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Everything posted by Nozzer66
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99% of mine are either made myself or old things I found on some long forgotten website back in the Pliestocene era... Monitor, Currently 1920 x 1080, but will go ro 1440p next build. IPS Don't really have one. The classic arrow to the knee. Cant beat the classics. Soft Drink or the catch all generic Coke. Used to be Norton, but switched to Microsoft Security Essentials recently and find it more than adequate.
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Skyrim Revisited Pre-Release Feedback
Nozzer66 replied to Neovalen's topic in Skyrim Revisited (retired)
Say Neo, just saw this on the Nexus: https://www.nexusmods.com/skyrim/mods/72991/? Haven't used it yet myself but might be worth a look. -
Skyrim Revisited Pre-Release Feedback
Nozzer66 replied to Neovalen's topic in Skyrim Revisited (retired)
You love it Neo. And you know you do. :) -
Gets my vote.
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Had a run at it before. Got to the first town, shot some raiders and the quest they send you on is to get a mini gun and power armour. Really? I never worry about Metacritic reviews anyway, but from what I've seen to date it's going to need to improve quite a bit story wise for me to rank it even close to Fallout 3 or New Vegas. The actual rock textures etc are fine, excellent even. Some of the wood for example... nope.
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are my specs good enough
Nozzer66 replied to Howelljw1's question in Guide Support & Bug Reports (retired)
Have you set up the SKSE.ini file correctly? -
Skyrim Revisited Pre-Release Feedback
Nozzer66 replied to Neovalen's topic in Skyrim Revisited (retired)
8192+16384-2048 = 22528. Though I'd never set it that high ever. -
There's no way in the world I'd be using NMM for anything. Except to point and snicker at, anyway... I'll stay Vanilla till Tannin gets this up. :D And yes this is the real Nozzer66 after a self-enforced hiatus.
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Then don't come in here and whine about it if you're not willing to do something about it. It's not hard to fix and wont take hours.
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Collection of graphical bugs, including double-iris and purple bodies
Nozzer66 replied to Thiero's question in Guide Support & Bug Reports
Because EssArrBee presumably prefers the NVR3 look of NPCs, since he has users edit a lot of NPC changes out of FCO. -
Doesn't matter if you have multiple textures for a particular object. Whatever one loads last is what gets used. You can use Mod Organizer's 'hide' function to change this though. Easier to show via an example. Mod X is a mod that re-textures all the bottles and bottle labels in Skyrim. Mod Y does the same thing, but its label textures are better than Mod X's. If you wanted Mod Y's labels and Mod X's bottle textures you could load Mod X after Mod Y, then go and hide JUST the label texture files of Mod X in MO. This would allow Mod Y's label textures to 'win'. And thus you'd get Mod X's good bottles with Mod Y's better labels and have the best of both worlds. If you were to double click on a mod and look at the 'conflicts' tab of most mods you'd be able to see files where another mod is 'overwriting' the original mod's files. If you're OK with that, fine, game on. In our example above, if you double clicked Mod Y in the left pane of MO and looked at the conflicts tab, you'd see that Mod X was 'overwriting' it. It's not truly a conflict in the truest sense of the word, though, as only the one lower on the list will show in game. It's just info being provided so you can, if desired, take action to ensure you get the files you want.
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It's been asked and answered before several times. When you look at the list of mods on the STEP page, you'll see some have a green bar next to them, some don't. The ones with the Green Bar are the CORE mods. The other ones are the EXTENDED mods. To install STEP Extended, you install everything. For STEP Core you just install the ones with the green bar beside them. It's actually shown in the guide in the Mod Tables Legend section. Regards the texture mods, they are essentially recommended at the level they are to fit a certain level of computer. If you have a rock-crushing machine with a 6GB video card, RAM out the wazoo and a huge monitor, feel free to use bigger textures. Most people don't, and thus STEP recommends often more middle of the road suggestions. Substitute and add anything you like texture wise, Up to you. Regards you idea of playing for a while with stuff disabled... I'd just fire the game up Vanilla, completely unmodded first. See how that looks, and THEN fire up the modded version. That's dead easy to do with profiles in Mod Organizer.
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Various newby questions I can't find in a FAQ
Nozzer66 replied to Pinky's question in Guide Support & Bug Reports (retired)
Nothing stopping you from downloading everything first. However, be aware that not all the downloaded files will be immediately obvious as to what mod they belong. They dont all have nice convenient names. That's why it's easier to do it the way the guide sets out. Additionally, STEP guides are not really designed to be a beginner sort of thing they are written pre-supposing a little knowledge. -
Skyrim Revisited Pre-Release Feedback
Nozzer66 replied to Neovalen's topic in Skyrim Revisited (retired)
Delete the merge, reinstall the mod as normal and redo the merge again. -
Well learn how to remove the 'extraneous BS' with TES5Edit. Then your problem is solved.
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Well the two quick ones to check are: 1) Make sure you do have the right files. 2) Make sure everything's checked that should be. Easy to miss one or two at 3 Am...
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With the crash on exit, in the stutter remover ini do you have bFastExit = 1?
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It's a bit hard to see, but I'm guessing it's the Delinquent Masters error? You said you LOOTed the order. Have you added all the needed LOOT rules?
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Various newby questions I can't find in a FAQ
Nozzer66 replied to Pinky's question in Guide Support & Bug Reports (retired)
What I typically do is add a section of Mods, then use LOOT. -
When it comes to Merge versus replace, what I tend to do is think: "I've downloaded the 3 gig main file and these compatibility and DLC files that are all say 200K. Would it make sense to replace a 3 Gig file with 5 200K files?" Answer is, no, probably not. :) So you'd merge them. Alternatively, and I know some people do this, is install them all separate. You could use 'Rename' there. So you'd have Super Mod X as the name for the main file, then Super Mod X DLC patch for the second one, maybe Super Mod X Compatibility Patch for Mega Mod Y etc etc. You're not wrong either way. The Con of the second way is that the Left pane would get a bit bloated. The Pro is you can replace things easily. Merging all the things from one mod into one file for the mod is valid as well as the way it's done above. :)
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Various newby questions I can't find in a FAQ
Nozzer66 replied to Pinky's question in Guide Support & Bug Reports (retired)
That's not what it's saying at all. Not sure where you get that idea from. -
Well if you're not sure whether to Merge/Replace, then you haven't done enough reading up on how MO works.
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I just ignore it, having rolled back to good old Windows 7. Then when the pop up shows I flip it the bird and hit the X while laughing.
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Yeah but to some extent, it's always going to take time. Modding isn't something where you can just buy the fully set up modded game off the shelf, plug it into the main game and then play. So the point is one really has to pay the piper. Do you have a certain amount of time to sit down and mod, or not? There's no really quick way to do stuff aside from being 100% sure you know what you need to do first. You're not just going to be able to make 200+ mods work seamlessly without investing some time into it, both during the process and before even starting the process. The guide could lay out every single step for every single mod 100% and it would STILL take a few hours to do.

