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EssArrBee

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Everything posted by EssArrBee

  1. They are in the mods themselves, or they will be part of the mod after using a BCF. You can tell by the little wand icon on the mod in the installers tab.
  2. First link only has vanilla and S&R HD, and the fourth set is a broken link, I think it is listing http twice. Anyways in the second and third sets I like S&R HD, aMB, Hectrols, Vanilla, Beauty in that order.
  3. Mirror's Edge is quite a nice title and has it's problems, but that is expected with a game that took some risks. Original Dead Space was good, Burnout Paradise is awesome, and Crysis 2 is the only Crysis I'd recommend. I like BF3 when I'm in a realistic modern shooter mood.
  4. SMIM has updated with a wizard for v1.49, he forgot it in v1.47. I haven't used it, need confirmation it works. I believe everything else that needs one at the moment has one or has a bcf available. If you find a specific mod that really needs one, let me know and please include the version number. We have a built in converter, but folder structure has to be put in manually, and then someone can generate a bcf and share it for everyone to convert a mod. That probably isn't going to change any time soon.
  5. Okay, so for optionals you have two choices and that is to merge or just rename it to something else. So in the Footprints case, first you install Footprints under the name Footprints and then the Ash Supplemental is next for the Dragonborn prints. MO asks you if you want to merge, replace, rename and cancel. you could merge it and have both mods under the name Footprints or just rename it and then name it Footprints - Ash Supplements. Never merge different mods that would be way to hard to keep track of, do a rename. If you have three different mods all name Flora Overhaul, you would forget what mods are merged together after a week or so. Only do the replace for updates if the update does not require the original mod. SMIM is a good example of this because the author will post minor updates for a few versions that requires the main mod. He recently updated to v1.49, but before that you had to get v1.47 main file and the v1.48 update. If you had v1.47 you had to merge the v1.48, but if you got the v1.49 it was entire package, so you would replace. EDIT: Always ask noob question or you never stop being one.
  6. Okay, I get it, my filter comes off after three drinks, but I fixed it.:P
  7. Yeah, the naming thing is something you need to watch, since MO will sometimes try to name mods incorrectly so just be aware of it and change the mod to the proper name. You don't want to be replacing and combining mods that are different altogether. Since MO uses a virtual directory, you will install the files from both mods and have named different so they appear in their own folder. Based on the way you list your mods in priority will determine which mods end overwriting others, but that is okay.
  8. Since there is no permanent Humble Bundle Thread, I'm going to start one since the current sale is pretty insane. And then we can just have a place to post new sales that we notice and want to share instead of creating new threads for every sale that is worthy. It's called the Humble Origin Bundle, and of course that means a bunch of EA games. I know EA isn't the favorite publisher for gamers so you should really get in on this sale since all the money goes to charity. SUCK IT RICCITIELLO!!! Anyways, all the games are on Origin, but there is a choice for Steam keys on some of the games if you pay more than a dollar. The sale includes:    Dead Space (Origin & Steam)    Dead Space 3 (Origin only)    Burnout Paradise: The Ultimate Box (Origin & Steam)    Crysis 2: Maximum Edition (Origin & Steam)    Mirror's Edge (Origin & Steam)    Medal of Honor (Origin & Steam) Pay more than the average (less than $5 US at time of writing this) and also get:    Battlefield 3 (Origin only)    The Sims 3 + Starter Pack (Origin only, Win/Mac) I can't stand Origin, but for this price I can put up with it and I'd recommend anyone else do the same. Also, the Humble weekly sale is interesting for those of you that like indie titles.
  9. If you doing something like updating a mod from version 1 to version 2 and version 2 does not require version 1 then do the replace. If the update requires version 1 then merge, or rename the file so it gets it's own place and then put it under in the mod list. This way the update overwrites the other file.
  10. I too hate insomnia, but lets keep the cursing of it to a minimum please.
  11. Also, you will have problems if you are dropping below 30 FPS. I was doing some benchmarking with different ENBs and they would mess up the intro if only at 20-25 FPS.
  12. Well, I guess some mods might change those properties quite bit so it wouldn't matter, but other mods may need to forward the fixes from USKP or adapt the fixes to work with said mod. My Papyrus logs have had zero levelpredatorscript errors since this was updated, but I'm not using SkyTest at the moment.
  13. It might be the Improved Puddles mod that works on the drips. Might be worth checking on.
  14. I just saw this on Kotaku, WTF?!?! I can't even begin to guess how someone came up with this, but leave it to the guys at Volition to blow you mind. This pack has two week long trips, plastic surgery, spy training, hostage rescue something, a flight on Virgin Galactic, a Lamborghini and a Prius. Not sure how they are going to sell a lot of these, but at least its fun to dream.
  15. The reason it takes so long to do it without ENB is that you are using the old way of achieving displacement. Since DX10, it is done natively on the GPU in real time so the effect is a bit more GPU/VRAM intensive, but the old way is more CPU intensive. I have no clue how Boris gets all that stuff to work, but ignorance is bliss. Anyways, bring on tessellation!!!! I actually was wondering why it took so long to get parallax mapping indoors since you are up against walls instead of viewing things from a distance, like all the outdoor stuff? Glad to see a few mods come out with it finally.
  16. No the .jar files will automatically assign the proper exe to run when you select the add as executable. It is usually something like java.exe or javaw.exe. Just make sure that ever box (Name, binary, start in, argument) is full and click add. Usually MO will fill in that for you. For dual sheath redux you the instructions are to install it like it is a regular mod and then select all the packs that coincide with the mods you have. All those packs that are needed for STEP are listed on the dual sheath redux wiki page. You run it once after you complete you installation and that is it. The only time you run it again is if you change your install by adding in new mods. Usually mods that don't have any plugins (esp/esm) are ignored for this, and really unless you are adding in armor and/or weapons then I doubt that it needs to be run again.
  17. Actually, the lip sync thing is part of the 1.9 patch so don't hold your breath on a fix. I get it sometimes and other times the dialogue is fine. I'd bet someone from the USKP team will fix it eventually, but they just had a major update release so it might be a while.
  18. Parallax mapping is something that was added in DirectX 10, but you would need an ENB to get those effects to work with Skyrim since it's DX9. I've never heard of parallax meshes though, I've only ever heard of it being able to augment geometry without recalculating the meshes, so that would be less demand than adding in a thousands of polygons. It would probably be as heavy in VRAM usage as a normal map, but a graphic artist would know more about that. EDIT: I see now what you meant the meshes have been altered to allow parallax mapping. Sorry, it's still early here.
  19. I think the newest update to WATER removed some of the optionals, like waves. Don't know if SP is gonna release it separately or not, hard to guess what a graphic artist is thinking. Bit nutty, the whole lot.
  20. Only SKSE itself needs to be installed manually, as far as I now every other SKSE plugin is packaged correctly for mod managers to install. And you must launch through the SKSE launcher if you want those plugins to work, do not launch with the Skyrim launcher unless it is the very first time launching the game after a fresh install of the game.
  21. I'm pretty sure that NMM doesn't have as many features is that it does not just focus on one game engine setup. That is a luxury for MO and WB that the nexus people don't have, since they have to develop a manager for many different games. With a new Witcher game coming before any Beth game and Saints Row 4 might have have mod tools, I'd bet that they will need to ready for those games which should be active. Not to the Skyrim level, but they will be popular and require a mod manager.
  22. Yes, anything that ends with _n.dds is a normal map and should look like that.
  23. Ahh I see that the wizard is missing from v1.47. I will make note of that. You can just grab the v1.43 file from the old files section and then grab the update to v1.48. Install the v1.43 with the wizard and then just install the 1.48 update the normal way and it will be done.
  24. Yes MO supports fomods, but most mods do not need an installer because they are packaged correctly for you to install them with whatever mod manager you use. In wrye bash the mods with wizards should have a little wand in the box under the installers tab. To use it just right click on the mod and select wizard. It is much like a fomod installer.
  25. There are issues with NMM uninstalling mods, when you uninstall a mod it just removes the files completely without replacing the files with whatever it was overwriting. Mod Organizer is a good program to use if you do not want to use WB.
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