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kryptopyr

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Everything posted by kryptopyr

  1. I think this is a brilliant idea. It makes sense logically, and it gives the face sculptor an actual gameplay-relevant reason to exist.
  2. I'm not sure there is a "best" or "optimized" setup. Really, the mod is just about giving options to adjust for personal preferences. Some people may want the vampire attacks to start early, others may want to delay them indefinitely. Also, it could vary based off of the type of character you are playing... for example, there may be quests that you would like to complete early if you are playing a warrior but not if you're playing a mage, or if you're playing as a honorable character you may want to avoid certain daedric quests, while a more villainous personality might want to actively seek out some of the powerful daedric artifacts early in the game. I don't think it's possible to make a guide for this mod that would fit the preferences or playstyle of a majority of players. @Sairven I'm not sure what dragon mods you're using, but I'm currently using this mod with Deadly Dragons and Dragon Combat Overhaul, and it's been working fine for me. Also, if you don't alter the dragon attack settings, they simply default to vanilla values. Otherwise, as Garfink said, you can always use an earlier version before the dragon attack options were added. @Garfink The only scripts this mod uses are those that control the MCM options, and the only time they run is once on game load and when you open the MCM menu. There are no OnUpdate functions, no scripts are applied to the player or NPCs, the scripts don't run constantly in the background or during combat, etc. Basically, yes, the mod does use two scripts, but they aren't of the type that would add to the script burden on the game.
  3. +1 this. I have so many mods that included patches and optional files and patches for the optional files... it can be a bit much. There are a lot of mods that I'd like to see consolidated rather than requiring 3-4 esps (or sometimes more). And it's difficult as a mod author to maintain versions that support every possible combination of the different DLCs. Just grab an older version of the file if you don't have Dawnguard.
  4. For the time being, I've removed the Multi-mod patch. All of the mods that were included in the patch are still available as separate files. Part of the reason I removed the Mulit-mod patch is that I've now included individual replacement files for Improved Closefaced Helmets (and several of it's optional files). This allows for a lot more flexibility in user preferences without greatly increasing the number of patches. It also makes it easier to keep the patches updated.
  5. I'm 100% in favor of this mod. It's a massive improvement over the vanilla fish. However, we need to be consistent with judging mods for Core vs Extended. The meshes are not simple vanilla improvements, but an entirely different look. Based on other recent discussions/decisions, I feel we need to be consistent and place this mod in Extended, not Core. I think Pond Fish Retexture needs to be dropped entirely, as it's definitely not in the vanilla style, and I don't think it's an improvement over vanilla (the colorful retexture is too tropical for Skyrim).
  6. I haven't had a chance to try RWT yet, but I've actually been considering uninstalling WATER's waves. While I really like the overall effect, there are just too many unrealistic placements...for example, small pools of water or sheltered harbors that have waves and shouldn't. I was hoping the RWT might have somewhat better wave placement.
  7. Apparently he was banned for having multiple accounts for the purpose of endorsing his own mods. https://forums.nexusmods.com/index.php?/topic/1084005-erkeil-banned/#entry8863745
  8. The archery perks should all apply to crossbows as well. They have the WeapTypeBow keyword, which is what I think the archery perks look for.
  9. Make sure that the "Calculate from all levels
  10. This looks great. I really like the idea of making steel crossbows available in the world, and only being able to craft them at one forge never did make any sense. It's been a while since I played Dawnguard, but I don't remember them specifically talking about recovering crossbows (other than the schematics for the advanced versions). Is that somewhere in the dialogue or is it indirectly lore due to how crossbows are associated only with the Dawnguard in the game? Either way, I think I'll be playing with the non-purist version in this case.
  11. Weapons & Armor Fixes should never conflict with Ars Metallica, unless Ars Metallica starts editing weapons & armor records (which I strongly doubt, since any changes Arthmoor considers necessary would end up in USKP rather than Ars Metallica). Complete Crafting will almost certainly conflict, if not directly, than at the very least it will create duplicate recipes for many items. I admit that I've never used Ars Metallica (I don't like the extra skill advancement), so other than the extra skill advancement, I'm not entirely sure what features Ars Metallica has that aren't already included in CCO. I've no idea about Skyrim Redone. I'm sure that there are probably a lot of conflicts since my impression is that Skyrim Redone touches just about everything. What I'm not sure about is if the conflicts are such that you could use the ReProccer to make a suitable patch.
  12. Thanks for the help. I may still ask over at the WB relz thread, but I sort of suspected that a patch would be necessary. I was just hoping maybe there was a trick or two I was missing. I do intend to eventually release a combined file (WAF+CCO), but not until CCO has developed a bit more. However, the next time I update WAF, I'm probably going to release a second version that incorporates the True Orcish & Daedric Weapons directly into the main file so at least that would eliminate one esp.
  13. Ah, righting-clicking on the mod in the left pane is what I've been doing (though only for a single mod, not in bulk). I tried it again both individually and in bulk. When I select Sort Masters, I get an error message "Assertion failure (D:\Projects\TES5Edit\wbImplementation.pas, line 3112)." It also asks if I want to view a bug report. Here is the printed bug report: I don't have any problems if I try to manually sort the masters by selecting them in the right pane and moving them up or down, so the failure to get Sort Masters to work has never been a critical issue for me. However, since it seems to work okay for others, it would be nice to know why I'm getting an error. Also, maybe someone can help me with another question. I'm running into a bit of a problem when I try to make a bashed patch that includes both Weapons & Armor_TrueOrcish&DaedricWeapons.esp and Complete Crafting Overhaul_Remade.esp. Both of these files add & subtract from the same leveled lists. However, if I add DELEV and RELEV tags to both of them, then whichever one is loaded last undoes some of the changes from the other. Is there a way around this using Wrye Bash, or do these mods need to have a manual patch made in order so that their leveled lists will play nicely?
  14. Where is the context menu?
  15. Yeah, I've been made aware of this, but haven't gotten around of uploading a new version. I may just end up dropping the Multi-Mod patches, as I've been working on a different route for compatibility, and trying to maintain the Multi-Mod patches will get to be increasingly more difficult. Then again, maybe I'll keep it around and just include the STEP-recommended mods in the patch. @Neo For some reason I've not been able to get the "Sort Masters" function to work for me in TES5Edit. What I've had to do is to click on the masters listed in the File header, then move them up or down to sort them manually. Any idea why Sort Masters wouldn't be working?
  16. Maybe we need to add a note to the guide or the wiki page? It's not an unreasonable question, and I think the confusion is understandable for people who are perhaps coming to STEP for the first time (or who just don't follow the discussions closely).
  17. If you don't activate the mod in the MCM menu, then the only changes you'll get are the bug fixes that I made to the investor perk. STEP tries to avoid mods that alter gameplay because STEP is about enhancing the vanilla game, not about altering gameplay. Therefore STEP doesn't recommend activating the gameplay aspects of Trade & Barter, but it does recommend the bug fixes from that mod. If you want the gameplay changes, then it's your choice to simply activate the mod. STEP's recommendation isn't because there is anything wrong with the gameplay aspects of the mod. https://forum.step-project.com/showthread.php?tid=2896
  18. No problem. If you have any further questions, let me know.
  19. My first thought is this: - Create a new quest - Add a script to the quest with an OnInit event. Have the script check for whether the battle quest is complete and enable/disable the parent as appropriate. This should make certain that the state is set appropriately regardless of when the mod is installed. - If the battle quest doesn't automatically switch the state of the parent, then you'll need to decide how to trigger this switch. Simplest would probably be to add the scripted change directly to the quest stage, but that method would also create compatibility issues with any other mods that alter that quest script. Another method would be to use an update script to periodically check whether the quest has been completed, but that comes with it's own set of issues. You could also trigger the check using a player quest alias with an OnPlayerLoadGame(), OnLocationChange(), or some similar event.
  20. The Choice is Yours only edits the pre-quest conversations and dialogue (MG01Pointer). It doesn't touch any of the actual College quests, so I doubt that it would conflict.
  21. I can't adjust the column widths in either panel, however making the entire window larger and adjusting the relative size of the left vs the right panel allowed me to see everything without a problem. I do have another question of my own though. How do others handle the Bashed Patch,0.esp with regard to different mod organizer profiles? One thought I had was to make a separate mod folder for each profile and copy the individual bashed patch .esps into the respective folder, but I wasn't sure if there was a better/more efficient way of dealing with this.
  22. Shadowcrest was also one of my favorite houses in Oblivion. One of my favorite houses for Skyrim is Mist Top Retreat by RealitySpectre: https://skyrim.nexusmods.com/mods/12546/? It's a very well done house with an aesthetic feeling that reminds me a lot of Shadowcrest. It has a reasonable amount of practical storage and other features without going overboard and getting too large. It's a very different from Leveler's Tower, though.
  23. Discussion thread: aMidianBorn Caves and Mines by CaBaL Wiki Link
  24. Thanks. I wasn't even aware that there was a way to save or backup this information. Thanks for cluing me in about the modlist.txt files. Any chance I can use the modlist file from one of the unaltered profiles as a basis for recreating the other profiles? The priority data should have been somewhat similar among the different profiles, since I developed all of them off of the Core STEP profile.
  25. When I started MO today, it appears to have lost the priority order for my mod list. All the mods are now unchecked and have been alphabetized (with the priority matching the alphabetized list). When I started MO, I also got a messagebox stating that it was the first time I had used MO and if I wanted to go through the tutorial. Does anyone have any idea what might have happened? I've been working on reinstalling the game for weeks, and just when I thought I nearly had everything finished, it appears that I now need to go through and reorganize and re-sort all of the mods. On further examination, it appears that two of my profiles have suffered the alphabetization/lost priority settings (Core STEP and one other) while two other profiles remain as they should be. What did I do wrong?
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