
UnmeiX
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Everything posted by UnmeiX
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Is there a mod that... (Mod Detectives)
UnmeiX replied to rootsrat's topic in General Skyrim LE Discussion & Support
Alright, so.. Time to necro this thread! My question isn't so much an 'is there a mod that..?', but instead "what is that mod that..?". In essence; awhile back I was shown a skill interface retexture that blew my mind; it only covered the emblems for the different constellations, but filled the empty space inside the emblems with intricate details. I best recall an illusion emblem with fractal details (perhaps along the lines of Celtic knots, or something similar to that effect). -
DROPPED Fast Travel Timescale Fix (by rolloLG, Hexaae)
UnmeiX replied to stoppingby4now's topic in Skyrim LE Mods
This is a thought that some people will be averse to, but there's a great possibility that this fix is entirely subjective, and not technically 'fixing' anything. The proposed issue; fast travel is much slower than running speed. The actual issue; players think their characters run when they fast travel. What is very likely to be the case, but that I'm not entirely positive of; fast travel time is based on the character's walking speed. It can be taken into account that travelers witnessed on the move in Skyrim do not run unless given cause; it's probably a safe assumption that the player does this also. Likewise, it's sensible that such travel would be done at a walking pace; it's fairly well accepted that this travel is only 'fast' from a player perspective. I'm a little surprised that no one voiced this before. I went into a little more detail with comparisons here. -
SKYRIMLE WAO - Weather and Ambience Overhaul Megapatch (by UnmeiX)
UnmeiX replied to deadbody's topic in Skyrim LE Mods
My sincerest apologies. >.> I am not very good at keeping tabs on this thread, it seems. I don't have 3.0b posted anywhere yet, but since you already posted your load order in WAO's comments thread, I can go ahead and pack up a little preview for you. -
SKYRIMLE WAO - Weather and Ambience Overhaul Megapatch (by UnmeiX)
UnmeiX replied to deadbody's topic in Skyrim LE Mods
Apologies for the lack of activity here on my end! I've been pretty busy trying to get things wrapped up with this newest batch of WAO compatibility patches, but everything's just about ready. @darksynth0 You don't need to use Vividian's Extended or Diverse Weathers *plugins*, no. WAO includes both the 'windy clouds' AND 'extended groundfogs' as of the current beta. However, to be able to see the groundfogs, you do have to install Vividian's Extended Weathers for the meshes, or you won't see them. Be warned, there may be a bit of a performance hit with those. Also; you do not need the Vividian - Pure Weather patch. This is included in WAO. @Smerjel Wow! Thank you for this assessment; it's much appreciated. There are a couple things I needed to work on (like one little typo that has children screaming really loudly in some of the bigger cities, as teabag pointed out to me), but I'm glad to have gotten some solid feedback before this coming release. As it stands, I'm just about ready to release 3.0b. It's a bit of a rushed release, in that I won't be releasing the merged version at this time, primarily due to an urgent need to update my other projects (and because the changes to 3.0 meant that I had to scrap my initial merged version and start anew). That bit aside, a couple other things may be looking up; I may be able to make Supreme Storms essentially 'optional'; that is, you'd still want to use it for the classic WAO experience, but users of fadingsignal's new True Storms would be able to drop the extra plugin (since Supreme Storms is wholly overwritten by True Storms). I'd be pressing on to complete the merged version first, but between Requiem 1.8.3, Complete Crafting Overhaul Remade 1.61, Clothing and Clutter Fixes 1.5, Weapon and Armor Fixes Remade 5.1, and Hunterborn 1.4.3 (all of which I have patches to update for) I've got some work cut out for me already on other fronts. =P -
SKYRIMLE WAO - Weather and Ambience Overhaul Megapatch (by UnmeiX)
UnmeiX replied to deadbody's topic in Skyrim LE Mods
You're actually gonna need Vividian's weather patch regardless.. If you want to try the current beta with ELFX+ELE interiors-only, you'd want to use the SRLE option, actually. I'll fully detail the different versions once I've got them all up-to-date, but, essentially; Vividian uses ELFX+ELElite (full). SRLE uses ELFX+RS+ELElite (interiors), but the RS changes are restricted to the specialized SRLE Relighting Skyrim plugin provided by Neovalen. This means that the SRLE version can be used with or without Neovalen's edited Relighting Skyrim. -
SKYRIMLE WAO - Weather and Ambience Overhaul Megapatch (by UnmeiX)
UnmeiX replied to deadbody's topic in Skyrim LE Mods
Alright, the thundersnow in lighter weathers may be a mistaken edit on my part that added all ESS weathers to the bad weathers list; some of them use lighter snow particles than would make sense for thundersnow, and I'll be fixing this. Thanks for the heads up.. As far as that embers sound descriptor.. It's one we don't edit in WAO, which means it needs to be adjusted in AOS. I could fix it, but it'd make a redundant edit that I'll probably end up forgetting. XD I dunno, we'll see. P.S.: I find myself wondering now if the Immersive Sounds patch edits that embers sound. I'll look into it at some point soon. -
SKYRIMLE WAO - Weather and Ambience Overhaul Megapatch (by UnmeiX)
UnmeiX replied to deadbody's topic in Skyrim LE Mods
It took me a little while, FrostByghte, but I came up with a couple theories as to why the wind noise had a different volume at the different locations. The first would be that they were two 'different' wind sounds, as I believe there are two such records, for 'bad' and 'worse' weathers, respectively, more or less. The second would be that the sound marker for the Dawnstar alchemist door is too close to the center of the cell, meaning that the distance may not attentuate properly at that location. I'll have to take a look at the CK to determine if the latter is the case. If not, then.. That was actually the desired effect, more than likely. (Effectively, there's a 'snowy' weather sound and a 'blizzard' one that plays louder, and you may have heard both.) Embers. Embers is a sound I don't believe we add to the game (or change); this edit may have been in AOS, but I'll look into it. As far as an MCM with control of all sounds.. I don't know if I'll be able to do exactly that. That said; I will, more than likely, add a new (hidden) volume slider that can be altered via MCM, to allow the SOS-added ambience to be adjusted without adjusting the rest of the game sounds. I'll still rebalance everything as best I can before doing that, so that things will all line up right. -
SKYRIMLE WAO - Weather and Ambience Overhaul Megapatch (by UnmeiX)
UnmeiX replied to deadbody's topic in Skyrim LE Mods
Alright, so.. Sounds like tavern ambience might need a bit more volume, and I'll need to run another check to see that weather conditionals are set up properly for such sounds as makes sense (to prevent the seagulls in a blizzard thing from happening again). The wind sounds.. I can make that a bit quieter, certainly, though I'm surprised it's loud (as in the CK, it's relatively quiet). This I'm glad to hear. Thanks a ton for the feedback, guys, and.. Definitely get back to me with anything else you notice! Tonight, the new lands weather rework will be my project, as I've got most of the lighting updates ready to go now. -
SKYRIMLE WAO - Weather and Ambience Overhaul Megapatch (by UnmeiX)
UnmeiX replied to deadbody's topic in Skyrim LE Mods
As far as weathers, there shouldn't be that much to test; the switch to Vividian appears to have gone pretty smoothly. More than anything, sounds provided by SOS; cities, dungeons, wilderness.. These are what I was needing feedback on. As mentioned before, the feedback I have gotten was that the sounds are too quiet. I was hoping for a consensus before making any drastic changes. -
SKYRIMLE WAO - Weather and Ambience Overhaul Megapatch (by UnmeiX)
UnmeiX replied to deadbody's topic in Skyrim LE Mods
Sorry about the wait, my friend. The Vividian versions of 2.2b3 are up, both with and without new lands options (check my first post for all the links). Ohh, yes. You know, you just can't have weather and ambience without penis. (lol - couldn't help myself) DISCLAIMER: There is no male genitalia in WAO. I promise. -
Not a bad idea. Things I've thought of that might be worth keeping in mind.. Well, for starters.. You have a point about the splashes occurring on all surfaces, but on the positive.. You really won't be looking at the splashes all the time, and it definitely makes things look (a tad) more real than rain just passing through everything (rain underwater is a solid example here). The opaque version should help minimize the splashes looking 'jarring', and.. I'd imagine that just about any ENB would work wonders for making the effect feel more natural as well.
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Which bit? Splashes being overly visible? There's a 'less opaque' version for this, no?
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SKYRIMLE WAO - Weather and Ambience Overhaul Megapatch (by UnmeiX)
UnmeiX replied to deadbody's topic in Skyrim LE Mods
The WAO-ELFX version had the wrong file uploaded, fixed that. Brighter Nights is now the default version used for WAO; Realistic Nights will use PW-Realism. The WeatherPatch: Many weathers already had changes made by WAO, so switching to Vividian's version allowed us to take advantage of a few fixes that I hadn't already covered myself. Along with this, the forms for Vividian's Extended Fogs are contained in WAO now, so that only the meshes are required. Similarly, Vividian's enhanced cloudspeeds are now featured in WAO. You'll want to use the Vividian version, I'll post that tonight. -
SKYRIMLE WAO - Weather and Ambience Overhaul Megapatch (by UnmeiX)
UnmeiX replied to deadbody's topic in Skyrim LE Mods
Here we go. A little later than I'd hoped, but here are the WAO-SRLE 2.2b3 plugins. Here's one with New Lands support, and here's one without. The next audio rework is still underway, as is the proper Falskaar/Wyrmstooth weather rework. Expect these in just a couple days. (I'm hoping to have 3.0b ready in two days' time, perhaps three at the latest.) -
This.. I've given this thought. In all honesty, I would have to suggest, to avoid that minor incompatibility, that such needs mods using the vanilla animation should carry a duplicate of said animation set to a different path, used only for drunken falls. It's a bit illogical to limit all of Skyrim's population (while possibly in mortal danger and entirely lucid) to the dexterity of a drunk guy.
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It's worthy of mention that this animation is much more useful (and necessary) when other mods used alongside it are taken into account; whether it's a challenge-enhancing mod like Revenge of the Enemies or Dragon Combat Overhaul, or one that unlevels enemies, allowing you to run into more Thu'um-spewing deathlords, this improved recovery animation can quickly become an essential fix.
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SKYRIMLE WAO - Weather and Ambience Overhaul Megapatch (by UnmeiX)
UnmeiX replied to deadbody's topic in Skyrim LE Mods
I should have a link ready for this by morning. Edit: My timeline for the SR:LE version got a little skewed, I'll drop a link for it soon. -
SKYRIMLE WAO - Weather and Ambience Overhaul Megapatch (by UnmeiX)
UnmeiX replied to deadbody's topic in Skyrim LE Mods
I remember when I first came across this topic. ^^ It made me smile, indeed. A lot's changed with my Weather and Ambience Overhaul since then, and.. Well, I'm hoping to be able to make it into something suitable for STEP. When this topic was created, WAO incorporated COT, Supreme Storms and Expanded Snow Systems (along with AOS2 and Sounds of Skyrim), featuring Real Rain to some effect as well. Since then, it's grown a little. WAO now uses Pure Weather to complement COT, and has now totally overhauled the weather rates for all regions. It will be expanding to grant the same weather variety to both Falskaar and Wyrmstooth, and I'm currently reworking the sounds to balance them across the board (SOS is a bit louder than AOS). The files for the current beta (WAO2.2b3) can be found below. The little feedback I've been able to get is that the SOS sounds are now a bit too quiet, but blend much better with the AOS ones than before (as they were drowning them out somewhat). I've reduced the Sounds of Skyrim occurrence rates by half in most cases, to assure that things don't become 'too crowded' due to the number of added sounds. My current goal (with WAO3.0b, which I'm working on at the moment) is to bring the overall number of played sounds back down to, or much nearer to, vanilla levels, to better balance with AOS. Reducing the rates overall, and removing redundant loops, has done much to this end. I'm thinking I may need to adjust, to a minor degree, the rates at which certain AOS sounds play, so that the cumulative frequency at which the sounds play is approximately equivalent to vanilla's soundscape. At any rate.. I'd like to ask, due to the limited testing it has undergone, that others might give it a whirl and see what they think of the current beta, while I continue working on the next. I think WAO could very well be STEP material, with the right adjustments and balancing, and I hope to achieve that. Definitely willing to accept feedback. P.S.: On the note of the extensive requirements (when talking about plugin slots) for WAO; I'm also in the process of working on a version of WAO that uses a (user-end) merged master plugin, bringing the twelve master plugins down to two (an .esm and an .esp). EDIT: For anyone who decides to test; this plugin uses Vividian's Weather Patch (Vividian - Weather Patch CoT - ESS + SS.esp) instead of prod80's CoT-WeatherPatch. It doesn't require the Vividian ENB, just the weather patch available via the main (vivid or vanilla) downloads. Current beta files: (2.2b3) WAO-Basic WAO-ELFX WAO-ELFX+ (Enhancer) WAO-RLO WAO-SRLE WAO-SRLE+NL (New Lands) WAO-VVDN WAO-VVDN+NL (New Lands) -
The problem he encountered is that the default path listed in the OP is deceptively similar to the actual Steam path. This is also why no one was able to see the issue. It's been fixed in the wiki, I see. The OP here indicates "Steam Apps" instead of SteamApps which is easily overlooked.
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Wrye Bash wipes plugin list after patching?
UnmeiX replied to UnmeiX's question in Mod Organizer Support
I hate to do this to you again, Garfink.. But it works 100% fine now with no action on my part and with no Bash files in my Skyrim data folder. The only existing Bashed Patch .esp I have is in my overwrite folder, where I want it. Dx Sorry to prove you wrong again, cause I know you're very sure of yourself. Edit: On this note; should the 'date modified' be changing, on the Bashed Patch? Says last modified 3/29, but in Wrye the notes say yesterday. What? -
Wrye Bash wipes plugin list after patching?
UnmeiX replied to UnmeiX's question in Mod Organizer Support
This made me chuckle. Also, in glancing over the thread again, Kelmych's answer was somewhat applicable also. XD -
Wrye Bash wipes plugin list after patching?
UnmeiX replied to UnmeiX's question in Mod Organizer Support
Well.. It mysteriously solved itself as it usually does, but by implementing the load/install order backup/restore, the MO team fixed the issue for good, even if it should return. Thank you very much to the people who tried to help, and some responses: @Glanzer: That isn't a bad fix for WB being slow, but that wasn't my complaint. This can occur on a cloned install with 0 saves; I think it has to do with the plugins themselves. @EssArrBee: Enabling all esps is good except that you may have many that you merged yourself/that Wrye merges, can be annoying to sort out. @Garfink: You're exactly off: It happened before I closed Wrye Bash (right after the patch finished), and even if I didn't close Wrye Bash. (In fact, if you'd actually -looked at the pictures I posted showing my problem-, you'd see that Wrye Bash was never closed.) I wish I could mark DoubleYou's answer as the best one, as it's the only one that was even applicable. All in all, I have no idea whatsoever was the cause of it. I would like to thank everyone again, but mostly I'd like to thank the MO team again for developing this amazing tool, and for fixing the issue indirectly. Thank you guys. -
Wrye Bash wipes plugin list after patching?
UnmeiX replied to UnmeiX's question in Mod Organizer Support
I didn't get an error on starting Wrye Bash, I -did- get errors at one point when trying to fix it.. What I did at the time was open Wrye Bash and click the checkbox for each mergeable mod twice; on the first click I got some popup about 'invalid plugin list' but clicking OK let Wrye continue, so I disabled and marked them for merge, then closed Wrye Bash.. It didn't solve the issue, but I did my failsafe backup and ran SUM, because I'd noticed Wrye Bash was detecting ASIS as having a missing master (an update changed the master name, actually). After ASIS ran, Wrye Bash saw no missing masters but the result after patching was as before, and as you mention; everything is disabled (except official esms) and the load order is scrambled insanely. After restoring my load order from backup, starting a new game a few times, and moving a mod around (after which I put it right back in the same spot) and running WB again.. It worked. Fine. No scrambled load order, no errors of any kind. I'm so confused. I'd close this already, but the issue's persisted awhile and now that I know I'm not the only one that's had it happen, I wouldn't mind giving it a day or so, just in case more insight can be given. -
Well, I've been using WryeBash 304.3 without problems for awhile now. I've experienced this issue before, and somehow managed to solve it in the past, but could never find a post that alluded to.. Well, the issue at hand. My setup is pretty heavy, 254 plugins (though maany are compatibility patches), but they run well together, except for this. Simply enough: When Wrye Bash is opened through Mod Organizer and the patch is run, it creates the patch successfully; and proceeds to disable all unofficial plugins and remove them -entirely- from the plugin list on the Wrye Bash screen. I'm a bit OCD with my load order, sorting first with BOSS, then checking Wrye Bash and ordering masters appropriately, then hand-sorting according to author instructions. You can imagine my horror the first time Wrye Bash wiped it completely. Ever since, I've done my best to keep a backup load order before patching with WB, to save myself an insane amount of time. XD Anyway, the load order -isn't- 100% STEP or anywhere near it, but this was a fresh install and mod setup as of a few weeks ago and it worked about flawlessly; and Wrye Bash had even stopped clearing my load order out until today. At random, again, it started, and does it every single time I patch. I'd hoped that, considering how much ya'll have worked with the WB crew, you might have some insight (and, of course, they won't support WB used with MO). Merged into the Bashed patch are.. A couple of pictures to illustrate -exactly- what's going on here.. Everything's fine before patch; and gone after. I know, I really should create a merged patch or something, but I could never seem to figure out just -how- that works (could never get the entries I wanted to copy over, idk). Anyway, as I said before, it was running fine, even Wrye Bash seemed to like me for once, then today it decided to go ballistic again. Thanks in advance for any help!