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kryptopyr

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Everything posted by kryptopyr

  1. The content addon doesn't contain all of the textures, just the ones with variations, so you'll definitely still need to install the rest of the Book of Silence if you want to have all of the available textures. Not everything is distributed to NPCs but most are. For example there are variations in the fur color used for the Savior's Hide. Once you've aquired the Savior's Hide, you can change the fur color at the forge (or craft unenchanted replicas), but for obvious reasons none of these variations will show up on NPCs.
  2. Cabal created alternate textures for many of the armors. If you go to the individual mod pages for his armor textures you can often see this more easily in the provided images. For example, he made both a golden-colored Elven armor (like vanilla) and a dark Thalmor-style Elven armor. He created three different glass retextures, three Ebony textures, two Wolf armor texures, etc. Generally when you install Book of Silence (or any of the individual textures) you select a single texture to use as a replacement for the vanilla texture. The Content Addon, however, will allow the many different texture variations to exist in the game at once. So with the Content Addon, you don't need to choose between the gold Elven or the black Elven texture, both will appear in the game (gold is used for the regular Elven armor, while the dark is worn by the Thalmor).
  3. Hmm, I guess it may be new. I haven't compared to the current released version. I thought that change was made in the last update, but as much as I do try to keep good records, my changelogs obviously aren't perfect. I think I now have all of the optional files updated. I just checked, and the SPIKE keywords appear to already be in my updated True Weapons plugins. I'll try to get everything packaged up and upload a preview of the full set in the next day or so. I still need to update the installer. Also, there are a few changes to some of the optional files, and a new "leveled list helper" for the True Weapons versions (which is basically just a copy of the leveled list changes made by WAF, and is meant to be loaded last as a way to help make certain the bash patch retains the correct True Weapons progression). If the leveled list changes are copied into the STEP patch, then this file shouldn't be needed for STEP, but even so it may need to be mentioned in the STEP instructions so users are aware of whether or not to install or ignore it. I'm about 90% done with the CCO update and 80% finished with the AMB Content Addon update. Ugh, I hate these update cycles; I'm looking forward to getting it finished.
  4. That was my thought as well. Also, I realized I forgot to include the changelog in the first download. Here it is: https://docs.google.com/document/d/1FYGWK2ZGIm_XOBFXpBk_rC3_tP-QgmJhg_UBCfPSimI/edit?usp=sharing
  5. Yep, should be.
  6. For anyone who's interested, here's the V5.1 update for WAF: https://drive.google...iew?usp=sharing I still need to finish updating CCO, CCF, and all the various patches, so I'm probably not going to actually release the update for several more weeks. Barring any serious bugs or compatibility issues, this will probably be the last version of WAF that supports all the different file options. After this update, my plan is that any future development will be based solely around the Legendary Plus version and future updates will only be available as a single file option. Please report any bugs or other issues. There's also an updated spreadsheet (though not quite finished) with the item stats and other data.
  7. Despite the name of his mod, the design of Gamwich's items look more refined than these. Halk's are the more rustic, imo... or at least they don't have as much decoration. This is not a critism of either mod; they are simply very different design choices. I like the look of both and would love to see location-specific uses. Gamwich's textures seem great for inns and other locations in or near the major cities, but I think Halk's would be the more appropriate for poor rural farms, forts and bandit lairs. Hmm... :D
  8. I'm not sure that instability is an issue, but WAF does contain all the Weapon and Armor edits from GDO so, yes, you can delete those changes from the GDO esp. You can also simply load GDO before WAF and allow WAF to overwrite those records.
  9. I think this may be close to what you want: https://www.nexusmods.com/skyrim/mods/30816/? Also this one, particularly when used with the mod above: https://www.nexusmods.com/skyrim/mods/30473/?
  10. From what I can see on your screenshot, your load order concerning CCO looks fine. It's not visible in the image so maybe you don't have it, but if you have Clothing & Clutter Fixes installed, then it should be placed between Weapons & Armor Fixes and CCO.
  11. The skin color and attack data for regular and cave bears was reversed in the vanilla game. It's something that's been corrected by the Unofficial Patch, but if SIC used the vanilla records as the base for the new variants, then it is probably using the original vanilla data.
  12. That's great, fireundubh! This is a wonderful mod and really needs to get more attention.
  13. When I was making the MCM for Atlas Map Markers (link on the STEP forum for that mod), I discovered some points of interest in Blackreach (via the added mapmarkers) which I don't think I'd ever noticed before. Also, not that Blackreach is huge, but I thing that mod does make it a bit easier to get around while exploring.
  14. It would be great to see more done with Blackreach! I agree it seems like an area with a lot of potential. A few ideas: From what we learn from the Dawnguard DLC, Blackreach was the primary source of Aetherium. I think it would be interesting to see more evidence tying Blackreach to the mining, extraction, and study of this rare material (perhaps different areas, or different city-states, were assigned to these different stages of processing the aetherium. Also, Blackreach is connected to multiple Dwarven cities (four?). The Dwarven city-states didn't exactly get along very well. It might make sense that they would have staked out individual territory in Blackreach, possibly with walls, guardtowers or gates between the areas controlled by the different cities.
  15. Yep, there will be a PerMa version. I've already been discussing it with Tascani, and there are definite plans to make it compatible with PerMa. If anyone's interested in checking it out, there's a WIP version on Complete Crafting Overhaul's page, hidden among the Misc files. And, yeah, I sort of suspect it will be too much for STEP, at best it would go in Extended.
  16. I have an upcoming alchemy overhaul that incorporates Harvest Overhaul. I've factored the new harvest amounts into the "commonality" of the ingredient, which in turn will now affect the value of the ingredient, the effects, and the strength of the resulting potion. This mod may make too many changes for inclusion in STEP, but hopefully it will provide a better balance between HO's increased realism and alchemy gameplay.
  17. With the latest update of ICH, I'm not sure if that file still exists.
  18. From the Book of Silence download page:
  19. Yes, it's possible to set this option up as a pop-up menu box. Personally, I disable most of the added map markers, including almost all of the city markers. Skyrim's cities aren't that big and I think it's generally pretty easy to find your way around without the cluttered, tightly clustered markers everywhere. I generally turn off many of the town locations too, but I like having the inns, farms and mines available. And I like having the player houses marked (though if I'm playing without fast travel those really aren't that essential either). What I really love about Atlas are the maps for Blackreach, Soul Cairn, and the Forgotten Vale, though I would definitely consider turning off the POI markers (for all locations not just these three), since these are the ones that really start cluttering up the map, and to me they feel a bit like spoilers. However, something I've found with the MCM is that I actually don't mind revealing certain markers on the map AFTER I've explored an area. Turning them on only after I've been through an area lets me glance at the map before leaving to see if there's anything noteworthy that maybe I want to check out prior to leaving. It's still a bit of a cheat, but some areas I just know I'll never be returning to with that character, so I might as well see what there is to see while I'm there. I can also keep most of the markers turned off, but if I need to find an inn or a merchant or I can't remember where the ferrymen are located, then I can simply toggle those specific options on, take a look at the map, and then turn them off again once I no longer need that information. As stated above, though, once the markers have been displayed on the map (using either the 'discovered' or 'undiscovered' options), then the only way to hide them is to set them to "no markers". You can't set them back to the Default option. Playing around with the compass settings helps a lot too. I have mine adjusted so that only the closer markers are shown and disappear from the compass much more quickly as I move away from them. I also use iHUD so I can hide the compass when I don't need it.
  20. Thank you for the wonderful, very helpful, feedback. I think your suggestion for altering the layout makes sense. I've also been considering moving the Compass Tweaks and additional options to a second menu page. The current "Reveal Markers on Map" does not actually reveal any of the markers. Instead, what it does is to allow for the option (within individual groups) to reveal those markers. If you click that box, then you'll see two more options when you toggle the group options: "Undiscoverd" and "Discovered". I'll try to improve the way I have this option set up so it is much more clear what this option does when selected. And, yeah, Undiscovered and Discovered are both irreversible, which is why I made those options unavailable by default. There is currently no way to globally change the map marker options, you have to do so by group. It wouldn't be too much trouble to add a global toggle option, though, so that's something I could do. I'm also considering adding an option that would include control over vanilla markers along with the Atlas markers. If selected, then any changes to group settings would change both the vanilla and Atlas markers within that group. So, for example, "Farms" would toggle all Farm markers, not just the extra farm markers added by Atlas. Unfortunately, it will take a bit of extra work to do this, so I haven't yet decided if it's worth it. On one hand, I think I would find it more useful to be able to control ALL markers in a group, not just some...but then, I'll probably be primarily using the new MCM as a modding tool to allow me to jump around to various locations for testing purposes. Outside of mod testing, I'm not sure if others would consider this feature useful or desireable? The delay with the MCM, where you have to move your cursor, is something I've definitely noticed before with other MCM menus. I'm not sure if there's anything I can do to adjust it. It's something that I see happening sometimes and not others, so I don't know if it relates to how many other scripts are also running in the background or what. This should work find as a replacement in an existing game. The map markers themselves haven't changed, so all your data concerning which ones you've discovered should be preserved.
  21. The Content Addon supports variations for the following armors: iron, steel, wolf, elven, glass, ebony, and nordic armor, as well as the skyforge weapons. I can't check the script right now, but I'm pretty sure the CCO_ArmorPerkScript adds a bonus ability for aMidianBorn Silver Ebony and maybe the Gilded Ebony as well. You'll see these options in CCO's MCM under Mod Options (I don't remember if they're activated by default or if you need to activate them). The Silver Ebony bonus works a bit like the Dawnguard armors in that it lessens the damage done by vampires and undead.
  22. Here's the MCM for Atlas Map Markers This is the Atlas Legendary version so you will need the DLCs. You MUST download the original file first, then overwrite with this new esp. I'm looking for people interested in testing this and providing feedback. The Thieves Guild shortcut has been disabled by default but can be reactivated through the MCM. The MCM does work a bit different from the book menus. You can't configure markers individually, but the markers are now divided into more groups, which will hopefully help preserve (or even add) to the flexibility of the original mod. USKP compatibility is handled automatically. I've also included options to tweak the compass settings (values are set to vanilla by default). I'm still waiting to hear back from kronixx before I finalize the changes. In the meantime, I thought I'd share it with you guys and perhaps get some feedback. I haven't tested it extensively yet so if anyone finds any bugs or oddities, please let me know. I'm open to suggestions for further tweaks or improvements.
  23. The inconsistencies you're seeing probably reflect changes I've made to WAF since v5 was released. For example, I know there were a few keyword corrections made to the DB masks. There may have been other changes too, I didn't go back and check my changelog when I was editing the ICH file; I just used the most recent files I had. If there's something that looks particularly out of place, though, let me know.
  24. Realistic HD Ingots This mod retextures the ingots. It currently only includes four of the ingots, but the ones completed look pretty good. I really like what the author has done with the ores, and I think this mod might also be worthy of STEP consideration.
  25. This looks like a good candidate for STEP: Realistic HD Ores This is a very vanilla friendly retexture that looks great. In particular, I really like that the author has made most of the ores actually look like ore (they look like rock, not lumpy pieces of metal). The mod also improves the meshes and even claims to have improved the physics (I haven't tested this). Overall, it seems like a very complete and well done replacement, and I think it's an improvement over the current STEP selection. The mod author also is also working on retexturing ingots.
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