Jump to content

EssArrBee

VIP-Supporter
  • Posts

    7,454
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by EssArrBee

  1. You're correct. Just ignore my other post.
  2. We accepted a snow mod for 2.2.9 already. See which one because I forget and then compare to that so we can choose the best.
  3. I imagine someone like cabal would switch from Italian to English for his mods.
  4. Just install all the proper language strings with each plugin. If a plugin has multiple language versions then it could break the plugin those strings aren't there in the first place. No need for making harder than it needs to be. Just put some text that says the plugins support a few languages.
  5. So everyone used the crappy uv mapping to make good looking textures and now proper meshes make their textures suck butt? That's lovely.
  6. Go to my github page for the step patches and there is a folder for 2.2.9 which subs ars Metallica for CCOR in the extended patch. It is for use with BOSS but you could use LOOT without issue except theaters may not be in the right order which isn't that big a deal.
  7. I concur. We could at least table the whole thing until 2.3.0.
  8. I don't think it matters what language they choose if it is localized. Just put all the string files for the corresponding plugin in one folder and the game should autodetect language I believe. That is what localization should be if I understand it correctly, otherwise it would be dumb to even have localization at all.
  9. You can double click a mod in the left pane and go to the conflicts tab. Then right click on the files you want to hide. Or do it from the filetree tab as well. Using the right pane is a pain because it refreshes every time. As, once you install everything back up the profiles folder.
  10. I thought that FOMODs let you install an entire folder at once right? Just break it into 4 folders and boom you're good to go. I mean the strings all have the proper naming NS, NW, NWS... should be pretty easy.
  11. That will work too. It is a bit of overkill, but nothing wrong with that.
  12. Those are quite nice. Going to have to look at visible windows again along side these.
  13. I get what you saying about cache integrity. You leave the vanilla files in your data folder and then put all the modified files in the MO/mods folder. This lets MO load everything properly on startup and steam to not redownload everything when he game cache is verified. Is that right?
  14. I think me and Kelmych have figured out the major issue around MO and BSAs load order problem. I came up with a proposed solution and install order here: https://forum.step-project.com/topic/5033-ramifications-of-bsa-extraction-in-mod-organizer/page-4?do=findComment&comment=82145 We would have to change up the order of 2.D to make this work because the DLC would have to moved into their own mod folder in MO so they could be installed in the order their plugins are supposed to be ordered. The optimized textures can be put between the DLC and Patch so that the files overwrite correctly. It is a pretty simple solution and does not take much time. Only, thing to be aware of is verifying integrity of cache will redownload the DLC.
  15. MO beta version?? If so report it to Tannin.
  16. I've just redid my install order with what I laid out and it was super easy to do. Move six DLC files from Skyrim/Data to three new DLC folders MO/mods. I already had the UPPs and Opted textures in MO, so just had to reorder them properly. It took up the first 15 slots in install order priority (0-14) and less than five minutes. If you have to reinstall the UPPs it is easy, just be sure to click 'replace' so it will delete what is in the folder first, then reinstall the BSA version. If you don't have Opted textures then just ignore what I'm saying and untick all the UPP and DLC BSAs and it will load the way it is intended. Thank god it only took us 2.5 years of modding Skyrim to figure this out.
  17. Just make some folders for each DLC, DG, HF, and DB in the mods folder of MO. Now go into your Skyrim/Data folder and move the BSA and ESMs to their corresponding folder. Open MO, and move them to the order I just laid out there. The priority should start with Skyrim Opted textures at 0. That is if you have Opted textures.
  18. If you do not the vanilla textures then just uncheck the UPP and DLC BSAs in the archive tab. Ignore the red markers, they aren't errors, it's just telling you that they are going to load in the old way instead of with MO's way.
  19. Hmm... I've never had the cleaned ESMs show up in overwrite. Probably because I don't make backups of them. So just making them into mods will be easy. Just move the ESM and BSA(s) to a folder in mods called Dawnguard, Hearthf...
  20. Yeah, that is how it is supposed to work. You won't remove a dragon right after loading but it will mark it for deletion when you leave the area. I'm moving this to testing, so we can get it in the guide for 2.2.9.
  21. I think that when the UPP team decided to false flag the patches it threw the MO load order a curveball. Maybe package the DLC as mods in MO and load them in the correct order. Install order with Opted Textures and all BSAs checked in the archive tab: Skyrim Opted TexturesUSKPDawnguardDawguard Opted TexturesUDGPHearthfireHearthfire Opted TexturesUHFPDragonbornDragonborn Opted TexturesUDBPHRDLC1 (these three could be the optimized versions repacked without plugins)HRDLC2HRDLC3UHRP (untick the plugin, tick the BSA)All other mods...This solves the BSA load order problem of one BSA loading before or after another. We would have to do this as the very first section of the guide after 2.C. This would mean 2.D would have to be set up for this install order to get MO to do it properly. EDIT: I'm a genius.
  22. Yeah!! More updates for me to scour through. The stairway got fixed for those of you that had the issue. I wonder if the UPP team is getting tired of STEP members yet?
  23. Firmware Breakthrough for SSDs Some nice Japanese researchers found out how to increase speed and overall life of SSDs by solving the major issues with write to the drive. Basic idea is that you cannot overwrite the drives if data occupies the space you want to write to. You have to write to a different unoccupied area and then mark the other data as invalid or ready for deletion, then write the new data to that sector which creates fragmentation. This solves the issue by using a much more efficient algorithm to write new data on already fragmented sectors and comes up with a basic garbage collection system for SSDs. The data is written to the first sector that is marked for deletion instead saving about 55% of writes and increasing overall speed by 300%. I'd say in real world you would only get about 200% increase due to the varied type and size of your writes. Also, SATA 3 is limited to ~600MB/s and the fastest SSDs on the market are ~500MB/s, so 300% increase is ~1.5GB/s. SATA Express (~1.9GB/s limit) will have to be adopted very soon so new drives can be supported.
  24. Brumbek is on a roll lately. Update 1.69 is out: Version 1.69-Edited SMIM-FarmhouseFlickeringFix.esp so it matches the USKP exactly to avoid confusion over conflicts. Reminder: you don't need this .esp if you use the USKP, but it won't hurt anything to load it with the USKP, too. -Removed Strings folder for SMIM-FarmhouseFlickeringFix.esp since I updated it. New translation files will be needed if you use it with another language. -Ever so slight fix on loadscreenreagent01.nif for Nirnroot UV mapping to remove ugly line on the petals. -Increased UV mapping size on all epic green dungeon pillars (cavegepillarXX.nif, over 150 placements) to greatly reduce the ugly. Thanks to Octopuss for pressuring me into fixing this! -Also a minor UV fix on cavegepillar03.nif for two misplaced triangles. -Also fixed the vertical UV stretching error on cavegepillar04.nif. -Vertex color fixes and UV seam fixes for cavegebalconycurve01.nif. Eliminated seams on both bottom and top surfaces. -Vertex color fixes for cavegebalconycurve02.nif. -Vertex color fixes and UV seam fixes for cavegebalconycurve03.nif. Eliminated seams on both bottom and top surfaces. -Vertex color fixes for cavegebalconycurve04.nif.Here is the interior cave wall fix he made with the UV mapping corrections: I'm beginning to think that vanilla textures, the HRDLC ones at least, were quite good and it is just a case of bad meshes that made part of skyrim so bad.
  25. You know you've spent to much time on reddit when you start looking for the upvote arrows on everything.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.