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Everything posted by WilliamImm
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Skyrim Revisited Pre-Release Feedback
WilliamImm replied to Neovalen's topic in Skyrim Revisited (retired)
Neovalen, have you PM'd me back about the Dual Steath testing? I haven't got a response from you about it. -
And there wasn't much rejoicing. Basically, some internet nobody broke into the Nexus and caused some manual downloads to download a malicious trojan instead of the desired mod. Good thing that was rather brief, and happened when I was away from the computer, else I could been stuffed. (And if I had, I know the proper removal procedure for removing rouges)
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DROPPED Soul Gems Differ - Full and Empty (by Utopolyst)
WilliamImm replied to stoppingby4now's topic in Skyrim LE Mods
Actually, I dabbled in C# programming once. Looks like the fomod installer is a custom C# one - so, I can try my best to modify it to the needs of this project. However - if you want the Fomod installer to match the BAIN one - I think I'll have someone else do the Fomod installer instead (possibly using the standard XML format for Fomod installers). What I'm thinking of is popping up a initial window/screen asking if you want to go with the STEP defaults, Neovalen's defaults (from his Skyrim Revisited guide), or customize it yourself. I'll probally start by modifying the BAIN wizard to do that, then (somehow) get the Fomod installer to do the same. -
BAIN Wizard user-defined language for Notepad++
WilliamImm replied to Farlo's topic in General Skyrim LE Discussion & Support
I'm actually using a more modern version: https://oblivion.nexusmods.com/mods/43392 And I really like it. -
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Point The Way uses the vanilla roadsigns - some of them actually exist in the ESM, but are not actually used in the game. They will use the vanilla textures and replacers - so it is compatible with any roadsign texture replacer. In fact, the mod author recommends using the replacer currently in STEP (Legible Road Signs) or the one that I suggested (Roadsigns Redone). And, as I said before, there should be no ESP conflicts. There should be no practical conflicts in game, unless one object clips into another.
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ACCEPTED Improved Close Faced Helmets (by navida1)
WilliamImm replied to mothergoose729's topic in Skyrim LE Mods
Farlo, I found what the problem is. Rerun the Reproccer (if you haven't arleady, download it at it's home location, and be sure to get Balbor's patches and qot's additions), and make sure the closefaced helmet mod is enabled. It should automatically include the closefased helm additions to the patch. For the few records that don't, a quick TES5Edit job will fix those. -
As a point of interest, I've made a Wrye Bash installer for this mod. I'm planning to show it to T3nd0 via private message, but I might be able to upload it for public use. Great mod, by the way.
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I think "old" is Legible Road Signs. Anyway, I do agree with techangel on further examination that the signs look too new and too clean. However, I'm willing to suggest making a more weathered version to the mod author - I'm sure she'll be willing to do so. When that's ready, may as well make new comparision screenshots.
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ACCEPTED Improved Close Faced Helmets (by navida1)
WilliamImm replied to mothergoose729's topic in Skyrim LE Mods
I also think it's a conflict between the two mods. I'm going to see if I can't figure out how to fix this with TES5edit between working on updating my mods. -
Found this mod thanks to my presence in AFK mods chat. Meant as a companion mod to Point the Way - also suggested on these forums. This replaces the roadsigns with a improved, yet still weathered version. How does this compare to High-Res Legible Road Signs? Mod Testing Test with latest version of mod.Compare shots should be: Vanilla >> Legible Road Signs >> Roadsigns Redone (can be done from a vanilla, Core profile, or full STEP install profile)No ENB or lighting mods active!TechAngel's Compares: Vanilla >> Legible Road Signs* >> Roadsigns Redone* *Done in Core with Point This Way active.
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Fixed. Added a note along those lines.
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DROPPED Soul Gems Differ - Full and Empty (by Utopolyst)
WilliamImm replied to stoppingby4now's topic in Skyrim LE Mods
I'm not one to create fomod installers - mainly because I never really work with them. I'll see if I can't ask Schwinni (who created the fomod installer for Closer Quivers) or SilentSpike (who is pretty good at doing BAIN/NMM installers) to do the NMM installer. As for the plugins - I can do them. Open them up in the CK, save them again, then use TES5edit to check for conflicts between the USKP and other soul gem mods. And the two overhauls for Skyrim. (I've already created a Soul Gems differ patch for Requiem - might check SkyRe to see if it really changes the soul gems) -
Skyrim Beta 1.9!!!
WilliamImm replied to torminater's topic in General Skyrim LE Discussion & Support
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Didn't actually realize that I changed that file in my copy of the archive (was annonied at how it didn't have a txt file extentsion, so it was unreadable by default). Should upload a fixed version soon.
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DROPPED Closer Quivers and Longer Arrows (by EvilDeadAsh34)
WilliamImm replied to stoppingby4now's topic in Skyrim LE Mods
It can't match the fomod, period. I can't remove autodetection from the Bash installer (it feels extremely wasteful if I do so), and I can't make the autodetection match Schwinni's installer (unless I want a mess of copypasta code). -
z92, the options match the fomod as closely as I possibly could. Seriously, stop asking about it. It's getting on my nerves. Also, as I said earlier in the Closer Quivers page, the BAIN wizard cannot use the FOMOD-style autodetection without introducing a lot of duplicate code in the former installer, so if you want to implement that - I hope you like copy and paste!
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SKYRIMLE TTYM - Think To Yourself Messages (by VorpalBlades)
WilliamImm replied to Yggdrasilion's topic in Skyrim LE Mods
Looks good. Now, I'm only waiting for the Khajiit Speak version. -
I think the author did that because he was waiting for z92 (or simliar) to update the wizard for 6.0.0. No real reason why it needs to be there, however, as, well, it's a blank file.
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@z929669: It does. Don't worry about it. The combined version will be discussed with the author in private. @mishmash: If it's the "hasBCF" error, then it's harmless.
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DROPPED Closer Quivers and Longer Arrows (by EvilDeadAsh34)
WilliamImm replied to stoppingby4now's topic in Skyrim LE Mods
Ideally, I would like to make the installer handle mod autodetection similar to how Schwinni did it in his most recent installer: give them as options, but automatically select them when it's autodetected. But, that would not be practical for a BAIN wizard without creating lots of duplicate code. I am still going to have autodetection in this installer, as I do not feel any pressing need for it to be removed. I have also tried to make it as user friendly as possible - I've linked to the home page for a list of compatible mods in the installer, and even said how to enable compatibility files for the mod manually. So, if something didn't get detected for some reason, you know how you can manually make the installer install the files. -
Right below Skyrim Flora Overhaul, there appears to be a malformed mod entry (it's showing up with a exclimation mark). What's going on with that?
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Mod Suggestions for SR - Post in STEP Mods Forum
WilliamImm replied to z929669's topic in Skyrim Revisited (retired)
After looking some more, I think that having the normals and extras from All-In-One Face, but overwriting it with the Mature textures would be the best option. Neovalen once compared XCE against AIO, and AIO (with the XCE warpaints and additions) won out. No More Blocky Faces uses the same textures as XCE, so... it's not needed that much (Better Males covers the normal maps for the males, and AIO covers the females). The main body should be kept for the hands, but Fitness Body can be removed with Mature Skin overwriting it completely. The reason why I suggested the UNP Texture Blender was just in case some textures had seams with the body. I'd personally use it just in case there something that causes seams in the body, but that's just my opinion on the matter. -
Mod Suggestions for SR - Post in STEP Mods Forum
WilliamImm replied to z929669's topic in Skyrim Revisited (retired)
Mature Skin texture looks really interesting, actually. I'm wondering if Neovalen would provide comparision screenshots. Anyway, I've been thinking how that would slot into the guide. And here's what I'm thinking: Remove Fitness Body. It was designed for the base UNP textures, and it wouldn't really do much when used with the Mature skin texture.Remove All-In-One-Face. Not really that relevant with this mod (it provides facial textures for females), and most, if not all of it can be covered by other mods.Add in Mature Skin Texture (obviously). I'd imagine it would go right where All-In-One face is. Both the body and face textures and the normal map should be installed, and the tweak for normal-appearing vampires should be applied to the facial textures, excluding the skin, which should be applied to No More Ugly Bronze Shine instead.Right before Better Males, add No More Blocky Faces. This would provide the facial normal maps for the females. (males would get the Better Males normals as a result of the mod order) The normal-vampire tweak should also be applied here, but to the femalehead normal map only.As a result of using Mature Skin Texture, I don't think the textures from the base UNP body are really needed anymore, and they can be skipped. The body texture update can be skipped as well. The base body only provides specular maps - are those better than the blessed body ones?It would also be a good thing to have instructions for using UNP Texture Blender to remove seams. It appears to work with Mod Organizer (I arleady tried it out), you just have to create a dummy textures/meshes folder for it to properly install.Yea, it's going to rework the guide quite a bit, but I think it's going to be worth the changes.

