Jump to content

kryptopyr

Mod Author
  • Posts

    695
  • Joined

  • Last visited

  • Days Won

    36

Everything posted by kryptopyr

  1. Even if you look past, or welcome, it as a cheat. The position of the sewer entrance is spatially inaccurate - to a degree that is very noticeable (it's located diametrically opposite of where it should be). Yes, the vanilla game has a lot of mismatches between the exterior and interior space, but I'm not aware of any that are as blatantly incorrect as this one. If it were vanilla, it would be considered a bug, so no I don't think it can be considered a fix. Also, there are several scene and/or quest stages along the Thieves Guild quest line that are triggered when the player enters through the regular Flagon door. A player who didn't know better and who had gotten use to entering and leaving through the sewer door might encounter problems with some of the quests due to this. I wouldn't vote against the mod for STEP due to the door (it is a wonderful mod after all), but I would suggest disabling via the STEP patch. The problem with doing this is that the STEP patch is essentially breaking the mod. If the STEP patch is going to be changing mods and not just forwarding/merging conflicting records, then this really needs to be advertised more and a list of changes provided (maybe there's already a list somewhere, but I don't remember seeing one). For the rare people who actually read the mod descriptions, not having certain features of the mods work would be troubling.
  2. No, I'm very much against adding an MCM for just a few toggles. What I would do would be to add a simple global variable condition to the dialogue line. Someone who wants to install the mod for just the torch feature could simply use the console to change the value of the global and hide the dialogue. It's not something that I would really expect most people would have the need to toggle on and off frequently, so this method seems more than sufficient to me. Plus, I don't really intend it to be a primary feature of the mod, it's just something that is very easy to add and would lend some additional flexibility to the mod.
  3. The dialogue options should actually have voiced responses (as long as the follower is using one of the standard follower voice types). Also, I can add a toggle to the dialogue lines, so that anyone who wants to hide them will be able to do so.
  4. Unfortunately, I don't think the MCM menu is going to happen. I had contacted Kronixx a while ago and offered to help him set up the MCM. Since then, he's decided that it would take too much work to implement the MCM. Also, the preliminary script I worked up had some pretty severe lag when setting the various options. This isn't noticeable when the book menus run, but was very apparent when using the MCM controls. The mod adds a sewer grate in the back alley of Riften which provides an alternate method for entering and leaving the Flagon (it connects to the small bedroom). Basically, it allows the player to skip going through the cemetery entrance into the cistern first.
  5. I'm not sure if CCO will get updated prior to the release of 2.2.9, but the conflicts with these two mods should be resolved once CCO is updated to include the new meshes and textures.
  6. I contacted Kronixx about the possibility of making a version without the Flagon entrance. We'll see what he says.
  7. I like this mod a lot, and the new update is a very welcome improvement. However, this mod also adds a new entrance to the Ragged Flagon that I feel makes it unsuitable for STEP. I wish it didn't have that feature (or that it was a separate option). It's the one part of this mod that I've always seen as an unnecessary change (besides seeming out of place in a map marker mod). I've always sort of liked the fact that you have to go through an extra cell to get to the flagon. It makes it seem more hidden and secretive than having instant access. Plus the location of the entrance doesn't work spatially with the rest of the city/cell layout.
  8. Voting "yes" as well. These are a huge improvement over vanilla. The mesh improvements from Improved Gemstones are subtle and hard to see (at least in the screenshots). I don't care for the panels on the diamond claw (in any of the versions). Saerileth may have made them look a bit better, but they still look odd and out of place. Personally, I'd prefer to see the panels removed completely so that the appearance of the diamond claw is consistent with the other claws.
  9. Honestly, I'm not completely sure yet. I know there are some that have been compared by STEP at various points and were determined that while they looked nice they weren't "vanilla-enough" for STEP. I also have a bunch of city/town re-texture mods bookmarked, so I need to go through those and see if there's something that I think looks appropriate (and contains the right set of texture files). Or maybe now that I've made the suggestion, someone else will come up with some good recommendations and save me the trouble. ;)
  10. I've actually been thinking about using the file structure from ETaC but then swapping in various textures from other mods, so that I could still have some texture variation in the different towns but use the textures I choose. I haven't tried this yet, but I don't know why it wouldn't work with a bit of copying and pasting.
  11. Thank you! That simplifies things. :)
  12. The reason I'm looking at renaming the file is because I'm trying to get an installer set up for WAF and all it's optional files. Apparently FOMOD installers don't like ampersands in file names. I hadn't really thought about CCF. I suppose I might rename CCF just to keep it consistent (I might be a tiny bit obsessive about consistency), but I really hesitate to change the file name for no better reason than that since I know it will throw up warning messages for existing games, and I'll end up getting a ton of questions about it. CCOR stats should take priority over both of the other two. CCF changes should take priority over WAF.
  13. Weapons & Armor Fixes_Remade.esp should probably be removed as a master on the STEP Patch. I'll be updating WAF in the near future, and there's a chance that the file name is going to change to "Weapons and Armor Fixes_Remade.esp." There shouldn't be anything in the patch that's actually referencing the WAF file (is there?) so it should be a simple matter of going into TES5Edit and removing it as a master.
  14. I'm not aware of any tools like that, but I'd be very interested to know if you do find one. You can export dialogue data to a csv directly from the CK, but that's the only type of data that I've ever directly exported from an esm/esp to a spreadsheet. I've created all my other spreadsheets by manually entering the information. EDIT: Thanks for pointing out that script Kelmych. I'm going to have to take a look at that. Mator may also be a good person to ask. He's created a lot of very useful TES5Edit scripts and seems to be pretty open to user suggestions. https://www.nexusmods.com/skyrim/mods/49373/?
  15. Well, no, not really. :P The save I'm thinking of is probably about a year old and the character didn't get very far before I got distracted with other mod projects. Now that I'm thinking about it, given how outdated some of the mods in that load order probably are, it may not be the best test, but the dragon corpse thing was particularly bad with that character for some reason. I'm actually hoping to sit down this weekend and pull together an updated load order and maybe -maybe- start a new character. Of course I'm also wanting to wrap up the latest update to WAF and SPO and work on some magic tweaks I'm hoping to release later this summer, etc. But I'm starting to get rather eager to play again, so I'm going to try to at least get the game set up and see if I can set aside some time from modding to actually create a half-way interesting character.
  16. I think I have a save where this was a consistent problem. I'll try to find it to test this mod and report back.
  17. I would check the Imperial helmets in game to see if there is much clipping when the "long hair" flags are present. My assumption is that the imp_helm_imp removed these tags to prevent the hair from clipping, but I haven't actually tested to see if that's the reason or how much of a difference those tags really make when using the optional Imperial file.
  18. You're right, it's "help" not "helm" in the filename. Do you happen to know if it was this way in the original file or did I goof up when making the WAF version? Yes, the Legendary file will replace imp_helm, imp_helm_dawn, and imp_help_dbrn, as well as imp_guard_helm (the .esp data doesn't seem to change regardless of whether or not users have this optional file installed, so the change must be entirely in the meshes). If someone wants to double-check this in the original files, I'd appreciate it. I'll probably do so myself the sooner or later, but I don't have the time to mess with it right now.
  19. Improved Closefaced Helmets_Legendary.esp was made by combining the following three files: imp_helm, imp_helm_dawn, and imp_helm_dbrn. The Armor Addon records from imp_helm_imp.esp differ from those in Improved Closefaced Helmets_Legendary.esp, so that file is still needed. However, I'm not seeing any difference between the records in imp_guard_helm.esp and imp_helm.esp (which are the same for Improved Closefaced Helmets_Legendary.esp). Does the original imp_guard_helm.esp differ in some way from the main mod? In the WAF versions at least, it doesn't appear that this .esp is actually adding anything new or making any changes not present in the main file.
  20. "Mature skin does not have any makeup." What? Are we looking at the same images? Both the lips and eyes have much heavier makeup in Mature Skin than in WoS. I agree, though, that the skin is too smooth and perfect in WoS. This might be appropriate for nobles, but not for common people and others that need to work outside in this harsh environment. On the other hand, Mature Skin's blemishes are perhaps a bit too apparent. I think it's worth looking at the "no moles" version of MS. The issue is that every female in the game will have the exact same pattern of blemishes and moles. In particular, there are a couple of spots on the face that are fairly obvious and become even more so when you start seeing them on everyone.
  21. From these compares two really stand out above the others: WoS and Mature Skin. I like the skin tone from Mature Skin slightly better; it seems a bit less shiny than WoS (though WoS does not look particularly shiny compared to some of the other options). However, I think that WoS actually has nicer shadowing on the abdomen. The abs are nicely defined, but the sides (under the rib cage) don't appear as sucked in as Mature Skin does. Mature Skin also has very heavy shadowing above the clavicles. The face is what really decides it for me, though. I really like the face from WoS. Calling it "zero makeup" seems to be a bit of a misnomer, but it's still a much more natural look than Mature Skin. I think either of these would work well for STEP, but based on these images my vote goes to WoS.
  22. I've always liked the idea of Pumping Iron, but it doesn't really work for females; breasts will increase in size much more noticeably than muscle mass. The Diverse Muscle Tone mod might help with this a bit, but it doesn't solve the issue. Unless you can also find a way to separate female breast size from the weight slider, then I don't see how Pumping Iron would work for STEP.
  23. I looked at the different esp options tonight, and I agree with CJ, WSCO-Better NPCs.esp should likely be ignored by STEP as it appears to simply be making adjustments to the appearances of individual NPCs, and unless these changes are demonstrated to actually be fixes, they probably don't belong in STEP. I don't see any changes in it that would be necessary for the other parts of the mod to function properly. This is the file that changes the race of Serana, so simply ignoring this esp would eliminate any concern with whether that change is lore-friendly or not. Likewise, WSCO-OcciMaleVNL.esp only makes changes to the male presets. This plugin also changes some texture sets for Female Wood Elves, but these changes are merely duplicating the changes already contained in WSCO-OcciFemaleVNL.esp and are therefore redundant. The WSCO-OcciFemaleVNL.esp file seems to be the only file that might contain some necessary records. I'm not incredibly knowledgeable on these types body part and texture records, but this is what I found: There are two edits to the "Head Parts" for the Female Dark and High Elf (there is also 1 ITM concerning the female Wood Elf record). I'm guessing that these edits might be needed in order for the textures included with this mod to function correctly. The edits to the texture sets for the female Wood Elf (which are also duplicated in the Male file) are likely also needed to achieve the author's intended outcome. The only other changes contained in the Female file are edits to the female presets (which, like the male preset changes, are non-essential IMO) and an odd change to dunBluePalaceMareMaiden "Sultry Maiden". I don't know what this record is or which NPC it represents, but as far as I can tell the changes don't seem unreasonable. I just find it odd that it's the only non-preset actor record that is being changed. The changes made to this record do overwrite changes made by USKP, but for the most part I doubt that this is anything critical. However, there is one change made by USKP to the "Sultry Maiden" record which should probably be forwarded; this is the change to the Voice type (MaleEvenToned in Skyrim.esm and WSCO-OcciFemaleVNL.esp; changed to FemaleEvenToned by USKP). Anyway, my opinion is that the NPC and Male esp files are not needed for STEP. The Female esp may be necessary, but it would be nice to hear from the author as to exactly what the changes in this file do and whether or not it's needed for the textures to work properly.
  24. @Tech I would vote to keep the compares up. You've already put the work into creating them, and there may be players or pack authors who are looking for a more complete body replacer (including armors), and having the comparisions here makes for a nice general reference. It also makes it easier for anyone who references this thread in the future to have at the comparisons available to view when following the discussion to see how STEP arrived at whatever its eventual solution will be. (another option: maybe remove them from the OP and move them back to the specific posts discussing them)
  25. So why does the CBBE body transfer through to the vanilla armor when other body replacers don't? I thought the problem was that the vanilla armors use the vanilla body? Also, maybe the lighting in those shots, but the shadows on her lower abdomen make her look rather anorexic (it really looks like her abdomen is drawn in tightly under her ribcage). The back view is pretty nice, but I agree with torminator that a smaller option would be better.
×
×
  • Create New...

Important Information

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