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Kuldebar

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Everything posted by Kuldebar

  1. Yes and no. Facegen related files generally show up in the conflicts tab, but the records edits aren't going to show up there. MO doesn't peek into the ESP file tables and see if a particular ESP is modifying the same in-game character, you need TES5Edit to do that for you. Here's a simple conflict, I just chose which file I wanted to make the face changes: I don't use the particular Sky Haven Temple Merchants & More FULL ESP that modifies Delphine's stats/traits, but the base mod includes some simple facegen appearance related changes. Since they are just textures and meshes, no big deal, I just have the Hoax version get priority placement. One replacer for another. Now, here's a record conflict that I had to edit to get the appearance changes in-line with ICW AI changes. I wanted Immersive College of Winterhold's AI Package upgrades and routines, but I wanted CrimsonFairy's facegen edits:
  2. I've used this mod, and was very pleased with the results but it won't be to everyone's tastes because it does make most NPC's rather attractive. I stopped using the mod in recent builds because editing that many NPC records was just entirely to troublesome to make compatible with any other mods that altered the same NPC's in some way. I've started to individually "upgrade" some NPC's with more specialized mods, some example: Delphine Makeover by Hoax by Rocl Vilkas and Farkas by Netherwalk by netherwalk Onmund by CrimsonFairy Talvas Fathryon Remake by CrimsonFairy By doing this, I can more easily keep track and edit records that need changes due to other mods that reference the same NPC's. Immersive College of Winterhold, for instance has some really good edits to AI and Skills for most of the Mage College NPC's. So editing Onmund by CrimsonFairy was needed.
  3. Bashed Patches, if created automatically, may very well do "things" you don't want, this is why bashed patches can be customized IF the user knows how to do so by making exclusions and so forth. So, no need to bash Bash patches, if you are astute enough to see something your bash patch is doing you don't like, you probably are in a good place to start manually adjusting your Bash patches instead of letting Wyre Bash try to read your intents. People mistake things as problems when they aren't actually "problems". LOOT is a good example. Someone will say, "Zomg LOOT put this patch in the wrong order!" Well, how is LOOT to know which edits you want? It can't read your mind, and without a user rule, it will simply decide on the more comprehensive edit to have priority. With Wyra Bash, it's the same thing, automatically generating patches works most of the time until someone throws a curve ball like some horrible mod that probably does a little too much to suit your particular needs. If this is the case, fire up Tes5Edit and start deleting fields so the bash won't try to incorporate stuff you don't want or just exclude the mod entirely from the bash process. At the end of the day, bashing is a compromise. You can't get perfection because you can't have numerous mods editing the same records without something winning out.
  4. I totally understand the motivation for the mod, but reading the fairly bothersome nature of the compatibility of the mod along with the overall results I see in the screens...it just isn't close to appealing to me. To establish where I am coming from on this: I don't like vanilla faces; for starters, there's nothing particularly redeeming about playing a hero that looks like a 40+ hobo with a dirty face unless that's the specific role I chose to play. A blank canvas is best to start with, one already painted...not so much. I use Better Males mainly because it accomplishes three important things: pretty good neck seam elimination and near 100% compatibility with armor and clothes and last but not least; it allows you start pretty and go ugly if you want. CMO, while certainly not as "pretty boy" as Better males can be, looks to be Disney Price Charming-stylized as TechKaoz mentioned: Mainly in the over sized angular jaw and eagle noses, but in the brows and smooth faces. Disney isn't really my style, but I'm not afraid of believable good looks: But, variety and choices are the most important thing so that's great; the only thing keeping me from firing CMO up and giving it a try is the rather bothersome compatibility implications (unlike Better Males, etc.) since the mod relies on record edits and I don't wish to untangle that mess in my current mod build, nor am I enticed enough to consider doing so later.
  5. Also, the use of window glass treatments were strictly reduced due to high tax rates assigned on a "per window basis" -such practices severely curtailed the usage of glass windows for significant periods in European history. But, again, none of this matters because of these points: We know that the denizens of Tamriel have the technological prowess to do many things, some of which aren't even possible for us to do. Example: Teleportation, Dwemer Robots, Soul Energy, etc. We can also reason that just because in our world's history thin clear glass was used chronologically later than thick cast glass, that doesn't mean it correlates to how window glass in Skyrim would be used. Explanation: Thick glass is protective and durable, thin glass is for aesthetically pleasing designs in safe areas, last I checked everything from the bitter cold to giant spiders and dragons make thin glass less than desirable for a building's structure. Cost of glass in the ancient or medieval times in our world have no correlation to costs of glass in Tamriel. Example: Books are abundant you can find them discarded in great quantities, Transmutation is an alchemical reality in Tamriel Dwemer technology is prevalent and much studied. All of these points and there are many more, serve to break any reasonable correlation with our own world history.
  6. Well, I'll be brief... :p The Romans were building castles 1400 years before such structures started popping up in Britain and France in what we often call the "middle ages". In fact, ruins of Roman forts and other structures largely inspired the building of stone fortifications that we now consider to be "castles". Technically, true castle building is far older than the Romans, but their keep, towers and moat designs are pretty much what people mean when they speak of "castles". But, by their very nature, castles are not designed with windows in mind; arrow slits, privey-holes and such, but not windows. Some windows with glass treatments were fitted in much later when a castle's military value had been rendered obsolete. You have to look to the palaces and the villas to start seeing such pleasingly aesthetic things as windows.
  7. Well, glass...once the process of making it was discovered, was actually pretty commonplace relatively speaking, a commodity on the open market. The fancier the stuff, the more skill it would take, this includes the thinner and optically superior stuff; it is that which would be expensive and out of reach for most people. But the thick, relatively rough slabs of glass, not so much, coloration is easy once you know what top spike it with, the rest is heat and fire; which even the Nords seem to have been able to harness. In our world, the lives poor and the rich were much further separated in greater degrees then they appear to be in Skyrim, the houses of the "commoners" alone will attest to that observation. Look at the presence of printed books, far more commonplace then they ever were in our world's "medieval" era. This illustrates the danger of trying to correlate too much...it doesn't correlate. Only broad subjects are best treated to the comparative historical context, you lose all referential value if you start getting into the details, because the details aren't even close to the same. The basic technology of glass making is still glass making, book printing is still book printing; but everything else associated in our real and Skyrim's virtual timelines are differing permutations of history. Caption: Roman glass window panes were probably formed by casting in open moulds; this is one of the earliest surviving examples. It must have come from a house built before the eruption of Mt. Vesuvius in AD 79, which destroyed the cities of Pompeii and Herculaneum. But before I give the impression this is all about Roman ingenuity: -Glass Production in Roman Times
  8. I use the CCO version of the Perk Tree (along with WAFR/CCF & CCOR) with SPERG (& applicable patches) and other versions prior to that in other mod builds. Supreme modding versatility and changes/improvements that make "sense".
  9. The shrines are placed there by the unofficial patches, I believe there's three; but they are there to remove "unwanted effects".
  10. It's going to be one of things where you wake up one day and realize you have been arguing with your refrigerator about your diet.
  11. It probably means the same thing for when you create an NPC: An amount to add or subtract from the calculated health value. When you add an actor to the game (NPC/Creature/etc) the have characteristics set to determine how they will level in relation to the player. The offset is a plus or minus amount to the normal gains determined by leveling. https://ck.uesp.net/wiki/Stats_Tab
  12. CJ, more than 30% of us think you are human.
  13. SWAG: Go to the Temple of Kynareth in Whiterun, in one of the side rooms are three shrines, receive their blessings and see if anything changes. If nothing does then: do you have a glowy enchanted item/perk related effect on your character?
  14. I don't feel so silly now. :p Seriously thought the debate was about CORE, and conceded "that wasn't a good fit"...but for extended it just seems to be a near perfect improvement to the game and seems highly relative to the, arguably subjective, purpose of "extended": STEP:Extended is about ... ... content that is consistent with Skyrim and TES lore as established by Bethesda's creators and extrapolated on by the STEP community in accordance with the Imperial Library and the UESP. ... continuity and qualitative consistency of all in-game behaviors and assets (e.g., sounds, graphics, models, gameplay, etc.) ... new content, assets and effects that "fit" Skyrim and TES lore.
  15. A similar story was released in 2012, it was nearly identical to the one I posted. This is indicative the "push and the emphasis" of this sort of thing. Not overly shocked that facts become buffed away in an attempt to titillate and shine up a story; seems to be the sole purpose of the MSM and its internet spawn these days. The Washington Post also felt inclined to post it as a story: A computer just passed the Turing Test in landmark trial And, MSN: For the First Time Ever, a Computer Passed Turing Test for Artificial Intelligence Sometimes I wonder who is trying so hard to shape opinion for things yet to come? But more to point, computers have data retrieval/access down to a science and are only going to get better at it. So, a real AI needs personality, it needs to interact with humans, and humans love to be fooled; because no one wants to be bossed around by a soulless robot, right?
  16. I use Relighting Skyrim because it fixes the vanilla lighting without adding more lights and edits that TBH are a PITA to mod around for those of us who like running different mod builds: The other lighting overhauls are very robust and, yes, more dramatic; but you will need to always keep an eye out for compatibility issues. RLS chief goal is to ensure existing lights are functional lights, not "fake" or invisibly sourced. Any ENB compatible with vanilla lighting will work with RLS.
  17. Do you use an ENB? Pure Waters has always been problematic with some ENB's, so there's that, but otherwise, make sure you are using the Skyrim Particle Patch for ENB-All-In-One and/or SMiM with the correct load order carefully observed:
  18. CJ, looks like MO's Skyrim-invalidation.bsa was "stuck" The problem cleared after I unchecked the archive, it rechecks itself automatically. I just loaded up my full mod order and Rustic Textures back in full force. PS. Thanks for entertaining my moment of slight panic. :)
  19. It doesn't make sense lol! BTW, for the record, I did not extract the BSA for ETaC except in a test folder to locate the actual files. I don't show any conflict with Rustic Windows that isn't overridden with priority placement. I suspect a custom mesh is having its way with my textures...
  20. Curiously, only issue I had with that mod was the addition of an object in the Temple of Kynareth....I'm pretty sure it was the cause of some temple related CTD's....the unofficial patches add like three shrines in there very close if not on top of Breezehome FullyUpgradable's object. As for being REGs compatible? I can't imagine why it wouldn't be, I noticed no issue with the exit/entrance outside Whiterun. Ah, thanks for the reply, I had figured it had caught your eye. Now, why is ETaC not allowing Rustic Windows textures to show up? In Riverwood, the vanilla textures are present but for some reason the Rustic window textures just won't show up, inside or outside. :(
  21. Looks like I may have drawn the wrong conclusions that it was fShadowDistance causing that "bubble effect". After watching this video, I think it was fShadowBiasScale. https://www.youtube.com/watch?v=sL3EKROAaDA Here's my shadow related settings: [Display] iBlurDeferredShadowMask=7 fInteriorShadowDistance=2500.0000 fShadowDistance=2500 iShadowMapResolutionSecondary=2048 iShadowMapResolutionPrimary=2048 iShadowSplitCount=2 fShadowLODStartFade=200.0000 iShadowMode=3 iShadowMapResolution=2048 fShadowBiasScale=0.16 iShadowMaskQuarter=4 My goal is to get rid of jumpy/Jaggy/blocky shadows while not killing my FPS. I have the LOD switch set: fTreesMidLODSwitchDist=6000.0000
  22. Curious...I didn't notice the FOV-Shadow bug either but I believe that is because I use the sun update Skyrim.ini tweak (fSunShadowUpdateTime=.25 and fSunUpdateThreshold=1.5) which keeps the shadows from continuously updating thus causing shadows to jump horribly around.
  23. I generally keep fShadowDistance set between 3500 to 4000. Since I rely on whatever ENB I'm using to take care of things via the detailed shadows setting. If I attempt to go any lower than 4000 on this ini setting, I start to see a noticeable shadow cone move around my character when going about the game world. What this is, is actually the delineation between shadow rendering and no distant shadow rendering. So, for me the trick is to have it happen far enough away so it won't be noticeable but close enough so it won't absolutely kill my FPS.
  24. Just textures, mix and match as you will.
  25. I've read things can go wonky real fast when changing meshLOD stuff. Mainly just visual glitches, but that doesn't mean there's nothing to be gained by carefully/methodically try stuff out. Speaking of mesh LOD's, I used to always and consistently get a missing water LOD that could be seen from the exit of Bleak Falls Barrow. Basically it was a rectangular section of missing water with the ground textures exposed to viewing. As I approached the glitched area, the proper water texture for that section would pop back into view when I was much closer. This problem was resolved for me when I started using files from High Quality LODs by Ethatron.
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