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Spartacii

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  1. Hello. I am wondering if there is a reason why the guide makes no mention of also installing Narrowed Shoulder Type3 Based Body Meshes by Backsteppo in the Dimonized Type3 Female Body by Dimon99 section. The Dimonized Type3 Female Body page says "NOTES: Shoulders are ugly. There's nothing I am able to do to make them look better" and "IMPORTANT: This is pretty much "must have" if you using TYPE3/V. Backsteppo fixed shoulders! Link: https://www.fallout3nexus.com/downloads/file.php?id=10052" Thanks.
  2. If I use both DC Interiors Project and Marts Mutant Mod, shouldn't I also use the MMM_DC Interiors Patch located here? I don't see it mentioned in the guide. Thanks.
  3. I think that the path for the WaterFlowRippleNoise01.dds file in Metro Carriage Interiors may not be correct. Metro Carriage Interiors has the path as Data\Textures\Metro Textures\WaterFlowRippleNoise01.dds but I believe that it should be Data\Textures\Water\WaterFlowRippleNoise01.dds instead. Can someone confirm?
  4. Hi. I'm ambivalent about whether the textures from the Updated Unofficial FO3 Patch, which comes first in the guide, should be overwritten by the textures that come after the guide. Specifically, should Better Clutter and Furniture Pack\Textures\Clutter\Junk\wooddetails_n.dds Better Clutter and Furniture Pack\Textures\Clutter\Office\paper01.dds Hi-Res Weapons and Ammo Textures\Meshes\DLC03\AnimObjects\dlc03laserrifleanimobject.nif Hi-Res Weapons and Ammo Textures\Meshes\DLCAnch\AnimObjects\dlcanchfatmananimobject.nif Hi-Res Weapons and Ammo Textures\Meshes\DLCAnch\weapons\1handmelee\dlcanchenergysword.nif Hi-Res Weapons and Ammo Textures\Meshes\DLCAnch\weapons\1handpistol\dlcanchchinesepistol.nif Hi-Res Weapons and Ammo Textures\Meshes\DLCPitt\Weapons\2HandAutomatic\dlc01infiltrator.nif Hi-Res Weapons and Ammo Textures\Meshes\DLCPitt\Weapons\2HandMelee\dlcanchautoaxe.nif Hi-Res Weapons and Ammo Textures\Meshes\DLCPitt\Weapons\2HandMelee\dlcanchautoaxego.nif Hi-Res Weapons and Ammo Textures\Meshes\Weapons\1handmelee\combatknife.nif Hi-Res Weapons and Ammo Textures\Meshes\Weapons\1handmelee\rustyknife.nif Hi-Res Weapons and Ammo Textures\Meshes\Weapons\1handmelee\tireiron.nif Hi-Res Weapons and Ammo Textures\Meshes\Weapons\1handpistol\10mmpistolsilenced.nif Hi-Res Weapons and Ammo Textures\Meshes\Weapons\1handpistol\32snubnose.nif Hi-Res Weapons and Ammo Textures\Meshes\Weapons\1handpistol\laserpistol.nif Hi-Res Weapons and Ammo Textures\Meshes\Weapons\1handpistol\mauserpistol01.nif Hi-Res Weapons and Ammo Textures\Meshes\Weapons\2handmelee\sledgehammer.nif Hi-Res Weapons and Ammo Textures\Meshes\Weapons\2handrifle\laserrifle.nif Hi-Res Weapons and Ammo Textures\Meshes\Weapons\2handrifle\lincolnrifle.nif Hi-Res Weapons and Ammo Textures\Meshes\Weapons\2handrifle\plasmarifle.nif Hi-Res Weapons and Ammo Textures\Meshes\Weapons\2handrifle\sniperrifle.nif Mothership Zeta DLC Retextured\textures\dlc05\creatures\alien\dlc05alienhelmet.dds Textures - NMCs Texture Pack for FO3\Textures\architecture\suburban\suburbanrubble01_n.dds Textures - NMCs Texture Pack for FO3\Textures\architecture\urban\edgetrim01.dds Textures - NMCs Texture Pack for FO3\Textures\architecture\urban\edgetrim01_n.dds Textures - NMCs Texture Pack for FO3\Textures\architecture\urban\streetlitter01.dds Textures - NMCs Texture Pack for FO3\Textures\architecture\urban\streetlitter01_n.dds Textures - NMCs Texture Pack for FO3\Textures\Clutter\junk\wooddetails_n.dds Textures - NMCs Texture Pack for FO3\Textures\dungeons\neoclassical\neoclassicalmaintile03.dds Textures - NMCs Texture Pack for FO3\Textures\dungeons\neoclassical\neodarkmaintile03.dds Textures - NMCs Texture Pack for FO3\Textures\dungeons\utility\utilityframesheet01.dds Textures - NMCs Texture Pack for FO3\Textures\landscape\roads\roadwasteland01.dds replace their corresponding version in the Updated Unofficial FO3 Patch? I know that the guide mentioned that the four files in Better Clutter and Furniture Pack that start with aislesign should not be used because they overwrite needed textures in the Updated Unofficial FO3 Patch but the guide makes no mention of the files I mentioned above. I know that usually you would let textures from the bottom of the guide overwrite textures from the top of the guide but considering that the textures from the Updated Unofficial Patch FO3 are bugfixes and that most of the textures in question except for roadwasteland01.dds, neodarkmaintile03.dds, neoclassicalmaintile03.dds, streetlitter01_n.dds, streetlitter01.dds, and suburbanrubble01_n.dds are older than the textures in the Updated Unofficial FO3 Patch, I just want to make sure that bugfix textures should be deteled. If they should be, I think the guide could mention that it is okay to overwrite the bugfix textures to avoid doubt. Thanks.
  5. Simple Realism is a good option/alternative for those of us that do not use FWE due to how it complicates the load order and installation because of all the compatibility patches. Think of it as a lite back to basics version of FWE. It is also very modular.
  6. Yes! That or MME Save-O-tron by Harmlezz. Neither one has the problems that CASM gives to some users.
  7. Oh yes! Achieve That is great. It got over 1300 endorsements in just one week.
  8. Use only one AF source. Either from the Launcher, the ENB, or the NVIDIA settings. Choose one and turn the others off. The performance and quality is the same for all versions. What happens if you use 16x AF from different sources at the same time (Launcher, Nvidia settings, Nvidia Insteactor)?
  9. The Skyrim Revisited guide suggest that we use z929669's DDSopt settings per his 11/25/12 post #430 of the [WIP] DDSost & Texture Overhauls page (https://forum.step-project.com/showthread.php?tid=228&pid=15687#pid15687). But his suggested settings is to leave the Don't Process Any Already Processed Files (DDS only) under the Ignore tab unchecked: while leaving Skip Hash-Check under the Settings tab checked: On the other hand, his post 1/06/13 #514 directs you to the opening post on that page: which links you to the recommended DDSopt settings of the STEP DDSopt & Texture Overhauls guide (https://wiki.step-project.com/Guide:DDSopt_%26_Texture_Overhauls#Using_DDSopt):
  10. This is quite a good post and you make valid arguments. I come from the other side of the fence and while I look at it differently, I can see where you are coming from. I think that the argument pro and con Skyrim Redone and Requiem type of overhauls boils down to those players like me who have played Skyrim less often and would like to have a better than Vanilla experience and are therefore attracted to STEP and Skyrim Revisited as opposed to those players like yourself and Neovalen who have played Skyrim much more often and have reached a point where they are finding the game boring and stale. Those of us who have played the game less often do not find the game boring yet and would rather have the joys and benefits that Skyrim Revisited would provide without having to relearn how to play the game which is what the effect of Skyrim Redone or Requiem would have. On the other hand, those that have played the game more often, are getting bored with it and would like the challenge that an overhaul mod like Skyrim Redone and Requiem would give them.  I get it now. Patting my own back for a moment, I am good at persuading and from reading your post, I find myself in the rare position of being persuaded. The solution of course is obvious but unfortunately creates more work for Neovalen. Release two Skyrim Revisited guides. One would be a Skyrim Revisited Lite version which is about 85% done already and will not include any gameplay overhaul mod like Skyrim Redone or Requiem. This Skyrim Revisited Lite version would be catered to those gamers like me who have played the game less often and do not have the time to play the game all the way through more than once or twice and do not want to dedicate 300 hours on one game because there are other games waiting in the wings (Far Cry 3). This Skyrim Revisited Lite version would be released with the full knowledge by users that it is a "complete", "finished", and "done" version. Meaning that there will be no plans to update it nor change it in the future even when major updates to the mods that it uses come out. Users of Skyrim Revisited Lite would basically be on their own. I am okay with that. Since users of Skyrim Revisited Lite would tend to be those that have played the game less often and those that have little or no plans nor time to play the game all the way through more than once or twice, then it wouldn't matter to them if Skyrim Revisited Lite is not updated since they do not plan on playing the game that often anyways. The Skyrim Revisited Full version would contain overhaul mods like Skyrim Redone and Requiem and would on the other hand be catered to those players who have played Skyrim for a while and are getting bored with it and want a greater challenge and a different way to play the game.  The advantage of this is that Neovalen would not have to update and dedicate time and resources in keeping up with two guides. He could simply say next week "Skyrim Revisited Lite is done. Go have fun. If after you have played with it and finished the game you find yourself still wanting to play in the world of Skyrim but are getting a little bored with it then I suggest you try out Skyrim Revisited Full version which will keep you occupied until Fallout 4 comes out" :D
  11. While I agree with much of what you said, just to play Devil's Advocate I'll say that Skyrim Revisited is not STEP, it is the personal config of Neovalen that he just happens to be nice enough to share and document at an amazing level of detail. :) What I might suggest would be to have Neovalen finish up whatever the 'last 15%' is that is not SkyRe (or other overhaul), and basically stamp it as "v1.0" and those folks that don't want any overhaul are good to go. Then, start up a v2.0 that delves into SkyRe. Or, a v1.0-SkyRe, v1.0-SPERG, v1.0-ASIS, whatever, depending on the level of effort involved and if he wants to try out various configs. People would then be able to follow the "mod pack" of their choice, or branch out from the base v1.0 and do their own thing. Yes, Skyrim Revisited is not STEP just like STEP is not Vanilla, that's obvious but the greater point is that it takes the same amount of time to play regardless of which Skyrim you are playing whether it is Vanilla, STEP or Skyrim Revisited. Since the game came out in late 2011, how many of us have spend time actually playing the game than modding or waiting for mods or browsing the Nexus looking over and deciding which mods we want to use or visiting the forums? For Bethesda games, there is an awful "mission creep" element that on the one hand keeps modders adding features to mods until mods either collapse from their own weight or are never finished and on the other hand keeps players from actually playing the game much less finishing because we are all waiting for mods. Then Sure, we can all say that we have played the game but I wonder how many of us have actually finished one full 100-300 hours playthrough of the game? Some of us mod and think about mods than actually playing the game than by the time we have settled on our "perfect" mod setup and are ready to actually play the game all the way through, we have grown bored of a game than we have hardly even played yet because we have spend so much time thinking about it and modding and waiting for mods. "Mission Creep" is a big reason for this and in my opinion, with the greatest respect towards Neovalen, working Skyrim Redone into Skyrim Revisited is a classic example of "mission creep". Now, having said that, I think your suggestion of a Skyrim Revisited v1.0 without SkyRe and a Skyrim Revisited v2.0 with SkyRe is a very good one. Although, that runs the danger of fracturing the user base.
  12. These are my thoughts exactly. SkyRe is an aquired taste. You either love it or strongly dislike it. It changes too many things. With its changes to encounter zones, enemy AI, enemy scaling, stealth, standing stones, and stamina based combat it fundamentally changes the way that Skyrim plays. Requiem is an even worse offender. Is that the mission statement or vision of Skyrim Revisited? To completely change the way that the game is played? Only Neovalen can answer that. Let me put it to you guys in another way. Is completely changing the ways that we play Skyrim the reason we were attracted to STEP and Skyrim Revisited in the first place? For me the answer is no. For my part, I got into STEP and by extension Skyrim Revisited because it was an effort to collect the best mods to make the game look better and more consistent and funner to play not necessarily because it made the game harder or vastly different to play. That's the reason I got into STEP and Skyrim Revisited. Why did you? Does SkyRe complement the reason you got into STEP and Skyrim Revisited? The latest version of STEP is nearing completion and without SkyRe, Skyrim Revisited is per Neovalen, 85% done. But SkyRe is a huge undertaking. Touching and conflicting with almost every other aspect of the game. It is going to have to be worked on and play tested extensively to work with everything else in Skyrim Revisited. Do you know what that means? Time. How much time will introducing SkyRe and making it work with Skyrim Revisited delay Skyrim Revisited itself? Does Neovalen have that time? Do we? I wanted to play the latest STEP two months ago. I wanted two play Skyrim Revisited one month ago. Right now we can see the end of the tunnel on both. I think others are in the same boat as me. Waiting with bated breath until we can all enjoy all the hard work that Neovalen has put into Skyrim Revisited. Will incorporating SkyRe delay Skirim Revisited for another week? Another two or four weeks? Is it worth it? I'm sorry but I just don't think so. I know it is not a competition, but lets face it, at the end of the day how many of us are just going to say For me, I feel the other way around. I want to play Skyrim Revisited now and play STEP whenever. One last thing, there are a few mods tout there hat are a little less ambitious than SkyRe and Requiem but are in my opinion, funner to play. Less is more. Such as: Better Magic at https://skyrim.nexusmods.com/mods/4374 Character Creation Overhaul at https://skyrim.nexusmods.com/mods/21587 Skyrim Perk Enhancements and Rebalanced Gameplay at https://skyrim.nexusmods.com/mods/24445 XSO - Tweaker Customizer Extender Awesomizer at https://skyrim.nexusmods.com/mods/1992 PerkUP at https://skyrim.nexusmods.com/mods/9359 ASAP - Automatic Perks and More at https://skyrim.nexusmods.com/mods/12872 Enhanced Highlevel Gameplay at https://skyrim.nexusmods.com/mods/14449 Sustained Spells at https://skyrim.nexusmods.com/mods/13450 Classic Classes and Birthsigns at https://skyrim.nexusmods.com/mods/16736 A Race Overhaul Project at https://skyrim.nexusmods.com/mods/20588 ASIS at https://skyrim.nexusmods.com/mods/18436 ERSO Erkeil Real Skyrim Overhaul at https://skyrim.nexusmods.com/mods/26217 Aleks Weapon Skills Overhaul - AWSO at https://skyrim.nexusmods.com/mods/9419 Aleks Armor Skills Overhaul - AASO at https://skyrim.nexusmods.com/mods/10471 Auto Perk Stats Level at https://skyrim.nexusmods.com/mods/3198 Racial Traits Improved at https://skyrim.nexusmods.com/mods/10540 Perks Unbound at https://skyrim.nexusmods.com/mods/19538 ASAP - Automatic Perks and More at https://skyrim.nexusmods.com/mods/12872 PerQ at https://skyrim.nexusmods.com/mods/5451 Flexible Perk Trees at https://skyrim.nexusmods.com/mods/10773 Natural Talents v2 - Racial Bonuses Overhaul at https://skyrim.nexusmods.com/mods/18649 SKYrim Perk Extravaganza - SKYPE at https://skyrim.nexusmods.com/mods/21512 Leveling Perks Original at https://skyrim.nexusmods.com/mods/16942 SCA - Skyrim Character Archetypes at https://skyrim.nexusmods.com/mods/13782 Leveling Perks Lite at https://skyrim.nexusmods.com/mods/16943 Exciting Skill Ranks at https://skyrim.nexusmods.com/mods/27588 DUT - Expanded Perks at https://skyrim.nexusmods.com/mods/26651 Autostat - Perk Based Stats at https://skyrim.nexusmods.com/mods/4007 Freelance Perks at https://skyrim.nexusmods.com/mods/27066 Beyond81 an Experience Reduction at https://skyrim.nexusmods.com/mods/13509 Alternate Perks Plus at https://skyrim.nexusmods.com/mods/9883 Auto-cast Racial Powers Plugin at https://skyrim.nexusmods.com/mods/12575 Thats Racist at https://skyrim.nexusmods.com/mods/18911 Complete Cstom Race Stats at https://skyrim.nexusmods.com/mods/12202 Guardian Stones Overhaul at https://skyrim.nexusmods.com/mods/15704 Racial Perks Instead of Skills at https://skyrim.nexusmods.com/mods/15809 Zohars Class Mod - 14 Starting Classes at https://skyrim.nexusmods.com/mods/5909 Races Reviewed by theme at https://skyrim.nexusmods.com/mods/19298 Simple Magic Rebalancing at https://skyrim.nexusmods.com/mods/26848 Invested Magic - A Better Magic Paradigm at https://skyrim.nexusmods.com/mods/11397 Stepping down from my soapbox now.
  13. All of the instructions (DDSOpt, TES5Edit, Wrye Bash, and MO) are very easy for noobs like me to follow but ironically enough, installing the SKSE script files via MO per the "Create The Skyrim Revisited Profile" section in Skyrim Revisited, is the only part were my eyes glaze over and I end up in front of my computer in a puddle of tears. I'm sorry but I just don't get it. So just I ended up installing SKSE normally, meaning that I manually install the SKSE .exe, .dlls, and script files. So basically I skipped the section in your guide about creating a "Skyrim Script Extender" mod in my Skyrim Revisited profile mod list. I still have both a Vanilla Skyrim and a Skyrim Revisited profile in Mod Organizer. I start the game per the usual way, by selecting the "Skyrim Revisited" profile in MO, selecting "SKSE" from the "START" drop-down and clicking "RUN". Everything seems to work fine but I just want to double check with you on whether you see any issues in installing the SKSE script files manually as opposed to via MO per your guide? Thanks.
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