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EssArrBee

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Everything posted by EssArrBee

  1. I was unaware about the BSA formats, thank you for bringing that to my attention before I did a whole bunch of packing/unpacking with DDSopt. So would it be best to use FoMM to extract and pack the BSAs? Then just optimize the loose files with DDSopt, because I looked at BSAopt and it supports Fallout 3. I did run some of the unpacked BSAs from FNV through DDSopt and they only gained about 40MB for all the textures including DLCs. NMC, which is just textures and a few meshes so DDSopt shouldn't have an issue, was reduced by over 900MB. I guess I'll go to the nexus or beth forums to try and ask Etathron about the extent of support for other games.
  2. I've been wondering lately if anyone has used DDSopt on any other games like Oblivion or Fallout and what type results did people get from that? DDSopt has native support for Skyrim and Oblivion, but does it really matter if it is used with the Fallout games too? I'm pretty sure the guide can be applied to other games with a few tweaks, so has anyone actually done it?
  3. Well, it looks like she might have installed a mod that adds higher level enemies or something along those lines. The one that pops out the coffin is supposed to be there, he's basically the boss of that barrow. Without knowing what mods she has installed it would be hard to say which mod it is. You could post the load order and someone would probably know what mod might be the cause.
  4. Actually a new version just came out, v1.7.1, which has a different wizard and some new options for bolt quivers that probably need to be looked at.
  5. Actually to a computer it wouldn't make a difference which direction it worked because it could just unpack and extract the files that do not get overwritten if working from lower to higher. It all depends on the way it was coded.
  6. This is correct for Wrye Bash since the installer will skip the files in the lower packages that are already present in the higher packages. You can see what files exist in lower and higher packages under the installers tab their is another set of tabs on the right, look under conflicts.
  7. I just noticed one little thing in the guide under section 1.E Install Utilities the first section under it is 1.E.2 and it should be 1.E.1 to follow suit with the other sections.
  8. The wrye bash wizard isn't setup that way. Required flies: -Skeleton Rig map Options: -Back Hip Dagger Then it asks about the animations for back weapons.
  9. The invisible just seems crazy. I bet these would be a bit better if someone made the mesh a bit thinner.
  10. I'm not saying that Oblivion doesn't need a gameplay overhaul, especially for leveling, but there should be some kind of base to build from that doesn't pigeon hole the user from installing the gameplay overhaul they want. Not everyone will like Duke Patrick's or WarCry or Fran's and a guide should be able to have the ability of the user to choose. I really like Robert's male replacer too, I wish he'd finish his Skyrim one. I have the unfinished version and it was already a step up from Better Males, too bad.
  11. I agree with Will, just because SR would probably not exist without STEP (the description even says it is a STEP-based guide) and trying to make an SR type guide without a base like STEP would be specific to a certain type of game. This is because SR uses gameplay mods like Dual and Frosfall that go much farther than vanilla tweaks. The initial goal would be much more achievable for a team of individuals if it is to make a baseline guide that almost any user can get into, then once a proper guide is constructed something like SR could spawn from it. I do like the idea of working backwards for one reason though, and that is more modders are still working on newer games than older games. It might be easier to get them to fix or make a mod compatiblewith other mods if using newer titles. One thing we would have to do unlike STEP is only support the GOTY or Ultimate Edition of the games since they are so old. Trying to manage the games with and without DLC at this point would be a nightmare and lots of mods don't support the game unless you have all the DLC.
  12. For some reason I keep thinking on names that play on the STEP acronym, you know like Wrye Bash->Mash->Flash->Smash. Oblivion is easy it would just be OTEP, and maybe FO3 would be FOTEP, but FNV is a bit harder.
  13. Sometimes conflicts can be nothing to worry about, but it is good practice to remove a many as possible so that by the time you reach the end of your installation there are as few as possible. It is just a good way to reduce crashes and freezes related to conflicts. Small headache setting it all up so you don't have lots of big headaches trouble shooting.
  14. Maybe 'Birds and Flocks' is salvageable after all? In light of this, SkyBirds should be tested in both a full STEP installation: one with Roosters at Dawn removed and one with Roosters at Dawn & Birds and Flocks removed. This will tells us if Birds and Flocks is really fixed by SkyBirds.Could you update the OP in MT thread with the recommended testing methods? thanks ;) Vurt's used to need a SkyBirds patch, is that still going to be necessary. Probably just to enable perching or to move spawn points for birds if vurt put a tree there.
  15. If you look in Papyrus logs you will see stuff like this: [ (2300BAEB)].FXBirdFleeSCRIPT.OnCellAttach() - "FXBirdFleeSCRIPT.psc" Line 19 [05/11/2013 - 08:15:47PM] warning: Assigning None to a non-object variable named "::temp1" stack: [ (2300BAEB)].FXBirdFleeSCRIPT.OnCellAttach() - "FXBirdFleeSCRIPT.psc" Line 19 [05/11/2013 - 08:15:52PM] Error: Attempting to stop an invalid sound instance stack: .Sound.StopInstance() - "" Line ? [ (2300BAEB)].FXBirdFleeSCRIPT.OnTriggerEnter() - "FXBirdFleeSCRIPT.psc" Line 33 That stuff is always in my logs, didn't actually know the errors were bad enough to cause crashes.
  16. I know there is a FCOM guide for Oblivion, but that would be more like a gameplay overhaul version of STEP. Most guides end up going in that direction because the games have been out for so long. Plus, you can make a proper bashed patch.
  17. Until you can put a team together to do this I'd suggest starting with some of the modders that are already a part of STEP. A lot of them have mods for FNV, not sure about F3 as I haven't loaded up that game in a long time and forget most of the mods I had anyways. I know that my current FNV setup is pretty much structured the way STEP is as far as sections go. The problem with Fallout games is that modders didn't address the cleaning issues that TES game usually do. I know off the top of my head that Vurt's Wasteland Overhaul has thousands UDRs, and cleaning it with FNVEdit makes the game crash from the main menu. Getting a list of mods together would actually be the easy part since the mods are coming in quite slow as of late (not counting Millenia that guy is a freak). The hard part would be getting authors to fix up mods that need it or getting permission to fix or patch them. You'd probably need a catchy name too, FTEP? VTEP? Personally, I'd help out since I've been tinkering with FNV while waiting on Project Brazil, and I think it would be fun to build something from the ground up.
  18. SkyBirs is also designed to work with any DLC or quest mods that add new locations without patching.
  19. Discussion thread: Dragonborn Mages Robes Retexture Pack by Rafuel Wiki Link This is a retexture of all the Dragonborn robes, Miraak, Dragon Cultist, Telvanni, and Temple Priest. The author has added a few designs to the robes, but they match the story of Dragonborn DLC very well. The Miraak robes have Herma Mora images on them and so do the Dragon Cultist robes. The Temple Priest have the three deadric lords from their temple on them. The images are not overbearing in any way really complement the look of the robes very nicely. All the robes are 2k and the boots, gloves, and/or masks are 1k, pretty much how BoS is setup. This author also has done very good retextures of the archmage and psijic robes, but has not put them in any pack as of yet, probably will after he does some more Skyrim stuff.
  20. If you guys want a total guide to using TESVEdit then maybe try out the FNVEdit Training Manual. It's a bit old and for FNV, but all the info transfers over since the concepts of what TESVEdit does are the same. It's 162 pages of info that goes way deep inside the program so it's worth reading if you put lots of hours into modding Beth games.
  21. I was thinking the same when I started using FNIS and all the new animations that have been coming out for custom skeletons. It can seem like the authors are talking to people that already know about these type of files and how to install them without direction. Since STEP has accepted a new XP32 and FNIS it should probably start a character animation section to address the specific instructions for people that rely on the STEP guide. That would then bridge the gap to using SR making it easier to go from one guide to the next.
  22. I'm having some issues trying reinstall the mod in the MCM menu. When I click reinstall, the checkbox comes up normally and after I exit the menu nothing happens. I know I did the reinstall correctly so I'm just unsure why it won't initialize.
  23. Make one to go with Bergzore's Immersive Animations mod, it's already in a BAIN friendly package.
  24. Bergzore released a new animation mod for run, sprint, and jump called Run Sprint and Jump. On the nexus page he also recommended using No heavy muscular walk and idle by Scot so the arms aren't so bowed out. I used them both last night for about an hour and I really like the new jump for females. The running animation seems to sync the arms and legs together much better than any other running animation.
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