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Everything posted by WilliamImm
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Neovalen's SR - New Animation For Magic Casting
WilliamImm replied to Dante2904's topic in Skyrim Revisited (retired)
Well, if the body mods that you are using offer FNIS-compatible versions, use them. That's what I can say. I don't pretend to understand the fine details of Havok animating - if you want to know, ask someone like Fore, Berzegore, or xp32. Also, yes, I am the same WilliamImm on the Nexus. In fact, I use either William Imm or WilliamImm as my alias on just about all sites I visit. (except for Steam, on there I use ultfreecomputing) And yes, all three of my mods are in the STEP project. I also do BAIN (and ocassionally NMM) installers for popular or STEP-used mods, like Closer Quivers and Longer Arrows and Dawnguard Rewitten - Arvak (though the latter installer has been massivly changed from my origional), and even the super-popular Skyrim Redone. (check the permissions for that mod - you'll see my name listed there) -
Neovalen's SR - New Animation For Magic Casting
WilliamImm replied to Dante2904's topic in Skyrim Revisited (retired)
Fore's mod is basically a frontend for the world of .hkx modification. It does the required animation changes and additions, so you don't have to. The mod started off as a way to include new idle animations (very useful if you want to do a machinima of the game, can also be used to make you or random NPCs dance or goof off), but has evolved with functonallity to fix animations with custom skeletons installed, allow for gender-specific animations, and even allow you to use your own set of animations, while having NPCs keep their vanilla animations. As for the broken Dragonborn animations, well, if you don't use FNIS, thjese three new animations are broken with XPMS: The mining animation (used by the enslaved people in Solstheim), the animation for using the elevator in the Tel Mithryn Tower, and the heart-ripping killmove animation. I don't think you'll notice those without doing the Dragonborn questline, but when you do, they are there, and noticeable. The non-FNIS patch will not fix those, but running FNIS will. There's really no reason to run FNIS - all you have to do is to run the tool (specifically, GenerateFNISforUsers.exe in \tools\GenerateFNIS_for_Users), select the GENDER and SKELETON patches, hit the "Update FNIS Behavior" button, and exist. It really is that simple, and all animations, even the three that I mentioned that break, should work even with the skeleton. You don't have to understand deeply about FNIS for it to work. You are falling into the Centipede's Dilemma - if you just run the tool with Neovalen's instructions, it will first time, every time. -
Neovalen's SR - New Animation For Magic Casting
WilliamImm replied to Dante2904's topic in Skyrim Revisited (retired)
You need to run FNIS anyway, otherwise the animations will not work with the new skeleton. Even if you use the non-FNIS patch for the skeleton, Dragonborn added animations will still not work - FNIS fixes the issues with Dragonborn. Even if you don't completely understand FNIS, you should run it anyway, following Neovalen's instructions. As for the mod, yes, you do have to run FNIS with the GENDER patch ticked for that particular version of the mod to work. Sent from my Nexus 4 using Tapatalk 2 -
Skyrim Revisited Pre-Release Feedback
WilliamImm replied to Neovalen's topic in Skyrim Revisited (retired)
This stupid FOMOD installer is giving me more trouble than necessary. I've tracked down an issue with the mod's main files not installing if you selected the Hearthfire option without having Dawnguard installed, so... hopefully, this is the last of the problems. -
wanted Installing ASIS and SkyRe with some additional stuff
WilliamImm replied to Iroha's topic in Skyrim Revisited (retired)
Look at that, the Reproccer has been fixed and updated to 2.2. Guess it's usable again... -
SKYRIMLE Skyrim Project Stability by GrandBulwark
WilliamImm replied to Agnusthemagi's topic in Skyrim LE Mods
Hmm... can't say that I can verify your opinions on this matter right now, however. -
Found the problem. It was because in the FOMOD installer (which NMM and MO use)' date=' the Better Skill and Quest Book Names option was detecting for Book Covers Skyrim.esp instead of Better Skill and Quest Book Names.esp - It's fixed now, and a new version will be uploaded. It auto-detects. What does auto-detect have to do with including all the compatibility patches for the STEP mods (The Paarthurnax Dilemma' date=' The Choice is Yours and Killable Children) and the main plug-in in one .esp? [/quote'] Neo means both installers autodetect the DLCs, and when they are found, a merged ESP with all DLC patches is installed.
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You add tags by selecting a mod in the Files tab, and right clicking in the window on the lower right corner of Bash. Select the tags you need from the resulting drop down menu, and you are set.
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Skyrim Revisited Pre-Release Feedback
WilliamImm replied to Neovalen's topic in Skyrim Revisited (retired)
He does say to install the ritual spell animation - but from the Dragonborn patch. -
After examining what this mod is doing, I think I may know where the problem is, and how to fix it. Destructible Bottles modifies the record for the shout to use what appears to be a wrapper script - named "VoiceMulticastScritpt". (no, this isn't a typo. The author's spelling is terrible). This is so that the can destroy bottles. Weirdly, it seems to work for me when I've testing it - maybe installing Conskrybe, doing the shout with Destructible Bottles enabled, and uploading the resulting log on Pastebin or using the attachments here. If the shout appears to work for you now... then we have a Heisenbug (a bug that disappears r alters its characteristics on a debugging attempt). I haven't tested it with some bottles nearby, to see if the bottle-breaking aspect works, but rest assured, it will be my next test of the mod. EDIT: Yes, Unrelenting Force breaks the bottles, as intended, at least for me. Took me a few tries to do so, but once I did, I had broken glass. Wondering why the shout isn't working at all for the OP...
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I recall that when I looked at Destructible Bottles with TES5Edit, there was a record modifying the Unrelenting Force shout - presumably so the shout could actually destroy the bottles. However, I can't check at this moment - I'll remember to do so once I get home (and I will edit the post when I do), but for now, a temporary fix is to remove the record in Destructible Bottles modifying the shout with TES5Edit (it's under Spells or Magic Effects).
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Skyrim Revisited Pre-Release Feedback
WilliamImm replied to Neovalen's topic in Skyrim Revisited (retired)
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Mod Suggestions for SR - Post in STEP Mods Forum
WilliamImm replied to z929669's topic in Skyrim Revisited (retired)
Yeah, I just wish it didn't give you the tools until you joined the Thieves guild or some such thing. Getting it from the get-go seems like cheating. I'm looking at both these mods, and I might see about possibly doing some sort of a custom patch for Sneak Tools if I get some free time.I've had fun with Sneak Tools, but I find that the (almost) guaranteed kills, knockouts, and disguises to be rather overpowered. Still, it's a well made mod that has a lot of very neat features. I do agree with Neovalen that I'd love to see the tools only available to Thieves Guild members (or at least a bit more difficult to access). I've always thought it would be great if the arrows were sold by the fletcher that eventually appears in the Flagon. Not only would it seem much more integrated into the game that way, but it would provide an added reward for your progression in the Guild.I think I like the approach SkyRe did with the tools - you can only access them with perks in the Sneak tree. But the Thieves Guild approach seems to be good as well. -
wanted Installing ASIS and SkyRe with some additional stuff
WilliamImm replied to Iroha's topic in Skyrim Revisited (retired)
No, the SkyRe pack includes the meshes for Heavy Armory anyway. -
SKSE Error? New Skyrim Update?
WilliamImm replied to AsheRayne's question in General Skyrim LE Support
Excuse me? I don't think that this advise would really sell, especially since Skyrim automatically updates anyway. And you shouldn't be encouraging piracy, especially on the Nexus (where it can get you instantly banned). Moderator Edit:User was warned and posted moved to Post Dump. -TechAngel85 Reporter Edit:And this post does not make sense without the context. Ignore. -William Imm -
wanted Installing ASIS and SkyRe with some additional stuff
WilliamImm replied to Iroha's topic in Skyrim Revisited (retired)
Remove the preexisting ReProccer.esp from the SkyRe mod folder and try running the patch again. -
SKYRIMLE Monster Mod (by Dogtown1 & Ironman5000)
WilliamImm replied to peppergomez's topic in Skyrim LE Mods
I don't think mods like Immersive Creatures and the Monster Mod would really fit within STEP. Think those belong in pack mods instead - would be a stretch for me to see these in STEP myself. That being said, jackstarr (who made the lore-friendly replacers for MoMod and Immersive Creatures) is working on a version of this mod with no crazy or obviously non-lore fitting creatures. Would be intresting to see. -
Bloody hell. You've just convinced me to use those performance tweaks - being a skeptic of those myself. Sent from my Nexus 4 using Tapatalk 2
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DROPPED Sounds of Skyrim - Civilization (by Cliffworms)
WilliamImm replied to frihyland's topic in Skyrim LE Mods
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However, only for NMM/Mod Organizer, and the archive is packed in such a way that it's impossible to install with Bash without reorganizing the archive. When I finish working on Even Better Quest Objectives, I'll get to work on the BAIN wizard.
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Skyrim Revisited Pre-Release Feedback
WilliamImm replied to Neovalen's topic in Skyrim Revisited (retired)
By the way, you may want to use the particle patch and WATER compatbility optionals from the RealVision ENB page. Apparently, the particle patch had too fast of a update rate to be included in RLO efficently, so using the provided one from Realvision or the ENB forums will work. Also, according to the Particle Patch forum, the patch should be loaded before Ulimate HD Fire Effects. I'd put it just before myself, but you can place it where you feel it fits. -
Mod Suggestions for SR - Post in STEP Mods Forum
WilliamImm replied to z929669's topic in Skyrim Revisited (retired)
Heh. Even though I'm mainly doing patches for quests that EBQO modifies, it wouldn't hurt to merge other changes from the conflicting mods - like the various Companions NPCs, for instance.

