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kryptopyr

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Everything posted by kryptopyr

  1. I've been frustrated by this as well. I feel that adding new things or even restoring things left out of the official game (particularly if their absence isn't creating any issues) is more appropriate for a mod like Cutting Room Floor. As a modder it is extremely difficult to work around some of the new things added by the unofficial patches. I haven't personally seen it yet, but my understanding is that USKP goes so far as to add an entirely new room to the Ragged Flagon. When I read about that in the change log, I immediately scrapped a mod I was working on at the time that would have renovated the Flagon and Thieves Guild Headquarters and extended the quest line by allowing the player to assume an actual leadership role. It just wasn't worth trying to rework my mod around the USKP's "fix". While I wouldn't expect the USKP team to try to work around other mods or to avoid implementing a necessary fix due to compatibility issues, I do wish that they would weigh compatibility issues a bit more when adding in some of the more subjective and non-critical changes. Adding a new reference to one of the player homes is guaranteed to create conflicts with a large number of users. Was restoring a cooking pot worth the increased degree of conflict? Was giving Vex a bed to sleep in really a bug that needed fixing? And if so, was it really worth the cost of making it incredibly difficult for any other modder to re-imagine the Thieves Guild cells in a new or unique way?
  2. This looks wonderful! Thank you for making this available. In your FAQs it sounds like you might try to alter the animation to make it more subtle for the larger boats. I would definitely like to see that happen and hope you can make it work. If you do figure out how to alter the animation, then I'd love to see the long boats get a more subtle animation as well. The way the current animation works causes it to have an effect opposite to what you would expect to see in real life. The larger the size of the boat, the less it should be affected by waves, not more. If you could find a way to make the animation differ based on the size of the boat, that would be perfect. As is, the mod is still a great improvement to the game.
  3. I'm not sure I have a favorite. I've read the books so many times back to back that the division between the books is somewhat blurry. Definitely some favorite scenes, but the characters and story lines that I enjoy most tend to vary from book to book. It's by far my favorite fantasy series, though I've also recently become enamored of Brandon Sanderson's Stormlight series (which I would highly recommend to anyone waiting around for Martin's next book).
  4. No worries; I think the design you made looks nice. If I come up with some new textures for CCO, I'll see if they can be designed to work specifically with your new stone arrangement. Of course, I would never say 'no' to additional jewelry variations for CCO. :) And, yeah, I would probably use the same number of gems in the recipes, just with the assumption that the stones were being cut into more & smaller pieces. If it's a lot of work, though, then you may prefer to put the effort into something more unique, rather than simply another variation of the vanilla design. Either way, I'll be happy to include anything you're willing to make. :D We have a few plans that would expand the range of jewelry with significantly more combinations of different materials and gemstones.
  5. Instead of keeping with the 1 large, 2 small design for this style, what do you think of creating an entire circle of smaller gemstones (at least 6, but smaller than the current ones) around the outside of the central stone? That seems like a fairly common type of setting design for precious stones (in modern day, at least) and would make it even more distinctive from the single-stone necklaces.
  6. Well, that's disappointing. I was really hoping that CNHF would work with the vanilla armors. I can't see adding any mod that requires individual armor replacements to STEP Core, and personally I would really dislike seeing it added to even STEP Extended. If STEP decides to go with body meshes that require installing compatible armors, then I hope that they'll be added to a separate, specialized body-mod pack. This would maintain greater compatibility with other user-made packs and allow for more flexibility in personal preference when installing STEP. What mesh fixes are currently in STEP? The only real issue I see with the vanilla mesh is the horrible feet. This is the single improvement that I see in the STEP version versus the vanilla shots. Can we use the current STEP mesh and maybe find some better textures? Prometheus also retains the ugly vanilla feet, so I can't really see any way this can be argued as a fix for the vanilla mesh, even if it had no other issues.
  7. Does it even work to simply rename/replace the texture paths? SMIM changed the appearance of the texture file itself (the way the texture is arranged within the image), so I'm not sure it would be simple to swap out with with any textures using the vanilla layout.
  8. I see the CNHF armors as basically equivalent to mods like Better Shaped Weapons. While not necessary, it's still a huge improvement to the shape and design of the vanilla armor.
  9. How does this work at low levels? I've used Better Followers in the past, and while I like many of the changes to class and such added by that mod, at low levels the extra perks often made my followers feel way too powerful.
  10. No, unfortunately not compatible with SkyRe. I've used Lock Overhaul a bit, but never really explored a lot of its features, so thanks for the info. I assume the 1% is a baseline chance, and that it will automatically increase as your lockpick skill increases and/or as you gain perks?
  11. I don't think UNPB looks particularly well proportioned, and what's worse it doesn't even look anatomically correct. The waist looks unnaturally pinched (though admittedly not as bad as some mods out there), and she's too short and skinny. But, more importantly, where are her hips? Her waist ties directly into her thighs. Did they forget about the pelvis? I think CNHF 2.5 is walking away the winner here; the body just looks right, particularly in a setting like Skyrim. However, I honestly don't feel that vanilla is all that bad of a default.
  12. The only time I see underwear in the game is when I'm stripping a dead NPC of armor. Very rarely do I bother taking clothes, and I don't tend to kill many civilians, so I guess my bias is toward something that women would wear under armor. @Tech What was the body weight for the female in the screenshots? Do you know if CNHF 2.5 alters breast size at all based on the weight slider? From the (non-SWF) images on the mod page, it looks like the breast size stays pretty consistent across various weights for Base CNHF. However, it looks like it might vary more (maybe from A at 0 to D at 100) when using the D-cup CNHF 2.5. If this is the case (and assuming the SWF version follows suit), perhaps the D-cup version would provide more variability to the females in game?
  13. I just stumbled onto this: https://vimeo.com/90589442 figured there may be a few other Game of Thrones fans here who would enjoy it.
  14. I was really biased towards CNHF. I haven't tried it myself, but it's the one body mod that I've been tracking for awhile and have been tempted to try. I like the look of many of the screenshots on the mod page, and I absolutely love the look of the armor conversions. However, I have to say that looking at these compares, my preference is vanilla in each shot. I even prefer vanilla over the current STEP (which seems to have a grayish cast, at least in this lighting). EDIT: With the addition of CNHF 2.5 to the compares, I like it the best. It smooths over some of the blockiness of CNHF 1_0 and is an improvement over the proportions of vanilla. Also, the underwear has the most period-appropriate look, even if it is slightly more of a departure from vanilla.
  15. You can mix and match them. So, for example, you could wear vampire armor and gloves with the Thieves Guild hood and the Dark Brotherhood Shrouded Boots.
  16. Yep, I've had this bug reported with Stealth Skills Rebalanced. I've never been able to identify any reason SSR should be causing this problem. I have experienced the issue myself, both with and without SSR installed. I have also started new characters with SSR installed without having the iron armor appear on my character, so I suspect it's some kind of weird interaction between mods and not something directly caused by SSR. Would love to figure it out, though.
  17. I agree with the points made that any body replacers that require adding in lots of armor and clothing conversions should be avoided for STEP. At best, that sort of recommendation should go into it's own pack.
  18. Thanks for the suggestions! This is the list of items that I currently have qualifying for the Camouflage perk. The DLC items and vanilla heavy armors aren't included in the current release of SSR, but will have the necessary keyword added to them in the next update to Weapons & Armor Fixes.
  19. Do you have any mods that add archery perks to NPCs? There is a vanilla perk that wasn't implemented called "Trick Shot" that would have allowed players to disarm opponents using a bow. I've seen mods that add this perk into the game, and I suspect the conditions on it would allow it to apply to crossbows as well. Not much help, I know, but that was my first thought when reading your post.
  20. I've had this problem before, but I've never linked it to a specific mod. I guess I always just assumed that it was a vanilla bug. It seems like I may have experienced it early on, before I really started modding the game, which is probably why I've always assumed it was a vanilla thing. I've also occasionally seen the firewood chopping animation get bugged where the firewood sticks to the NPCs arm. Doesn't always happen for me, just something that occurs sometimes.
  21. I'd love to find a way to take into account different terrain, so for example, in snowy areas you could camouflage yourself in white/light gray items during the day, but I haven't come up with a reliable way to detect these differences. The perk pretty much works exactly like a stealth version of the Well Fitted or Matching Set perks: if you have 4 items equipped with the appropriate keyword, then the bonus gets applied. I feel that it makes quite a bit of difference, but it might also depend on lighting mods and just how dark your shadows are in game. If you're playing with super dark interiors and/or nights, then the bonus might not be that noticeable, and sound is probably going to be your biggest stealth factor in these situations. The cloak is a good idea. I can update the CCO versions of Cloaks and WIC to include the keyword on some of the darker cloaks from those mods. I'll have to see if I can rework it a bit to look more specifically at which items contain the keywords. You shouldn't be able to get away with wearing a bright, shiny helmet along with a dark cloak, cuirass, boots, and gauntlets. The cloak should basically just replace the body/cuirass item. I've actually considered applying it to naked dark-skinned races, but the problem is that there's quite a bit of flexibility in skin tone even within those races, then with mods adding increased options on top of that... I just felt that it was a bit too difficult to accurately predict just how dark the character's skin was. Plus, there's that white loin cloth... :-P I am also adding in a non-stealthy "bright" keyword to some of the armors, and plan to add an automatic nerf to stealth abilities based on wearing items with this keyword. There aren't very many of them in vanilla, but I got the idea while I was evaluating which of the armors in Immersive Armors V7 to apply the "dark" camouflage keyword too. I think there were 2 or 3 sets that were just so ostentatious that I felt anyone trying to sneak in them ought to be penalized.
  22. Thanks for the feedback! Does the red on Daedric gear actually glow in game? It's never seemed very apparent to me, but then I've very rarely played with Daedric gear.
  23. I have a question for anyone here who might be using this mod. How far do I extend the "Camouflage" perk? The perk is both described and technically applied as a modifier to only the visual aspect of sneaking. So if you're wearing dark clothing or armor in a dark environment, then it is more difficult for NPCs to see you. However, the way the perk is currently set up, there are no heavy armor items that get this effect. Should Ebony and Deadric (and maybe Heavy Falmer from Dawnguard) be added? None of these are good items to wear while sneaking because they weigh a lot and therefore make a lot of noise, but they are dark, so should you get a bit of a visual buff from wearing them if you have the Camouflage perk?
  24. EssArrBee, you (and the STEP team in general) have standing permission from me to make whatever patches you need for whichever of my mods you wish.
  25. I believe the SMIM textures that Brumbek made are modified from Jewels of the Nord, so there wouldn't be much gained by trying to make the original Jewels of the Nord textures compatible with the new meshes. AEterna ring textures would need to be reworked to make them compatible with the new meshes. Fortunately, part of the larger plan is to create new ring textures for different types of rings, so there will be far more variety in the design of the rings than any single texture replacer would provide.
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