kryptopyr
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Everything posted by kryptopyr
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Yeah, I've certainly seen a number of other fixed/updated mods that I question whether proper permission had been obtained. Not to mention the various other TOS rules that are frequently broken. But I suppose all it takes is one person to report the mod so it's risky. I don't know whether it would be worth it to upload your FOMODs. If the mods you're fixing are fairly popular, then there would almost certainly be some people who would go to the effort to restructure them for the FOMODs. How extensive is the scripting work you need to do to rebuild the mod(s) from scratch?
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Replacement for Complete Crafting Overhaul?
kryptopyr replied to Gyro's topic in General Skyrim LE Discussion & Support
Nope, my CCO isn't to the point I'm willing to call it finished (I may be taking "Complete" a bit literally, but I want to see the Complete Crafting Overhaul truly live up to its name). However, I think the current options probably do a pretty thorough job of replacing the functionality of headbomb's CCO. Most of the features I still want to add are things that weren't included by headbomb and/or are being added to enhance the consistency and compatibility between CCO and several other popular mods. There are also several changes that are included as default now (like the name changes I made to several of the materials) that will likely be made optional in the final release. -
ACCEPTED Weapon and Armor Fixes (by kryptopyr)
kryptopyr replied to WilliamImm's topic in Skyrim LE Mods
For some strange reason when I save the file in the CK, it changes the NPC edits to those with the tint layer (and other) changes. Those records should just be outfit changes. I've corrected this in TES5Edit and updated the mod, but the CK is still changing those records back every time I save the file with it. Does anyone have any ideas on why this would be happening? The file on Nexus should now be correct, but it's a bit annoying to have to rely on TesEdit to correct those changes each time I edit it in the CK. -
Something that might be worth considering for inclusion in the patch are the changes from .esps that only make changes to support textural diversity for a certain texture mod. For example Explosive Bolts Visualized, Elemental Staffs, Dawnguard Rune Weapon FX, and Pilgrims Delight all have .esp files with the sole purpose of changing the records to allow their different textures to apply to objects that had previously been referencing the same texture. I've merged these files for my own use, but I would think it would be okay to include those edits in the STEP patch. Since the edits are referencing textures provided by those specific mods, it would still be a requirement to download those mods even if the player isn't using the .esp file included in the download.
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ACCEPTED Weapon and Armor Fixes (by kryptopyr)
kryptopyr replied to WilliamImm's topic in Skyrim LE Mods
Weapons & Armor Fixes has now been updated to take into account the latest changes from USKP (and the other unofficial patches). I've updated the compatibility patches as well, and finally managed to get the amb Skyforge patch updated so that the newly added weapons and shields now fit the same stat progression as the other Skyforge items. -
All of the new keywords added by WAF & GDO are inserted into Update.esm. The patch uses the same inserted keywords, so it will work the same way. There should be no need to master either of the mods for the STEP patch to contain the same inserted keywords. https://skyrim.nexusmods.com/articles/1420//? While the above article was written with a focus toward WAF, creating compatibility with GDO will work exactly the same way.
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ACCEPTED Weapon and Armor Fixes (by kryptopyr)
kryptopyr replied to WilliamImm's topic in Skyrim LE Mods
Actually, I have no disagreement with what WilliamImm states. WAF should definitely be placed at the top of the list. I'm not suggesting that WAF be moved lower in the load order. Instead, the second option would be for GDO to be moved very early (between USKP and WAF). I honestly don't know if it's feasible to load GDO before WAF in a heavily modded game, since I don't know what other mods might then create conflicts with GDO. Doing this would simply resolve the conflict between GDO & WAF, but it may create problems with other mods. BOSS has to consider the best overall load order, which is probably exactly what they've done in choosing to load GDO lower in the list and use the patch for WAF. -
ACCEPTED Weapon and Armor Fixes (by kryptopyr)
kryptopyr replied to WilliamImm's topic in Skyrim LE Mods
The patch is only necessary if GDO is loaded after WAF, in which case the patch is necessary to forward changes from WAF that would otherwise get overwritten by GDO. However, I've included the keyword changes needed by GDO in WAF, so if you load GDO before WAF you don't need to use the patch to merge the mods. I'm not sure what other conflicts you might run into between GDO and other mods if you load GDO that early in your load order, which is why I made the patch available. -
Don't get me wrong, I'm not suggesting that STEP should avoid requiring the DLCs due to the stubborn refusal of some players to acquire them, just that some complaints should be expected. From the comments I've gotten, I don't think it's always a matter of money, sometimes it's just a lack of interest in the DLCs. In any case, I think simplifying and reducing the work necessary to maintain STEP more than justifies including the three DLCs as requirements.
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I know I'm behind with updating WAF (and a number of my other mods). I had an update for WAF ready in early October, but decided to hold off until USKP 2.0 was released. Then events in my real life sort of went nuts, and I haven't had any spare time for modding for the last 3 weeks. I haven't even had a chance to download USKP 2.0 to take a look at it, so I'm not sure how much needs to be updated. The keywords in WAF are used for several things. In one or two cases, they're being used to fix exactly the same bug that USKP-added-keywords also fix (I recreated these fixes rather than add USKP as a master file to WAF, which would have been a headache to maintain). In other situations, the new keywords are being used to add missing armor sets to the Matching Set perks, to allow the armor or weapons to be upgraded properly if using Smithing Perks Overhaul, or to allow the items to be sorted into the proper categories in the crafting menu. Rest assured, I am definitely planning to update my mods and resolve any conflicts between USKP that need to be addressed. I will try to sit down and look at this in the next week or two, but things haven't quite settled down for me in RL so unfortunately I can't make any guarantees. If there are questions on specific conflicts, let me know, and I'll try to take a look at those and get back to you guys right away. I'm thrilled to see that there's movement toward STEP supporting all DLCs as standard. I've started moving this way with my own mods as it was just getting to be too much work (and at least triple the time) to keep all DLCs individually supported. There will definitely be some backlash, as I've experienced some people just have no intention of buying the DLCs (particularly Hearthfire).
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Companions (and Werewolves)
kryptopyr replied to WilliamImm's topic in Step Skyrim LE Packs (retired)
At some point, I'd like to do a play-through as a werewolf, so thanks for compiling this list. I'll be interested to see what others suggest as well. I also wanted to mention that you can use Dreogan's Skyforge Weapons alongside aMidianborn Skyforge if you install Dreogan's Non-replacer Patch in the optional files section. This is what I'm currently using. -
I pay $132/mo. That's with a $5000 deductible (and my insurance doesn't pay a cent until after I max out that deductible). Also, it does not include eye or dental. There are a lot of great things about being self-employed, but health insurance isn't one of them. I haven't yet compared to see what other plans might now be available for me. I'm in the process of paying off some major medical bills from this summer, so even if there is a better plan, it probably won't be worth it for me to switch before January. Earlier this year, Time published a very good article about our health care system. It received a lot of praise and is definitely worth reading. Here's a link for anyone who is interested: https://www.uta.edu/faculty/story/2311/Misc/2013,2,26,MedicalCostsDemandAndGreed.pdf
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Infinite loading screen when fast travelling from Solstheim to Skyrim
kryptopyr replied to DaBozz's question in General Skyrim LE Support
I've also experienced issues trying to take the ferry from Dawnstar to Windhelm, so you might consider testing from that direction as well. I hope you can find a solution. I wonder if simply moving the loading point marker to one of the nearby cells would work? -
ACCEPTED aMidianBorn Book of Silence (by CaBaL)
kryptopyr replied to EisDrache's topic in Skyrim LE Mods
I like the new dragon priest masks. I've never been a fan of the more fanciful retextures, and I really love that the appearance of the masks now match the armor made from the same material. I'm hoping that at some point Cabal (or Emerald) will get around to retexturing the ingots and ores as well, so the appearance of the materials is also constant with the look of the armors. -
I've been trying out and testing mods that I'd to eventually put together into a General Gameplay pack. My goal is to create a gameplay enhancement pack that would work as a basic setup for many different character types while balancing the various gameplay mechanics with regard to one another. I hoping to create a mod list that doesn't favor one particular play-style, but rather creates interesting and balanced rewards (and penalties) if the player chooses a particular path or specialization. Here are a few of the mods I'm currently testing: - Stealth Skills Rebalanced - Lockpicking Overhaul - Smithing Perks Overhaul - Balanced Magic - SkyRealism Perk Trees - ACE: Enchanting - Deadly Dragons
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I have also experienced the bug where my character had iron gear equipped with a regular helgen start as well. So far, I've not been able to figure out what causes this, but I've read different claims that one mod or another causes this problem. Unfortunately, none of the comments I've read have been consistent (some claim ACE, some say Balanced Magic, etc). I've also had people comment and tell me that my Stealth Skills Rebalanced mod was causing it (sometimes on it's own and sometimes when used in conjunction with another mod). Since you're not using any of these mods, it must be something else causing it in your game, or just some weird combination. I've tested a bunch of different mods in my load order that I suspected might be involved, but I haven't been able to pin it down. If you do figure out the cause, please post. Also, in looking at your mod list, it appears that you're using both AMB Glass Variants Lore (40) and Glass Variants (47). Correct me if I'm wrong, but I think you only need one of these files.
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ACCEPTED Deadly Spell Impacts (by isoku)
kryptopyr replied to stoppingby4now's topic in Skyrim LE Mods
Odd. I definitely see edits contained in the esp when I open it up in TES5Edit. Most are changes to Impact data (no surprise). Looking at the MAGShockImpact... those records use the "DecalFlameBurn" decal, same as the MAGFlamesImpact. The esp does appear to be changing many of the impacts to use unique textures, so I'm surprised they still look the same after removing the esp. Perhaps the difference between the added texture variations just isn't all that noticeable in-game? Regardless, I think I'll probably be removing the esp as well given the issues that are being reported here. The change seems too minor to be worth risking any additional instability. -
ACCEPTED Deadly Spell Impacts (by isoku)
kryptopyr replied to stoppingby4now's topic in Skyrim LE Mods
I believe that without the esp, the shock impacts will look identical to the fire impacts. -
Mod that spoils if chests are containing anything
kryptopyr replied to Southman's question in General Skyrim LE Support
The EMPTY label on containers is a vanilla feature. -
Starting a New Playthrough - Tips for Stability?
kryptopyr replied to mikegray's question in Guide Support & Bug Reports (retired)
As far as the consequences for not fixing the conflicts, it varies; there isn't a single answer. Many of the conflicts are incredibly minor things. For example, a mod might not carry through a spelling error that USKP corrected in the dialogue subtitles. You would never notice in game whether or not this conflict was present (and chances are you've never even noticed the bug to begin with). Not having a conflict like this resolved isn't going to create any problems in your game. On the other hand, there are certainly other conflicts that could create problems with how your game functions. I'm not sure any of the warnings and patches are there for, or will result in, gaining extra FPS. They aren't there to optimize the game in that way. Mostly the patches are there to help make sure that all of the mods installed are working as they should. If one mod overwrites changes that another makes to a quest or a script property or perk or even something as seemingly minor as a keyword placed on an object (or any one of many, many other things), then the conflict could result in problems. One of the mods may not work correctly. This could be a minor thing like a mod feature (perk bonus, extra effect, etc) not applying to a specific weapon or piece of armor. Or the lighting in a room may revert fully or partially back to vanilla instead of being it's intended modded appearance (this unintended result may not be noticeable or it could end up looking really odd). Or you could end up with a script that keeps running and finding missing properties and throwing out log errors (and possibly crashing your game). Or conflicts with cell edits that the game doesn't resolve well on it's own (again, possibly causing crashes). You'll have to decide if it's worth your time to resolve these conflicts. For the most part, you would probably get away with ignoring them, but you may notice some oddities in your game and experience a slightly less stable build than you would otherwise. -
Skyrim inner workings - enemies
kryptopyr replied to Quahogs's question in General Skyrim LE Support
Disclaimer: I've not really worked with spawns, so the following information may not be 100% correct. However, from what I've viewed in the CK, and other mods, I believe that this is more or less how spawns work... Certain places definitely have specific (generally quest-related) creatures or NPCs that are placed there (and generally don't respawn). Generic spawns, on the other hand, are placed in cells as "spawn markers" and not reference a specific creature. I believe that individual markers are then linked to certain leveled lists. So you could have a marker in a wilderness cell that is linked to a creature leveled list that includes wolves, foxes, rabbits, bears, etc. Or you could have a marker placed in a dungeon linked to a leveled list that includes different types of bandits (or draugr or falmer or necromancers etc). I believe the % chance for a spawn to occur is probably set by the leveled list that's used (some may be set at 100%, others at 50%, etc). There are also different levels of spawns (i.e. easy, average, difficult). I'm not entirely sure how these work with the lists, but this determines how difficult the NPC/creature is that gets spawned. I believe these work as a multiple of the players level so an "easy" spawn might result in a bandit that is 0.75x the players level, while a "difficult" spawn might result in a bandit that is 1.5x the player's level (just an example, I don't know what the actual multipliers are). The mods that add creatures and monsters can do so in two different ways (I don't know specifically which one SIC uses, or if it uses both)... 1) they can edit the leveled lists. Basically, just adding their creature into the existing list, so that there is a chance it will spawn instead of a vanilla bear or bandit. As far as I know, this is really no different than mods that add new weapons or clothing to various leveled lists so that the added items will occur as loot or in merchant inventories. 2) They can add new spawn markers to the world, and then link those newly added markers to their new creatures. This requires editing cells and it also increases the number of spawns in the world. There's nothing inherently wrong with this approach, but because each additional spawn point means more stuff going on that the game engine has to deal with, it's best to limit the number of mods you have that add new spawns. I forget what the vanilla cell reset time is, but there are two different settings (one for "Cleared" locations and one for all other locations). I think it's 30 days for cleared and 10 days otherwise. I'm pretty sure this is probably a simple game setting tweak. -
ACCEPTED Book Covers Skyrim (by DanielCoffey and doccdr)
kryptopyr replied to dstansberry's topic in Skyrim LE Mods
I'm a bit torn on whether I like the changes. I do like the added variation, but I prefer the feel of the vanilla covers (at least in the shots of the shelving). The vanilla books look richer or heavier or something (more leather bound covers and covers with dark, rich colors, gold accents, etc). As for the individual comparisons: some of the new versions I like a lot, some not so much. I have not played with this mod in-game, though, and I will take the advice of others and reserve judgement until after I've tried it. However, I wanted to weigh in on the Core vs Extended aspect of the decision... I don't think this should be in Core, as it would severely contradict judgements that have been made for other mods that strayed too far from vanilla. This is definitely not a simple vanilla retext, and furthermore it's adding up to four additional plugins (4!) to the load order, which is the primary reason I've been hesitant to try it. If accepted for STEP, consistency would argue for putting it in Extended. -
I have experienced problems using Wet & Cold alongside certain combat mods like Duel (which also runs frequent scripts). This would cause crashes for me when starting or while in combat. About 40% of the time the log errors would indicate a problem with the combat mod, 40% of the time they would point to a script from Wet & Cold, and the rest of the time the crash seemed to be caused by a script from an entirely different mod or from a vanilla script... Basically, I don't think any of the mods I was using were unstable in and of themselves, but running a lot of mods that have constantly refreshing scripts will result a high probability for trouble. For the time being, I've kept Wet & Cold and ditched the scripted combat mods (this choice was largely due to the fact that I wasn't really enjoying the combat mods, while I do really like having Wet & Cold).
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ACCEPTED Enhanced Blood Textures (by dDefinder)
kryptopyr replied to frihyland's topic in Skyrim LE Mods
I was using this mod for a very long time and had a fairly stable game. I can't claim I had zero crashes, but they were pretty infrequent. However, I also was not using many other heavily scripted mods at the time.

