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WilliamImm

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Everything posted by WilliamImm

  1. https://skyrim.nexusmods.com/mods/32583 Retextures all the creatures added by the Dragonborn DLC. The original textures were 4k, however, I used DDSopt to reduce and optimize the textures - specifically, to 2k sizes. I may end up making a 1k version for the really VRAM strained. Comparison images, please?
  2. One note: For Even Better Quest Objectives, I've noticed that you've left the author blank. You can just put "whickus+William Imm", or you can use the author credits for the mod page. Just put on there - it looks a bit weird to have no author listed for a mod.
  3. I checked, and it turns out that it is a intentional change. Dawnguard made it possible to get a Elder Scroll without meeting Paathunax, making the "and Paathunax" part sound a bit silly if you haven't met him yet.
  4. Well... it was changed because the Unoffical Dawnguard Patch appeared to remove the "and Paarthunax" part from the quest description. I took it as a fix to something, but if it isn't, I can revert the description back.
  5. Can't help you, because I never had that problem, even through I use Wrye Bash.
  6. I've uploaded two patch files. One of them is not really relevant to STEP (the one for Skyrim Redone, which was done on request), but the other, for Better Skill and Quest Book Names is relevant. I've also suggested all of theses (and kryptolyr's killable children revision) to the BOSS team.
  7. 1. The journal changes that I made were to dunFolgunthurJournal2, DA07KeepersoftheRazorNotes, Book2CommonLegendofRedEagle and dunRedEagleRite. The changes were mostly to the description, to give information and clues about the location of the places mentioned. Yes, that means the mod will conflict with Better Book Names, but nothing a quick patch can't fix. 2. The script changes are to reset the object location for certain radiant quests, to allow proper displayal of the object's location. So, for example, if the objective of a quest was to "Retrieve the Macguffin in Lokir's Tomb", the script changes make it appear as that and not "Retrieve the Macguffin in ". The original did this, but it copied over many scripts that were not needed to be modified. I only did the changes to the scripts that really needed it. I reset the location by using these lines: ( being changed depending on the script) Location tempLoc = Alias_<Location>.GetLocation() Alias_<Location>.Clear() Alias_<Location>.ForceLocationTo(tempLoc)and adding them to the appropriate quest scripts at the right place. The scripts I modified were the quest scripts for DA09, DA10, MGR20, MGR20b, MGR21, MGRArniel04, and MGRitual05, with USKP fixes (if there) included. I also provided source code for the scripts, unlike the original mod, so that modifications/compatibility patches can be easily made. (look in the BSA for the source).
  8. Even Better Quest Descriptions Yes, this is me promoting one of my own mods, but it is a really good one, trust me.
  9. I could do the DLC quests, but I haven't played either of them yet. Probably going to use a guide to fill those objectives in.
  10. Discussion thread: Even Better Quest Objectives by whickus & updated by William Imm Wiki Link A much desired update for the former STEP mod, this includes all fixes from the USKP and official updates, while retaining the functionality of the old mod. Definite candidate for STEP.
  11. What about these pair of mods? Enhanced Skyrim Factions - The Companions Guild Enhanced Skyrim Followers - Aela the Huntress Haven't really tried either of those, but I will try them on my next playthough. Looks like really well designed mods.
  12. It might. However, that's not very big a worry, as unless you specifically look down at the waist of a crossbow wielder while up close and personal with them (which isn't that likely to happen). However, when you are looking at the quiver on your character, you don't want it to look all badly positioned. It's important for male PCs, but not for male NPCs.
  13. Quick note: For Closer Quivers and Longer arrows, you might want to make a note that if you decide to play a male character using the modded game, then you should check "Shall the bolts quiver be hidden" in the installer. Reason being that quiver placement will look really off if that isn't done.
  14. Mod Organizer should by default prioritise the NMM/Fomod installer (if there is one), at least from what I've seen when using it. I'm not sure what Farlo is having with the DLCs not being detected.
  15. I am going to say that the "autodetection based on community mods" is made in a similar manner to the wizard for the Better Cities mod for Oblivion, which does pretty much the same thing as I did. I do want to keep the autodetection intact for the community mods intact, so do not expect me to remove it. Also, it would be annoying for the installer to ask every few screens "Do you have ?", so that will not also happen. Even for Explosive Bolts Visualized. What could happen is messages telling you which community mods that the wizard autodetected in the final screen. In fact, I could make a note that states for STEP users, Explosive Bolts Visualized needs to be fully installed. That could happen. I'm also planning to list the mods supported by Closer Quivers in a article, so that a list of compatible mods can be found.
  16. Closer Quivers and Longer Arrows This one is a complete no-brainer. Why do quivers float so far from anyway? With the new NMM and Bain installers, there's no real reason not to include this mod.
  17. I'll proablly go and see what I can do to resurrect and fix the mod. I mean, the author gave permission to fix it, and it's immersion breaking to have a city being attacked by dragons/vampires/natural disasters/Godzilla and the only survivors are the children.
  18. @z929669 - I could, theoretically. However, it would require a major revision of the installer. I prefer for it to automatically detect files, so that installation goes much more streamlined. It's probably going to be done later, if at all. Schwinni's NMM installer (which would be used for Mod Organizer) does ask you which DLCs/mods you have installed, but that's due more to the limitations of the NMM installer itself.
  19. I admit: it looks like a really good mod, especially when it was featured by Gopher in his video. Apparently, this works well with Birds of Skyrim (and Birds and Flocks, through I'm not sure I want to used that because of compatibility issues). Looks like a good mod for STEP.
  20. Well, I do not know what to say, because I've tested the wizard before, and it properly detected Dawnguard.esm. Don't know why it's apparently not working for you.
  21. Also - one more thing. The mod change it's name to "Dawnguard Rewritten - Arvak" - shouldn't we change the name of the mod here to match? (By the way, why do I think that the vanilla Arvak could have came out of a "Inflate-Your-Own-Skeletal-Horse" kit? Then again, if someone actually made a "Inflate-Your-Own-Skeletal-Horse" kit, it would be the coolest thing since cool itself. The other thing that it looks like to me is a Poundland action figure, but that's much less cool.)
  22. The installer is up. It's tucked away in the main files for now, but the mod author will update the description (and other stuff) tommorow. EDIT: And now it's more visible. I must admit, I like a good challenge once in a while... ANOTHER EDIT: Updated the detailed instructions to use the NMM-Bash wizard. Tried to make it as close as possible to STEP's recommendation before the edit.
  23. Heh... I got the same ads too. Thinks I'm conservative, when I am far from it, and gives me ads to models as well. So, a pervert Conservative? That's just sick and wrong.
  24. Should have commented on that. Also, realized that I forgot the magic "DeSelectAll" and "RequireVersions" lines, so I added them in really quickly to the BCF.
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