripts once I start using their various buffs and effects.
-
Yeah.
-
Well, according to the author the mod won't delete a dragon who hasn't had its soul absorbed, I'm sure the functionality via script could include a container check...but that adds another layer to things. As for a sense of realism, I always assume that when I take scales and bones from a dragon, I'm not taking everything from it. When you kill an animal out in the wilds, there will still be a carcass or remains left behind even after taking all the meat and skin, etc. The choice stuff, ya know? Yet if I return to the scene days later, other scavengers will have went to work, sragon bones make great aphrodisiacs after all and good luck charms. :)
-
SKYRIMLE Death Alternative - Your Money or Your Life by BralorMarr
Kuldebar replied to rootsrat's topic in Skyrim LE Mods
Well, they are following you! :p They hitched their wagon to your star...for better or worse. I usually only have one or two followers but they are always essential. I'm going to look more into that setting in the MCM. Ah, here we go: -
Wow, sounds like this will indeed purge the problem...assuming you don't use the mod again before he fixes it. The reason I suggest uninstalling the mod is because you will killing off it's scripts, generally not a good idea for a mod you wish to keep around. If the mod author didn't follow best practice and has renamed scripts while still having older scripts left active spamming papyrus...that's a big problem right there. Any mod that has to keep a constant script active is less than desirable. I actually stopped using Lanterns of Skyrim just for that reason. You never know which straw will break your camel's back, sometimes it is best to just stop adding straws. Here's my active scripts from my save: Active scripts: critterspawncritterspawncritterSpawn01critterspawncritterSpawn01critterspawncritterSpawn01critterspawncritterSpawn01critterspawncritterSpawn01
-
Hey, I'd make sure you uninstall any version of that "suspect" mod first according to its specific uninstall instructions before you attempt to clean any scripts related to it. Even if you think it's an old version's script laying about causing the problem... it could easily be something else or case of misidentification. Do your cleaning if it finds any orphans. Then after testing the save, for any signs of issues, go on a put the version of the mod back in your game.
-
Is that from an uninstalled mod? When you open a save and select "List Active" the Orphan Scripts should have a pound sign to denote them.
-
Not necessary at all. I run it from my desktop and point it to where ever the save file is located. I use the mod quite often, but not for actual cleaning or editing....just to do a "health" check up. Kind of a "turn your head and cough" kind of thing for the save game. The idea is to avoid ever having to clean a save. But if I make a bad choice on a mod and really want to keep my current game, I know there's an excellent way to save it from orphaned scripts, etc.
-
I had always thought Isoku would go a bit further with his mod, but after using Gamwich's Farmhouse Mod, specifically for his windows (Visible Windows never replaced those, weird) I am very pleased he took the idea and expanded upon it. He embraces the game's inherent design choice and makes it work:
-
SKYRIMLE Death Alternative - Your Money or Your Life by BralorMarr
Kuldebar replied to rootsrat's topic in Skyrim LE Mods
I think it involves losing more money and the severity of the debuffs you get. Also, if followers are killable...they can die if you succumb. -
SKYRIMLE Death Alternative - Your Money or Your Life by BralorMarr
Kuldebar replied to rootsrat's topic in Skyrim LE Mods
I haven't died yet, so all I can say atm is that I can't tell the mod is installed other than initially setting the MCM control to "normal" from default "easy". -
Discussion topic: RUSTIC WINDOWS by Gamwich Wiki Link Think of this as a worthy alternative to the venerable Visible Windows by Isoku. https://www.youtube.com/watch?v=weEQbcischg

