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kryptopyr

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Everything posted by kryptopyr

  1. I am fairly certain that the insects don't fall under the game's AI count. The CK treats them more like animated objects and doesn't consider them to be creatures or any other form of actor. Which isn't to say that spawning extra insects (or having additional NPCs in an area) won't still impact one another and too much of either could still stress your system, but I'm pretty sure that the butterflies do not directly add to the AI count.
  2. The extra smelter that CCO is adding is only there while you're using the smelter and should be deleted again as soon as you exit the smelter, so it doesn't sound like that's the issue.
  3. Are you ONLY getting this effect when your character is using the smelter? Try turning off the experience gain for the smelter in CCO's MCM and see if that fixes it.
  4. It shouldn't matter. I get notified by email when I receive both Nexus and STEP messages. I don't always find time to respond (particularly if working when I receive the message), but I do get them and make note of any bug reports or other suggestions in my file notes. @oqhansoloqo I did get your message, just haven't had a chance to look into it. It sounds like a straightforward fix, though. Thanks for reporting.
  5. To clarify my comment (which I agree wasn't very specific), I personally feel that Gamwich's texture is the superior texture. From a STEP perspective, I also prefer using either of the two textures included in this mod versus current STEP, for two reasons: 1) both are closer to vanilla than the current STEP texture, and 2) it would eliminate the need for any additional installation instructions. In cases where there is a distinctly better texture option, then I certainly feel that additional instructions are appropriate. But in cases where the two choices are mostly equal than I would always side with the one that simplifies installation.
  6. My preference is also to use both textures and meshes from this mod.
  7. I'd be interested in discussing this with you. I've also been working with implj recently on a way to patch SIC, so maybe we can work together rather than duplicating each other's work.
  8. I decided to contact Krucify. Here's the result: Of course I also carried over the changes from UHFP.
  9. I'm pretty sure, but I'll double-check SSR. Honestly, I should probably just change them back anyway. It's going to cause more issues and confusion than anything, and I really only changed them to make them more consistent with the editorID convention I use in CCO and a few other places. Sometimes my OCD is my own worst enemy. :(
  10. Though I definitely understand the desire for tidiness; these won't actually cause any problems if they aren't patched. @Jverv Thanks! (and I wish)
  11. These scripts are identical. If I edit my scripts, I rename them. Maybe I should have renamed these anyway. Didn't anticipate that reusing the same script would cause error messages.
  12. There are multiple issues with these perks: 1) There is the conflict between the changes added by Dawnguard and Dragonborn (and their corresponding patches) 2) There are missing axes which aren't included in the perk 3) Dragonbone weapons weren't given the correct amount of bleeding damage 4) Other axes were also doing less damage than they should relative to their base damage (Skyforge & Dawnguard) 5) the values used for the bleeding damages are incredibly inconsistent and several of the values are almost certainly bugs. Weapons & Armor Fixes addresses all of these issues: - It resolves the conflicts between Dawnguard, Dragonborn, UDGP, and UDBP. - It adds Stalhrim and Nordic axes to this perk, along Forsworn axes which were also missing from the perk and aren't covered by USKP. - It adds Dragonbone axes to the perk with the correct amount of bleeding damage (rather than just lumping them in with Daedric axes, which is what Besthesda did). - It allows Skyforge and Dawnguard axes to do more bleeding damage consistent with their ranking (rather than using the lower damage amount done by regular steel axes). - It also adjusts the amount of bleeding damage so that it is now more consistent and follows a logical progression. - EDIT: Oh, and it also adjusts the bleeding damage so that it follows the 'True Weapons' progression. WAF is the only mod that I know of that addresses all of these issues with the Hack & Slash and Limbsplitter perks. The compatibility fix by Gruftlord is only intended to resolve the conflicts between the unofficial patches. It shouldn't be used alongside WAF.
  13. Actually, I already have. Timing is Everything now includes FISS support, and I built FISS support into the MCM I made for Atlas Map Markers (okay, so maybe that one isn't mine, but still... :P) I'd like to add it to my other mods as well, but it's just a matter of finding time to do that versus working on other features. It's actually not particularly complicated with a little papyrus knowledge, but unfortunately, it lacks some well-documented examples and good references to help out mod authors who might be interested in adding it to their mods.
  14. I would absolutely love to see this. A true muscle/strength slider for females along with practical female armors would be amazing. I'd really like to see it based on the vanilla body or the STEP version of the vanilla body, though. With the exception of CNHF, most of the female body mods have anatomical issues (like ignoring the existence of pelvic bones).
  15. 1) You can go either way. The reason Disparity makes this change is primarily due to the use of the same sort of effect for the Serpent Stone. Disparity's Serpent Stone gives a +1 to the number of hits you get from a poison. However, the way the Conc Poison perk is configured, it will "set" the value to two, which would overwrite and negate the Serpent Stone ability. By changing the perk to essentially be "x2" instead of "=2" it will multiply on top of the Serpent Stone, making both the perk and the stone more powerful when used together. The change also makes it fit the literal description given for the perk effect. If you leave this alone and let TTRSO overwrite, then the worst thing that will happen is that the perk will cancel out that particular part of the Serpent Stone ability. 2 & 3) I'd just leave all of these alone and allow TTRSO to overwrite Disparity. From the values, it appears that TTRSO has implemented the same sort of attack speed fix used by Disparity (which is really the only reason that Disparity is changing these perks). You'll probably want to disable the attack speed fix in Disparity's MCM, so it doesn't overlap with TTRSO.
  16. I agree with the comments about the physical strength. I've been really hoping that someone will eventually make a female body that will show some actual strength progression. We'll see, but for now I agree that the feature is somewhat limited by that fact. Stat, I saw your comments and will definitely address those issues. Thanks for the feedback and interest in the mod.
  17. Yeah, there's really no downside to recommending the unobtainable items. If the user chooses not to install CCO or doesn't have another mod to allow access to these items, then the textures just won't be used.
  18. The updated ICH files are already available on the WAF page. They just aren't included in the installer yet, so you need to download them separately. Everything else will be very soon. CCO's current the hold-up. There's one or two things I need to finish up still.
  19. Complete Crafting Overhaul Remade allows you to craft versions these items (I think they're all unenchanted versions).
  20. I've always liked the SLOD textures, but even so, I much prefer Gamwich's textures over SLOD. I've always felt like the SLOD bottles weren't clear on what material they were made from. The SLOD file option that STEP uses is called 'ceramic', so presumably this is what they are suppose to be. However, I've always thought the bottles were too shiny to be ceramic, but too rough and imperfect to be glass. I feel like Gamwich hit a good compromise between an imperfect material like clay and the smoothness of an item that is at least marginally well crafted. Also, his details are significantly better than SLOD. Look at the labels, ropes, and feathers; they are much more clearly defined and make the SLOD versions look flat and 2D by comparison.
  21. Most of these I don't really see all that much improvement in the mesh, so even if the performance impact is pretty low, I don't feel that the return is worth it. Some of the statues, like Azura, you're never really very close to, others I feel like any roughness in the mesh doesn't really stand out from the expected roughness of a carved, weatherworn statue. The exceptions for me might be: Boethiah (smoothing out the jagged edge of that front tentacle is nice), Clavicus Vile (barbas' face looks a lot better), and Malacath (noticeably sharp points on knee and elbow are smoothed out). Frankly, I don't see much difference in many of the female statues other than the expanded chest region (none of which look right to me). Most of these I would refuse to install, even if included in STEP. Boethiah (as mentioned above) and Nocturnal might be the only ones I'd consider adding to my game, though Nocturnal is mostly because of the texture.
  22. Mostly bug fixes, adding bash tags, and bringing the file up to date with the latest changes made by USKP, WAF and CCO.
  23. I'd have to open the file up to be certain, but I think you need the Adv Armors perk, the original Savior's Hide in your inventory, and a hide of the right color (I think it probably uses bear hides).
  24. Yeah, I never cared much for that texture, but I just assumed it was meant to look that way.
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