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EssArrBee

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Everything posted by EssArrBee

  1. I think I might be able to drop a couple mods that are included. Most of the stuff in the mod is pretty good. I didn't care to much for the second version, but it seems that extra textures really help. I would like to see just how far the unrated version goes, Fallout could use a little more depravity.
  2. Didn't even think about that. Thanks for pointing it out.
  3. I'll have to look over it after STEP gets updated. To much in that mod for me to try and do it right.
  4. Most of those do nothing. They aren't even read by the engine. The rest probably do thing, but not what people claim they do. Most of that stuff is going to cause a lot more harm than good.
  5. Isn't there an auto message thingy for testing, accepted, and dropped? Anyways, dropped for 2.2.9. Will be included in USKP 2.0.5 which is in beta.
  6. Are you talking about the PS3 version where the shark isn't even moving? It just looks like a dead shark, but maybe a bit small for a great white. The PS4 version had hammerheads though, so I'll probably be pre-ordering just for that alone. I did like the grass, but I think all the compares were a pretty early version or youtube's 30 FPS limit is messing with the video cause there was lots of microstutter. Maybe they just recorded it at 30 FPS and slowed it down for the video, idk, it didn't look right. I will kill those deer with a car attached to a helicopter like a giant pendulum. It will happen...
  7. I loved Red Dead, but it could be pretty goofy. That is probably one of the best thing about Rockstar is that they understand that in videogames fun is supposed to outweigh realism. https://imgur.com/gallery/UwFzfd5 I hope they allow people to get a better sdk for the next round of GTAV releases, especially PC users. We will finally have some crazy times, like that Iron Man mod. I had a buddy that quit his job and opened up a mall kiosk to do hardware modding for consoles. He was actually super talented at doing, custom paint jobs, transparent pieces over the disk drives, LED lights that would somehow get get dimmer or brighter with the game, all kinds of stuff. That was toward the height of the Xbox/PS2/Gamecube era. I think Halo 2 just came out and GTA San Andreas was right before that. I kinda wonder how long he lasted. But, regular modding on xbox, no way, Lush Trees wouldn't even load with the 360. No memory on that thing.
  8. Why are teasing me with this? Don't you have windows to fly into, cars to crap on, lizards to eat? I'm getting it on console first too, I don't trust them to optimize it properly for PC after GTAIV, even if all the platforms are the same architecture. I have a feeling that the ENB for GTAV is going to melt quite a few GPUs, probably more than GTAIV's ENB did. I really want PS and XBOX to start dumping money into the cloud rendering stuff they seem to want to implement so bad. That would really make those games next gen without the need for more power, just more bandwidth. I like that you can mod the game on consoles using the cool tools they came out with to add in new game modes. It isn't a fully functional modding SDK, but it is still bring consoles to a place they haven't been yet.
  9. Any other line that isn't Water Height should be looked at as a fix if USKP changes it. Water Height of the two values I gave are read as the same thing by the engine for some reason, so forwarding those does nothing in game. The UP team had it set at whatever it was for SKyrim.esm and then the CK changed it. A lot of modders probably just forward the record without thinking about it, but it doesn't really matter if you do or don't. As for Object Bounds, say a record has some bounds of 3, 5, 6, 2, and 9, but USKP changes them to 6, 4, 4, 8, and 6, then that was the CK doing it, not one of the UP team. If a record has all zero values, but USKP changes them to non-zero values, then it was an UP team member doing it and not the CK.
  10. Don't mess with Water height. The CK seems to change those values between 0 and -2147483648.000000 and default. They all mean the same thing. Also, unless object bounds are changed from 0, then they are something the CK changed on it's own.
  11. Praise Talos!
  12. Check to see if it does work with MO. I couldn't get it to work that well with MO, but had success with every version of FOMM - Fork. The fact that FOMM - Fork doesn't work and FOMM does work, tell me that you need to reinstall .NET Framework 4.0. The Fork version updated to that during it's second release.
  13. It doesn't matter what the priority Bashed Patch, it is just an ESP and nothing should overwrite it. For plugins, the right side matters, BOSS/LOOT take care of that.
  14. 1) Yes, members get email notification, it is the email we send you unless you ask to be emailed for replies or other stuff. 2)You don't need a bashed patch until equipment section and that is if you want to be really nitpicky about it. Otherwise, after the gameplay section. Benchmarking could be from an actual benchmark or just an eyeball test to make sure that something isn't really wrong with the setup after each section.
  15. Do not untick the mods when rerunning OneHUD and uHUD.
  16. Did you extract the darn UI files from project Nevada?
  17. There has to be something wrong with One HUD or UHUD.
  18. Make sure you put the INI tweaks in to MO not the default INIs.
  19. You could try this: https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129 Edit: ah… ninja'd. Both should work.
  20. This is the weirdest bug. I'm thinking that maybe we need to go back to the beginning. 1) Is you Steam directory in the Program Files or Program Files (x86) folder? If so you need to move it to a non-UAC folder. Run launcher one more time to make sure that registry is up to date. 2) Make sure .NET Framework is up-to-date. 3) Use the old version of FOMM installer so that there are easy to access start menu options. 4) Install the latest version, 0.14.10.8. 5) Run FOMM on its own, then through MO. Other than that I'm almost at a loss. I haven't come across anyone with this type of issue before. You could also try every version of FOMM - Fork that is listed on the nexus page and see if one of them works.
  21. Do not wait for 2.3.0. We are going to release 2.2.9 soon, wait for that or just go to the step guide page and replace the Guide with 2.2.9 and use that page. It is almost finished and no major changes will happen. don't use the STEP patches with 2.2.9. New ones will come out when we launch it. STEP Extended will be spun off as a pack and the guide will just be STEP Core and we will probably have a larger section for packs than the one we have toward the botton of the guide right now.
  22. Alright, that's supposed to happen. Now you can extract FOMM - Fork over that install and see if it starts up correctly. Don't use the latest version. Try 0.14.10.6 or 0.14.10.4 and try to start it without MO first. Then if it works try it with MO.
  23. Okay, lets try a different approach. Get the original FOMM and install it using the installer. Put it in the same folder as your Steam install. Like C:Games... or where ever you keep your games.
  24. No, all the non-green bar mods are extended. They make up the whole sum of STEP Extended. We designed STEP Extended to be installed with STEP Core. In 2.3.0 we will put Extended on a separate page and make it into a pack.
  25. Do you have all the options in the windows startup menu? BSA Creator, BSA Browser, FOMM, Advanced Setup, Shader Editor, TESsnip, and the Uninstaller should be all of them.
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