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WilliamImm

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Everything posted by WilliamImm

  1. Yes. Please uploaded to the Nexus. Wouldn't use the Workshop for anything Skyrim related, even if a gun was pointed at my head.
  2. I'm thinking of blocking the user, but keeping the thread. When you get an unbelievably dumb comment like this, it's actually a stroke of luck, showing how accepted the mod is. And it gives us all something to laugh at.
  3. From the Dual Sheath Redux comments. I believe that is one of the best comments I got on one of my mods (well, one that I maintain anyway). And that isn't even the last of it...
  4. I.. I don't think it does. Would need to be converted into NIF for Skyrim to actually use it.
  5. ENBoost allows Skyrim to allocate more than 4GB by offloading texture memory to a special .exe. This means that Skyrim will itself allocate less memory, but allows total memory allocation to exceed past 4GB. Sent from my Optimus G using Tapatalk
  6. Wow... Seriously, wow. Dynamic Potions already looked good from the start, but wow, it's so much more. I'm gonna try that along with SRB's suggested other mods. Was heading towards a mage playthrough anyway (with SPERG, Enchanting Awakened, and Apocalypse Spell Pack), so this is just really good icing for that. Sent from my Optimus G using Tapatalk
  7. Yea, sure, I'll do that, but only if you can do a Marvelous Full Clear run of Valkyrie Dimension Challenge - using your feet. Go on, I'll wait. In all honesty, yes, I do think (currently) that this tweak really did what it promise, judging by my test run earlier. Show this to the SKSE team and see what they think - you really should do so.
  8. I don't remember if I ever said something akin to that, but I know that my next upgrade is gonna another 8GB of RAM. Heck, I was thinking of switching to a high-end Core i5 soon, so I can do the memory upgrade (and transfer my current memory) along with it. At least that's what I think.
  9. Yes, Safety Load was disabled. I did have Stable Ugrids enabled, but only because the patch writer recommended it.
  10. Seems like it. Here's my replacement file.. This does have a different activation method. Specifically, add this to the SKSE.ini instead: [Samurai] InNYC=1Run, and enjoy. I've just got done testing it - had 162 total ESPs (and quite a few more mods), and I ran around Skyrim using my test character. While I would normally crash at some point (usually from Morthral to Dawnstar), this time, I was able to run the whole trip without having any crashes. Only issue was that so much memory was used that Skyrim risked getting my whole system out of memory. And I use 8.0 GB of good RAM. Convenient Horse's script latency tester was in around the 80-100 MS range avg. - not really that noticable. This really, really does work. Next, testing with Player Headtracking, Burn Freeze Shock, Deadly Spell Impact, and SkyTEST. With Inconsequential NPCs for good measure.
  11. This looks really, really cool. About to try it out once I have my Skyrim installation set up 100%.
  12. I assume this is to save memory, so that Skyrim is less likely to fail due to out-of-memory errors.
  13. Too bad the author seems incapable to responding with anything other than a.
  14. I don't remember getting any messages from you recently, phazer. Don't know what's up with that. And yes, I've had a load of homework right after the winter break. I mean, really, due to the way the school scheduling works, I have what amounts to Part 1 of the final exams coming. And I'm working on a big project on my own that's sucking away time too. As for updating the masterlist, I'd rather do it later since there's a REALLY big update coming to BOSS itself, so the Skyrim masterlist will be frozen tonight. Rather not do many changes before that...
  15. Please link to the mod in the initial post.
  16. Typically, Bash tags are added via the BOSS masterlist. I'll add the Delev and Relev tags to the main WAF plugin really shortly. EDIT: Done and done. Run BOSS again. Wrye Bash should automatically pick up the added Bash tags - so you don't have to add them manually anymore.
  17. Like about anything from her, I'd use it and love it. Haven't actually used it yet, but I'm seriously looking forward to trying. One thing I have noticed is that the clothing changes to priests would make Diverse Priests redundant with this mod, so be sure to keep that in mind.
  18. ...and yet somehow I was able to make three "fixed" mods (technically) without anyone complaining. Maybe because 2 of the 3 authors came back and complimented me on what I've done. I did had to hide a mod once - but it was a patch, believe it or not. (Dual Sheath for JaySuS - had to be hidden because DSR patches involve tweaked versions of the existing meshes)
  19. As a note about Soul Gems Differ, I'll probably end up releasing an update to the mod that adds Requiem-compable versions. (maybe also with Enchanting Awakened if it modifies the soul gems directly - can't remember) I know the mod currently comes with 50 different versions for each supported language, but I can use localized strings to bring those differing versions to use string files and reduce the varitions to a more manageable size. And with a full NMM-compatible installer. Although I could do a C# installer like the previous guy did, NMM supports conditions in a similiar way to Wrye Bash - I've used them before, and I'm sure they can support something very much like this.
  20. I'd say that's about equivalent to Gopher having to kill his character with a mini-nuke before the start of every recording session so that Fallout 3 will properly work. True story.
  21. The exact number is 128... which is half of the hard cap of 255 ESPs + 1. Exact reason seems to be caused by values at or above 80 hex (128 decimal) being treated as negative, and breaking important script functions. ... this particular bug so reminds me of the strange behavior with Ms. Pacman at high levels (because the programmers were testing for the wrong flag). Here's the details of said behavior... look familiar? Sent from my Optimus G using Tapatalk
  22. Oh... wow. The author actually responded to my request. Please, for the love of all that is holy, tell shadeMe about this, because he really should be the person to maintain this in the future. Since MontyMM also wanted to look at the source, he should be aware of this. Sent from my Optimus G using Tapatalk
  23. Although piracy is bad for business, you can't eliminate it all together. Someone will always find ways to bypass your anti-piracy measures. The best anti-piracy technique is, well, just maintaining good customer relations. If people see you as a good corporation, they will be more likely to buy from you. Don't put insane measures on your products, because a) they will be defeated, and b) you'll anger consumers who would want to buy your products legitimately - even encouraging them to pirate your products. Just look at the fiasco surrounding Spore, for instance. Personally, for anti-piracy techniques, I'd say that binding your purchases to your account (Steam) is "the line". Anything more will anger consumers and make you loose business. I'd be happy in a world where nearly everything is bind-to-account or subscription based, but not one where you can only install a product a specified amount of times. Additionally, demos should become a mandate for all games. They are fairly simple to make (just put together several of the first few levels in a game and there ya go). While trailers and such help, some people really just want to get a taste of the game in order to really see if they like it or not. Also, don't release demos using a beta version of the game, use the same engine as the full version.
  24. I've used EFF with Moonlight Tales, it was quite fun (before the game collapsed on itself). Use Werewolf Mastery too, and disable the "Werewolf Aftermath Requipper" if using Dual Sheath Redux (caused the "sticky shield" problem for me). Have fun!
  25. It simply doesn't make sense for the Skyforge to have some place to smelt metal. Would the old man really run across town to use Warmaiden's smelter? Not really. I could potentially make a simple mod that just adds a smelter nearby the Skyforge (wherever it makes sense - I don't want to make the Skyforge look really cluttered or have it block a pathway). Anyway, just noticed the mod was updated with supposed Tes5edit cleaning. I'll look at it when I have Skyrim set up again to see if it's really as clean as he says. (Also, comments are disabled for some reason on the mod)
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