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Everything posted by Kuldebar
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Probably won't be included in the Unofficial Patches anytime soon: https://www.afkmods.com/index.php?/topic/3969-stalker-dragon-fix/ Arthmoor: But that's just fine, if it doesn't fit their scope or mission statement. Sheson's fix didn't either, for that matter. PS. I don't think the bug is "exceedingly rare"... I have know idea what a "normal modded setup" is... There are plenty of instances in the vanilla game where failure to loot something or looting an object too early will break a quest; these don't necessarily need to be fixed -just recognized as something to avoid like one would a game engine exploit. ( IE: zoning out of a dungeon to avoid enemies ) And, as far as I know, there is only one or very few dragons that MUST be looted for quest stage completion purposes in the game.
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Ramifications of BSA Extraction in Mod Organizer
Kuldebar replied to z929669's question in Mod Organizer Support
I think you are right, but that sounds like a pain to do. I think I'll just surrender and stop extracting unofficial patches. I had originally tried to do that when I first got MO to have all the official BSA/DLC's extracted, but I found it somewhat confusing at the time and decided against it. I do see the false flag development as a "wrench" thrown into the works because it ruined the logic that had I relied upon and replaced it with something I can't actually "see". -
Ramifications of BSA Extraction in Mod Organizer
Kuldebar replied to z929669's question in Mod Organizer Support
@namtrahj For me, I only reverted to the unadulterated BSA's for the unofficial patches, and of course, I always had the Bethesda files in their native forms, un-extracted. I'll be leaving the regular mods extracted since generally most of them gave that as an alternative anyway in their download section. So, in my opinion, don't go crazy, if it ain't broke don't fix it...but regarding the USKP patch series in particular; it appears there can be certain drawbacks to BSA extraction that aren't quite obvious or easy to pin point. I ran into one (possibly two) issues with extracted unofficial patch BSA's...there could easily be more. -
SOLVED: Unofficial Skyrim Patches breaking Vampire Body/Face Textures
Kuldebar replied to Kuldebar's question in General Skyrim LE Support
Don't forget to clean the DLC's again if you refresh/redownload. -
Been running fTreesMidLODSwitchDist=14000.0000 since yesterday...it helps the trees be less twitchy, I some really nice LOD textures for trees and a nice foggy/misty ENB that help mitigate the pops, but the setting clearly improves things visually. I think (not 100%) that my load times are longer when I zone into the world. Also, I'm a little bit leery when I leave the Whiterun area and go to more forested climes.
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SOLVED: Unofficial Skyrim Patches breaking Vampire Body/Face Textures
Kuldebar replied to Kuldebar's question in General Skyrim LE Support
OK, my free balling days are over, I shall now join the collective and no longer extract BSA's. Unfortunately MO now insists on extracting them so I have to manually install them. I don't see an option to turn off the evil, twisted and malign feature. I can hear the Lizard laughing maniacally already! -
Thoroughly pleased with the job LOOT is doing. I have had only one single issue and it was entirely understandable because LOOT can't read minds...yet. It involved SPERG Perk Tree Override ESP's and where LOOT placed them. LOOT would have no real way of telling how to place those correctly and thus required me to make a user rule for it.
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TES5Edit - Which record types DON'T need conflict patches
Kuldebar replied to keithinhanoi's topic in xEdit
I wasn't ready to take the word of a single mod author describing his very first published mod that purportedly fixes an issue that I had never heard of, or knowingly encountered, before. Seems like a single esp with all the appropriate MHDT forwards is in order...LOOT ordering can change each time you add a new mod and require new edits.- 69 replies
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TES5Edit - Which record types DON'T need conflict patches
Kuldebar replied to keithinhanoi's topic in xEdit
OK...that sounds easy but with 171 mods...I'm uncertain how to figure out how to tell which mod is editing the record last....ok I load all my mods up in TessEdit...then select DB and highlight the MHDT...look for the last conflicting record entry and copy DB's value to that field. What awful things happen if this isn't sorted out, and why after 2+ years am I just hearing about this seemingly prevalent conflict? o.O OK, I moved all the DB World Space entries to the respective last conflicting mods.- 69 replies
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pack A Real Explorer's Guide to Skyrim
Kuldebar replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I'm very happy with Mammoth Manor. The Millwater Retreat is a wee bit zomgwtfover and has so many moving parts, I was a bit leery about using it. Also, Riverwood area is way way overdeveloped the urban sprawl and strip malls are ruining the charm the place used to hold. -
TES5Edit - Which record types DON'T need conflict patches
Kuldebar replied to keithinhanoi's topic in xEdit
Wait...now just cuz there's a mod out...is this mod necessary if you have a bash patch? STEP Patches for Packs: Ignore any XCLW - Water Height conflicts or MHDT - Max Height Data conflicts. These do not affect anything in game.- 69 replies
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Two mysterious and comically annoying Skyrim problems lacking solutions
Kuldebar replied to Kuldebar's question in General Skyrim LE Support
Dragon Stalking Fix by sevencardz Yay! One down, Louis must die! -
pack A Real Explorer's Guide to Skyrim
Kuldebar replied to CJ2311's topic in Step Skyrim LE Packs (retired)
LOL All the work that went into Ebonvale...it has some design elements that make it a little shaky imo. The location alone is a no-go imo. Aurora Village is a perfect location and fulfills a need for a town in that area and goes well with player homes in the area. Moon and Star, flashy, voiced...meh...buncha Dunmer living out there in the middle of a lake. -
Ramifications of BSA Extraction in Mod Organizer
Kuldebar replied to z929669's question in Mod Organizer Support
Hmm, all my BSA's for everything are unpacked though properly ordered...so: Otherwise, you could also unpack the DG BSA as long as you place it after the USkP in the Mod priority... I was already doing this when the problem occurred, to resolve it (other than hiding the two files) I would presumably leave the Unofficial Skyrim Patch in it's BSA...still seems screwy logic to me. The ESP refers to files, why the hell does it care if they are compressed in an archive or not IF they are in proper order? -
SOLVED: Unofficial Skyrim Patches breaking Vampire Body/Face Textures
Kuldebar replied to Kuldebar's question in General Skyrim LE Support
If I installed the USKPs again but without extraction, the NPC in Half Moon Mill would be fine? -
TES5Edit - Which record types DON'T need conflict patches
Kuldebar replied to keithinhanoi's topic in xEdit
A simple WORLD patch by RdX995- 69 replies
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SOLVED: Unofficial Skyrim Patches breaking Vampire Body/Face Textures
Kuldebar replied to Kuldebar's question in General Skyrim LE Support
So, we all should be using wrye bash to install our mods, got you. It's clear as mud actually. Again if BSA's were off the table or operated like regular files, such silliness would be a non-issue for us to sort out. The whole feckin point for me to extract the BSA was to ensure that right where I plopped it in my load order was where it would be...yet it appears there are shenanigans and subversive crap going on unbeknownst to me. On reflection, it's really about cheap tricks of interacting UKP ESP files. If they are doing this sort of thing they should be merged...because they sure as hell aren't acting as standalones. -
SOLVED: Unofficial Skyrim Patches breaking Vampire Body/Face Textures
Kuldebar replied to Kuldebar's question in General Skyrim LE Support
I think you're onto something. I had my UKP's loaded in the approved order but unpacked with the ESP's enabled though...the behavior did not seem logical or predictable to me and TBH, Arthmoor wasn't very helpful in explaining what I was doing wrong...if anything. In fact, I still don't see how an unpacked BSA in the correct order is any different than an intact BSA...with respective ESP's enabled. -
https://www.youtube.com/watch?v=X8S0ef_L78A That is all...
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SOLVED: Unofficial Skyrim Patches breaking Vampire Body/Face Textures
Kuldebar replied to Kuldebar's question in General Skyrim LE Support
Muddled water...but explains my results. A BSA packed and unpacked in the correct order should be "electrically" the same...obviously it appears to not be the case. -
pack A Real Explorer's Guide to Skyrim
Kuldebar replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Yay! I last checked yesterday. :) -
pack A Real Explorer's Guide to Skyrim
Kuldebar replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Falkreath is no longer implemented in the latest version. I absolutely love the tarnished green, in fact I miss it not being there more than the added buildings, etc. I like the Winterhold textures, in my opinion most of that is "newish" construction unlike other areas. Dawnstar, I reverted to vanilla because I use some really good vanilla replacer textures and the ETaC ones are a little too "clean". -
pack A Real Explorer's Guide to Skyrim
Kuldebar replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Some relevant Ebonvale posts: I've never forgiven you for that. :p -
SOLVED: Unofficial Skyrim Patches breaking Vampire Body/Face Textures
Kuldebar replied to Kuldebar's question in General Skyrim LE Support
So does the MO Dev, apparently...the spiked luddite Kool-Aid is being passed around imo.

