kryptopyr
Mod Author-
Posts
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Everything posted by kryptopyr
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This looks wonderful. I've come to absolutely loath messing with perk trees. It's very difficult to try to get the desired shape through the CK and takes forever to tweak and test and tweak it again. Reading through the description of these tools and really looking forward to trying them out.
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ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
kryptopyr replied to statmonster's topic in Skyrim LE Mods
I'm not very familiar with Requiem. I'm not sure how big an undertaking it would be. -
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
kryptopyr replied to statmonster's topic in Skyrim LE Mods
Sorry, I must have missed your post. I don't think there is currently a patch for Requiem, if that was the question? -
DROPPED aMidianBorn Solstheim Landscape (by CaBaL)
kryptopyr replied to rootsrat's topic in Skyrim LE Mods
AMB is the clear winner for me in these shots. The only image where I think I may like SRTO better is the Ash Cliff (top set). I like the look of the roots in SRTO. -
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
kryptopyr replied to statmonster's topic in Skyrim LE Mods
Thanks, Roots! That would be great. I'm sure they will be very eager received, especially the SkyRe patch. :) -
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
kryptopyr replied to statmonster's topic in Skyrim LE Mods
Not at all. Let me know when you have it up, and I'll include a link on CCO's page. Also, I don't know how involved you want to get with the patch, but I had the idea that it would be nice for the flasks from Bandoliers to work like the waterskin in RND. I think this might be possible to do just by duplicating the waterskin records and changing a the model it references, but I'm not certain. Anyway, just wanted to throw the idea out there in case it's something you'd be interested in pursuing. -
ACCEPTED Weapon and Armor Fixes (by kryptopyr)
kryptopyr replied to WilliamImm's topic in Skyrim LE Mods
Updated the Improved Closefaced Helmets files to include the Dragonborn Addon. Also, I decided to make a "legendary" file which includes all of the changes from the vanilla, dawnguard, and dragonborn files (but not the optional files). -
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
kryptopyr replied to statmonster's topic in Skyrim LE Mods
Nah, I don't hate you. And I'm actually already aware of that 'bug'. I'm not sure I can make the smithing experience optional for the tanning rack and smelter and still preserve the animations. The other options are to release addition versions that add the experience, so the changes are direct record edits and not optional. Or release a an add-on file that makes the experience changes. It would be simple to produce an add on file, but it would mean an extra plugin file. -
Already done. ;) Immersive Armors V7 directly incorporates compatibility with CCO, so the CCO menu options will apply to all of the armors added by IA. Many of the options provided in CCO will work alongside, and in addition to, those provided by Immersive Armors. You can also choose to toggle the display of all crafting recipes added by Immersive Armors through the CCO 'Mods' menu. This will preserve any of your custom settings from the IA menu, and allows you to quickly reveal or hide all of these recipes at once without having to re-select individual sets from the IA configuration menu. The Breakdown option in CCO will also hide all the breakdown recipes from IA in addition to the vanilla items. Complete Crafting Overhaul and Immersive Armors also use the same Fur Plate item for generic fur and hide recipes.
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ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
kryptopyr replied to statmonster's topic in Skyrim LE Mods
No, Redferne. I can now confirm the problem. Everything looked fine in the CK, but I checked in game and couldn't get the circlets to show up either. Turns out that the MCM script was set to toggle a different global variable from the one actually used as a condition on the circlet recipes. Thanks for pursuing the issue. I will update the mod with the corrected settings this weekend. -
Skyrim Revisited Pre-Release Feedback
kryptopyr replied to Neovalen's topic in Skyrim Revisited (retired)
Ah, seriously!? I specifically made sure to install the separate version so I could avoid that issue again. Either it didn't install properly or I accidentally overwrote it with the BoS version after installing it. Sigh. I'll get it fixed. In general, though, I'll probably just keep my file consistent with the most recent Book of Silence update. I'm already getting a lot of questions on how to install the BoS file, and asking people to go to the separate pages to get the correct textures will just make the problem worse. I'm working on patches as well. Can I ask for some thoughts/advice? The changes from WAF Complete Plus do not carry through to the bashed patch. I think this happens when more than one file has both the Relev/Delev tags. What do you think is the best way to resolve this? I could copy the level list changes from WAF to CCO and release a "complete plus" version of CCO. Or I could make a separate patch file that could be loaded very late in the load order and would make sure those changes were carried over to the Bashed patch. EDIT: I needed to update to the latest version of WB. Sorry to have created such a hassle with CCO, but I'm very thrilled to see that it's getting included in Skyrim Revisited. I love the guide and consider it a great compliment to have my mods included. -
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
kryptopyr replied to statmonster's topic in Skyrim LE Mods
There should be a leather circlet for the leather set. I just double-checked. ;) Obviously, you need to have the Matching Set Circlets option selected. You also need to have both Helmets & Light Armor recipes toggled on, and either have 1 or more leather helmets in your inventory or else have the Inventory Conditions option turned off. If those four conditions are met and you still don't see the circlet, then I'm not sure what's going on. It's a new item, so I wouldn't think it could be a mod conflict. Double-check the settings. The Matching Set circlets are treated as if they are helmets by the crafting menu toggles, so that may be the problem? I'll add a some more detailed information on this option in the MCM description; I can see where the different conditions might make it confusing. -
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
kryptopyr replied to statmonster's topic in Skyrim LE Mods
Most of the recipes are direct conversions from their respective helmet. If you have the Inventory Conditions option checked, then you need to have the helmet from that set in your inventory in order for the circlet recipe to show up. If you uncheck the Inventory Conditions, then you can see everything available to you to craft, regardless of what you're actually carrying. I personally really like having the inventory conditions turned on, but toggling them off temporarily is a great way to double-check if there's something you want to make and aren't sure what it requires. :) -
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
kryptopyr replied to statmonster's topic in Skyrim LE Mods
I just looked at this mod, and I'm not sure how it differs from my matching set circlets? From the description, it sounds exactly like what I did in CCO. -
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
kryptopyr replied to statmonster's topic in Skyrim LE Mods
I'll be very interested in the feedback you guys have. The Ore Guardians issue will require a merged script and probably a patch file, which I cringe to think about (I hate creating script patches). I think Frostfall also needs a patch for a conflict over the wood block. I've actually been talking to Chesko about incorporating the changes needed for CCO compatibility directly into Frostfall. I'm not sure when, or if, this will happen, it might depend on whether or not CCO becomes very popular. EDIT: Actually it looks like in both of the cases above, there isn't an actual script conflict, but rather both mods are adding an additional script to the ore activators (SIC) & chopping block (Frostfall). That should mean that compatibility can be made simply by combining the script properties via TES5Edit. No piecing through lines of script. :) EDIT2: Patches for Skyrim Immersive Creatures and Frostfall are now available. -
SKYRIMLE Prometheus Better Female Natural Body (by Prometheus)
kryptopyr replied to z929669's topic in Skyrim LE Mods
I'm not currently, but when I start a new game I plan to try CNHF by calyps. I've been following it for quite a while, and it's the first female body replacer that I've seen that actually looks realistic to me and also feels appropriate for Skyrim. And I love the armor conversions. If STEP is avoiding armor conversions, then this isn't going to be a mod for STEP. But, honestly, the armor conversions by themselves are such a massive improvement over the vanilla female armors that I almost see them as a bug fix. I do think CNHF might eventually make a good candidate for STEP, but in it's present state, I don't think it's finished enough for STEP to recommend it. -
SKYRIMLE Prometheus Better Female Natural Body (by Prometheus)
kryptopyr replied to z929669's topic in Skyrim LE Mods
Eh, I don't see where this is an improvement over vanilla. The bodies look very similar in the comparison image with the exception of the breasts, which are too large and seem to be ignoring gravity, and the underwear (the loin cloth/thong thing is weird). Admittedly, I have not tried it in game, but nothing in the images really inspires me to want to. -
Awesome. Thanks!
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Is there a way for me to add the RELEV/DELEV tag data directly to WAF? It would simplify things greatly for users, especially for those who might not be familiar with applying the tags themselves. I'm not sure how to do this so that the tags are saved with the mod itself.
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ACCEPTED Clothing & Clutter Fixes (by kryptopyr)
kryptopyr replied to z929669's topic in Skyrim LE Mods
To be honest, I'm not entirely sure either. I haven't directly compared them, but I think CCF makes the same general changes that Diverse Priests does. I do know that my choice of which robes to associate with which priesthood is slightly different than in Diverse Priests. CCF also adds divine amulets to the priest outfits. I don't remember whether Diverse Priests does this, but I don't remember seeing them when I was using that mod (but then, they only really show up on the priests who aren't wearing hoods and are female). I also made changes to the robes that the court wizards and other mages wear, so I think CCF probably covers more than Diverse Priests. -
SKYRIMLE Long Lost Smelters of Skyrim - Skyforge by Hyralux
kryptopyr replied to steveley's topic in Skyrim LE Mods
Actually, I think the lack of smelters in the game does make some sense. Ore is bulky and heavy to transport. I would think that people would want to smelt the ore as close as possible to the source of the ore. Ingots are much more efficient to transport, and I think most blacksmiths would probably just as soon buy the ingots than have to pay to transport and then personally smelt the ore. That being said, I have always found the lack of a smelter in Riften and Solitude to be somewhat annoying. I created my own mod to add just those two because I didn't want all the other smelters this mod adds. However, I admit that I feel even this is a bit of an indulgence, and that from a realism standpoint the number of smelters in the original game seems credible. -
I have too much on my plate right now with trying to finish Complete Crafting Overhaul to tackle a loot mod, but I just wanted to suggest that the scattered items would probably be best done using quest aliases. You can use an alias to select a random location and use conditions to specify the type of location you want or don't want (i.e. no dwemer ruins). You could even set the quest itself so that the items wouldn't be placed in the world until the character reaches a certain level.
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ACCEPTED Clothing & Clutter Fixes (by kryptopyr)
kryptopyr replied to z929669's topic in Skyrim LE Mods
Thanks for the comments, Rootsrat. What wording choices do you find out of place? I've never really liked trying to come up with names for items, and I would happily consider any suggestions that you or anyone else might have that would improve the mod. As always, I appreciate the feedback. :)

