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EssArrBee

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Everything posted by EssArrBee

  1. You could downgrade USKP. There's still a bagillion fixes in 2.1.1.
  2. Oh man, this whole time I thought I was setting the level that those quests would trigger. I guess it just worked out where I was level 12 and I had it set on 12. :facepalm:
  3. We never got arond to testing this for the last release. It's 2k which is the resolution of AMB armors, so it should match well with that. I really like it and have been using it for a while. Here's some screens, but ignore boots and guantlets since there isn't any for guards. They just wear fur or iron I think. So pretty much just look at the cuirass. Vanilla->FF
  4. I'm gonna say this is a STEP Extended mod since it actually changes some of the main quest and scripted scenes quite a bit. I do really like though and this we should accept this mod and recommend the first setting at level 8-10 (gives user a little leeway) and the second settings double the level of the first. I set mine at 12 and 20, but it felt like I was just a bit to powerful for that first dragon fight at level 12.
  5. Alright, I've had a good amount of time with this mod and it's really good for spreading out the major quests minus the main quest. I was nice to start the game without the vampires attacking cities right away. Also, it was nice to go to Markarth and that damn Vigilant wasn't standing by that abandoned house until I reached level 15. That guy is so annoying. One of the coolest features is FISS support so STEP could even recommend it's own settings without people having to adjust everything manually. It's a great companion mod to Not So Fast and would be awesome in STEP Extended, maybe even Core since it doesn't really change any quests, just spreads them out a bit.
  6. I haven't had any big problems with Whiterun which is pretty impressive. The only thing missing is Amren and his wife arguing. They don't seem to come out of their house.
  7. Here's some compares against AMB. The screens look nice, but when you actually stand in Dragonsreach and look around they stick out and look obtrusive. May need an AMB patch since the meshes change the texture path.
  8. Updated to 1.82 today. Basically the Whiterun update. Version 1.82 -SMIM'd the Solitude Poor Coffin (scoffinpoor.nif) used in about 60 places. I just hated how perfectly square the original was. Thanks to Langley for letting me incorporate part of her texture into my new one. -I also included a Solitude Poor Coffin version that uses the default vanilla texture in the Core folder just in case anyone is using a very specific texture replacer they prefer. -Added new Whiterun Castle wood carvings option that uses a new custom-made wood carving texture and fits it properly on all the meshes. -FYI: the new texture deviates from vanilla but looks really nice I think. It is darker with some distinct patterns and colors to offset the very bland bright wood texture in Dragonsreach. -All the wood carving meshes have had Specular reapplied to the shader since my new texture includes a proper specular channel. -Various UV improvements were also made to the Whiterun Castle meshes where needed. -Also properly welded some vertices on the wood carvings for certain meshes to align the texture properly. -Also properly positioned the wood carving UV mapping on all the meshes to remove an ugly seam. The longer I work with their meshes, the more sloppy Bethesda becomes, har har. -Fixed incorrect vertex colors on wood carving for wrintcastlewallstrchimney01.nif. This is part of the Core install as well as Whiterun Castle install. -Fixed hole in wrintcastlewallstrdoortrans01.nif that let you see out into the void. Good work me! -UV improvements to wrintcastlewallstrmaindoor01.nif, part of both the Core and Whiterun Castle install. -UV improvements to wrintcastlewallbasestrdouble02.nif to fix very wacked sides. -UV improvements to wrintcastlefreepillar01mid.nif and wrintcastlefreepillar01top.nif. This will make texture replacers look better. -UV improvements to wrintcastleroofsupportbeam04.nif and wrintcastleroofsupportbeam05.nif to fix stretching. -UV improvements to wrintcastleroofsupportbeamloft01.nif to fix seriously wacked UV. -UV improvements to wrintcastleroofsupportbeamwing01.nif to fix seriously wacked UV. -UV fix for side wood piece on stairwell on wrdunintstairsdown01.nif. -Changed installer to actually default to Pull Chains Small Rings install option since it is more realistic. -Added Orc Longhouse installer option that I forgot to add in the prior full version. I'm not crazy about the wood carving update in Whitrun, I rather like the ones in game with AMB. Might have to hide them.
  9. Do additional patching in the game tweaks plug-in.
  10. I'm pretty sure you can merge the merged plugin and the new mod. Just make sure that all the assets get copied over to the Overwrite. Or just skip the new weapon.
  11. Added the Galil to the Millenia page. Looks like his last gun before FO4 comes out so next update will be WotNM hopefully. Well I'd prefer if it was a mod that could be merged into Bashed patch, but if that isn't possible then I'd have to see how it could be made.
  12. That patch is for AMB Skyforge users. STEP uses the content addon so that patch isn't going to work. The content addon includes the EBQO changes since kryptopyr made it. All mods that I know of from kryptopyr include the EBQO changes.
  13. I saw that weapon but I'm not going to be on my computer for a while. PN is free the use as a base for other mods. I haven't looked at how it works but it'd probably just be one little record in xEdit.
  14. I guessing it's DynDOLOD level of hours.
  15. What's the Bare Manor? Do you mean the Bannered Mare? Saadia walks around with a tray of drinks going from table to table. That was a pretty nice touch.
  16. I think I had an animation and pathfinding type of bug in Riften as well. Bran-Shei and that guy who chops wood were stuck over by the bunkhouse going through there regular routine like they were at the woodchopping block and the vendor booth. The really weird part is that the game still registered that the guy was still chopping wood at the chopping block. I was trying to get some would and it said that someone was using it. I could hear the guy working, but had to run around to find him.
  17. The advanced menu has the size of the near and far grid. How safe is it to mess with those? Does performance drop significantly by increasing them?
  18. Making the ELE patch for the STEP recommended version is super easy. Only five records need to be combined. I could post any simple patches like that if they are useful. Otherwise anyone can pretty make them in xEdit in about 5 five minutes. As for a Relighting Skyrim/ELE patch, you don't need one for both since the ELE patch should cover everything.
  19. I didn't realized they were even changed the time I did the patches. You can forward them in xEdit if you like and make it all green in the STEP Patch.
  20. As long as it's free, who cares? I mean how long has it been since you saw someone rocking XP or Vista?
  21. I don't think it matters what EDID is on Keywords as long as the FormID is the same.
  22. I think there a just some conflicting lights. I'm not really sure if the placements of those lights is a big deal, but since CRF restores some cut content I thought it would be important for those changes to used for whatever it's restoring.
  23. I can see already that some additional ELE patches would probably help. I can do a couple tomorrow.
  24. Cutting room floor is mod you might look at creating a patch for.
  25. Medium would be good too. It's nice to see the smoke running up on a town. Also, I think there are some fixes in the Sparrow prince version.
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