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kryptopyr

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Everything posted by kryptopyr

  1. As far as I'm concerned, you can post it yourself or offer it to Alexandriel. I encourage people to carry over my changes into their mods, and I'm all too happy to see people making patches for my mods. I wouldn't make CCF a master if it doesn't need to be. What assets are you using from CCF? Do you just mean the record edits or are other assets altered? With replacer esps, you should probably contact the author of the original file. Uploading a replacement esp, even if it still requires users to download other assets from the original mod, is still uploading someone else's work, so I'd get permission first. Patch files are more of a gray area, and the general feeling seems to be that if the patch's purpose is simply to make two or more mods play nicely together, then it's okay to upload without permission from the mod authors. However, if the patch is fundamentally changing the way one of the mods works or altering the intention of the mod author, then it's probably best to seek permission.
  2. No, there aren't any butterfly meshes in the download, just dragonflies and fireflies. 101Bugs doesn't overwrite the vanilla meshes, but it does apply new textures to them using texture sets. If it actually did contain new meshes (even just copies of the vanilla mesh linked to the new textures), then it would work fine alongside Lepidoptera Of Skyrim. The reason it won't work with LOS is because it's directly retexturing the vanilla meshes, and that doesn't work with LOS's altered meshes.
  3. I think it's the other way around. I don't think 101Bugs includes meshes for the butterflies, but it's textures are incompatible with Imp45's new meshes. I might end up doing something with the torchbugs and ants (there's also been some talk of a few new types of insects, but we'll see), but I haven't done anything with them yet, and they won't be included in the initial release. No, I can't confirm it. I just went back and looked at some of my screenshots from testing, and I don't really see any shadows, but that could just be the shots. I'll suggest that tweak to Impulseman (with everything else we've been working on, I don't think I've mentioned it yet), but just how much difference will this change realistically make to performance? @TirigonX I downloaded the bee mod I mentioned to take a look at it, and the texture is the same size as the 101Bugs HD version. Even so, higher resolution files don't necessarily correspond to better textures or in game appearance. The dragonflies in High-Res Dartwings are half the size of 101Bugs, but I think they actually look better in-game. In my opinion, the way he has arranged the contrasting dark/light areas help to disguise some of the sharp edges on the mesh. Personally, I consider the fact that the textures are smaller to be a positive mark in favor of High-Res Dartwings.
  4. I really like this mod for Dartwings: https://forum.step-project.com/topic/7603-high-res-dartwing-dragonfly-texture-by-wankingskeever/?hl=%2Bdartwing&do=findComment&comment=121150 Here's a bee retexture that I came across a few weeks ago but haven't had a chance to try: https://www.nexusmods.com/skyrim/mods/65372/?
  5. I made some comparisons of these new insects with the vanilla ones. For anyone who is interested, the shots are under "User Images" on the mod page.
  6. Discussion thread: Lepidoptera Of Skyrim by Impulseman45 Wiki Link Dropped in v3.0. They're here! These are Impulseman45's beautifully reworked moths and butterflies. This mod updates all of the vanilla and DLC moths with new, much improved meshes and textures. He also includes the collision fix by Wiseman303 in the new meshes.
  7. Fair enough, but I was thinking that the increased spawns could cause more trouble when all those spawn points were actually loading a bunch of different textures rather than simply spawning with no loaded textures. I agree that whatever the problem is, it is probably a fairly isolated issue, which I guess is why it would seem strange to me if something were actually wrong with the meshes themselves, rather than a problem with the way the game is loading/using those resources. I don't know anything at all about mesh issues, though, so I'll trust your judgement on that. I don't have any other suggestions.
  8. Another thing that might be worth trying is editing the esp to remove the changes to the critterSpawn activators. Apparently, the mod removes the max cap property on the spawns. These are generally set to between 2-5 critters per spawn site, but without a cap the script will default to 10 as a max number. Oddly enough, because of this the main file will probably generate more insects than the "Higher Spawns" version, which simply changes the script properties to approximately double the vanilla cap without removing the setting completely.
  9. Does this mod increase the number of butterflies getting spawned? I didn't think it did without one of the optional files. I also didn't think the low-res version was any different than vanilla in texture size (nevermind, I see that low res is still larger than vanilla). Would it make any difference to try Wiseman's version of the meshes? I'm not sure whether he changes anything that would contribute to crashes, but I know he does offer a version of his modified meshes for 101bugs. Yeah, I've been leaning heavily on images from Wiki Commons that I've been heavily modifying to get the textures. The new mesh really does make the difference, though. The vanilla mesh distorts the wing pattern and simply flips it for the lower wing, both of which make it difficult to get something that looks halfway decent.
  10. Thanks! They are pretty amazing, but the majority of it is not my work. Impulseman45 made the butterfly meshes, most of the moth textures, and several of the butterfly textures (all the best looking ones). Theregisteredone made the dartwing textures. I did two of the moth textures and many of the butterflies. I'm hoping to release soon.
  11. It's coming along quite well. :) Very well, in fact. https://drive.google.com/open?id=0B1P5VcgL895-Rk5wMjRwMFY1SkE https://drive.google.com/open?id=0B1P5VcgL895-TTEzX3VXX01VQWM https://drive.google.com/open?id=0B1P5VcgL895-R0JHWDhkaFdha28
  12. I've never had any CTDs with this mod, but I only used it for a short time due to the unbalanced ingredients. I see this was discussed above. I know it's an old coversation, but I really feel that it deserves a response. Honestly, the suggestions given above to simply ignore this imbalance or use another mod to nerf alchemy or throw the created potions off a cliff seem like pretty poor solutions that aren't really in line with typical STEP standards. I can explain this. As I'm sure you know, every alchemy ingredient has four effect properties. Those properties have different magnitude and duration settings depending on the effect. In the vanilla game these values are pretty much the same for a particular effect no matter what the ingredient is. So the magnitude and duration of a Fear effect is the same no matter whether it's a property on a Blue Dartwing or a Daedra Heart. Only rarely do any of the vanilla ingredients differ from these standard values. The ingredients added by this mod have much higher magnitudes/durations than the vanilla standards. For example, I think there is a dragonfly that has a Damage Health effect nearly equivalent to Jarrin Root (one of the few non-standard vanilla ingredients, which has a strength 100x the standard Damage Health magnitude). Many aren't quite that bad, but I'd guess that on average "10x the vanilla value" is probably about right. These insects are alchemy ingredients. That's their primary function in the game. It's what they are. I don't think STEP should ignore their actual purpose in the game simply because they look pretty. If Book of Silence adjusted all the armor values to 10x their vanilla armor ratings, I can't see STEP recommending that users simply avoid wearing the armor or personally adjust each record back to vanilla values using TES5Edit. That just doesn't seem in line with my understanding of the STEP mandate. If you want to compare, you can find a list of the vanilla values here: https://www.uesp.net/wiki/Skyrim:Alchemy_Effects The non-standard vanilla ingredients are also listed on that page. At least some of those, particularly the ones that only effect the gold value of a potion, are probably bugs.
  13. Oh, wow, I feel dumb. Shezrie, I never made the connection between you and ORE. I LOVED that site. I didn't play Oblivion until several years after it was released and never really got into creating mods for it, but I enjoyed house mods and probably installed more house mods for Oblivion than any other type of mod. ORE was my favorite site for browsing mods. I think I frequented it 10 times more often than Nexus. Thank you so much! I'm glad you decided to check the STEP boards out, though I do wish this hadn't been one of the first threads you came across. The paid mods situation in particular had tempers pretty hot, and there were certainly a lot of emotions running wild that week. That doesn't justify the hateful comments in the least, but in comparison to the discussions elsewhere, I think the posts made here remained relatively sedate. @everyone else: I was one that invited Shezrie to join us here. I suggested that she might find the STEP forum to be a more welcoming place for civil discussion than what Nexus currently is. Which, of course, doesn't mean there aren't the occasional exceptions, but I think most of the people here generally tend to strike a good balance of managing to be strongly opinionated while still maintaining respect for one another. I've very rarely seen the sort of person attacks and childish insults that many of the Nexus threads seem to devolve into.
  14. Yeah, I definitely feel like the alchemy and enchanting are improvements. It's primarily the crafting (forge, smelter, tanning rack, cookpot) that I'm having trouble adapting to. Unfortunately, I think I read that you can't replace the crafting menu without also replacing the alchemy and enchanting menus, that they are all controlled by the same swf file. I figured I'd give myself time to get use to it (plus I'm primarily work on alchemy stuff right now, so it's a plus in that regard), but every time I go to craft something at the forge, I feel like it takes forever to find the item I want.
  15. I'm curious what others think of the new crafting menu changes. I've been trying to adapt, but the crafting menu still feels clunky to me. Of course I've probably spent more time thinking about the crafting categories than most users and most other mod authors, so maybe it's just by own bias at the lack of clear material categories. However, even with the new ability to sort by item type or class, I still end up having to scroll down a massive list of items, which sadly seems to often be slower than exiting the crafting menu, opening up CCO's MCM, and toggling the options I want. I'm trying to figure out if there's a way to adapt CCO's options to better serve the new SkyUI menu, but first, I guess I'd like to know if this is just a personal bias or if others feel the same way.
  16. ^I recommend this one, particularly if you're looking for just a very simple multiple follower mod. I've used this one from Steam for years and never had a single problem with it. I also used it with Convenient Horses and Better Stealth AI, and the three of them all worked together beautifully.
  17. I agree with UnmeiX; I suspect the fast travel time is based on the player's walk speed. This doesn't mean that this change is undesirable since most players actually do run everywhere, but it would make sense that the default time would be based on walking, not running, speed. What is really needed is a mod that dynamically changes this value depending on whether you're on foot, on a horse, or in a carriage. The real 'bug' seems to be that all three use the same game setting. Edit: I also wonder how time scale setting effect this value. If the two settings work independently, then anyone using an alternate time scale setting lower than 20 would probably want a higher fFastTravelSpeedMult or else fast travel times might still appear inconsistently slow even with this adjusted value. I know this isn't an issue for STEP proper, but it's something that I suspect affects many of the people here, myself included.
  18. How do I mod people? Where is that CK? Screw modding games; point me to the people kit. Seriously though, I interpret your comment as one of those "mod authors should just mod for themselves, and not worry about others" types of comments, the sort of comment which always strikes me as either disingenuous or naive. Maybe that's not what you meant, but that's how it comes across to me.
  19. Does anyone have a copy of the USKP version immediately prior to version 2.1.2? I recently updated and did not read the comments before installing (and overwriting) the previous version I had installed. I'm still using Mod Organizer 1.2.18 on my laptop since I have Windows Vista. I have a backup of USKP on my desktop, but it hasn't been updated for awhile, so while I could use the backup, it would be much further out of date then I'd like.
  20. Arthmoor's comment on UP Dependencies: https://www.afkmods.com/index.php?/topic/4004-unofficial-patches-legendary-edition-or-separate-files/?p=152037 This is interesting: Disclaimer: I am not suggesting the UP team does not have the right to change their mind on this. Just pointing out that the name change doesn't seem to have been the original intention. Edit: I just figured out how to check for dependencies on nexus. "Files that require this file" are actually listed under a mod's "Required" tab. I never noticed or paid any attention to that before. USKP = ~110 files (I didn't count all of these since some are patches for a mod that also requires USKP or are translationed versions of USKP or are the DLC patches, etc.)
  21. Sorry, didn't mean to post again on the other thread after you had moved, but I guess you moved the previous posts while I was in the process of writing that last one. Thanks for moving this discussion to it's own thread.
  22. I chose this example because, if I remember correctly, this is a new record that does cause issues with mods that change Proudspire. Thank the gods that the USKP doesn't add any more new objects than it does. However, even if those new records are relatively few in number, they can create disproportionate headaches for certain mods. And it's hard not to feel forced to deal with the issue given that it's the unofficial patch, and if you don't address it, then the majority of your users are going to experience that conflict. I've had to deal with this type of situation, where new records added by USKP were conflicting with changes from my mod, in at least three or four of my mods, so I don't consider this problem quite as rare and unusual as you seem to. Do you know how much crap I'd get from users if I released a house mod and had a separate compatibility patch required for using it with the USKP? I can already hear the comments. "OMG Why are there 2 esps!?" "Do I really need the patch?" "What's the second file for?" "Everyone uses the Unofficial patches, why can't you make this into a single file." "Why should I install two plugins just for a single house? No thanks, I'll pass." And on, and on, and on. In the end, most modders in this situation will either make the USKP a master dependency or use Game.GetFormFromFile to edit the offending record via script. Edit: found the thread that referenced this issue. As it turns out, the record is added by UHFP, not USKP, so I'll concede that it wasn't a perfect example. Regardless, I feel that the point itself is still valid. Edit2: @Mator, when you first described the idea of using an interface quest to reference specific records, my first thought was toward the new records added by the unofficial patches and how much easier it would be to deal with these conflicts if the UP had such as system. If there is any set of mods that should be leading by example and setting the standard for best cross-mod compatibility practices, then it should be the unofficial patches. Have you ever approached them with the idea? Disclaimer: I'm not suggesting that we have any right to tell UP what to do or that this would be anything other than their choice. I am merely stating my personal opinion that they would be the ideal candidates for your quest system.
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