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Everything posted by EssArrBee
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Dynamic Distant Objects LOD - pre 2.xx
EssArrBee replied to sheson's question in DynDOLOD & xLODGen Support
oooh... RC. Does DynDOLOD automatically pick the SkyFalls rule to use based on the settings? I noticed there was two, but I didn't really see the script say anything different while generating high vs medium. Can I override the mod rules somehow on my own? Like if I want the high version of SkyFalls with medium or low. -
DROPPED Skyrim - Enhanced Camera (by LogicDragon)
EssArrBee replied to dstansberry's topic in Skyrim LE Mods
We can pretty much leave info for all the settings if we want. Right now I recommend turning off the head bobbing, I know it's real-ish, but it's headache inducing. Then just mention the other settings like first person crafting, death, killmoves, sitting, riding, and werewolf. -
GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
I've added a couple fixes in here and there, but I'm not an expert when it comes to meshes. The original files have the prototype riot gear under the floor of the Helios ONE workshop, so you can't get to it. I have been learning a little Blender, so I'll have to just stick with it until I can edit meshes properly. Maybe fixing the texture paths in the meshes can be done in nifskope, I actually know how to do some of that. -
DROPPED Bethesda Hi-Res DLC Optimized (by Vano89)
EssArrBee replied to Farlo's topic in Skyrim LE Mods
Yes, I believe we are. The Step Optimized Vanilla Textures are going to be used instead. -
GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
The armor on the left is in the lucky 38 I believe. The one of the right is in Helios ONE. If they are wrong then something messed up the meshes. -
DROPPED Skyrim - Enhanced Camera (by LogicDragon)
EssArrBee replied to dstansberry's topic in Skyrim LE Mods
Yep, but it's also something that can be adjusted in the INI, which is awesome. Also, the death bug may be INI related. bFirstPersonDeath=1 could be changed. -
DROPPED Skyrim - Enhanced Camera (by LogicDragon)
EssArrBee replied to dstansberry's topic in Skyrim LE Mods
You have MMO installed on top of STEP right? In regular Skyrim dying is pretty rare. The game is just easy since the AI is so bad. -
ACCEPTED Better Shaped Weapons - BSW (by masterofshadows and LeanWolf)
EssArrBee replied to WilliamImm's topic in Skyrim LE Mods
Did you also test that scale plugin with XPMSE? I think that might address part of problem, but I also haven't used that option yet. I do have it all installed, so I can check into it later. -
ACCEPTED Better Shaped Weapons - BSW (by masterofshadows and LeanWolf)
EssArrBee replied to WilliamImm's topic in Skyrim LE Mods
Are we still debating the quivers with this mod? I know that the installer added Keening, so we need to update the wiki page. I haven't looked at the changes with the quivers in game though. I might do that later today. -
DROPPED TDN Vampire Armor Retexture (by Nightshade)
EssArrBee replied to EssArrBee's topic in Skyrim LE Mods
I mentioned this one for Extended in the admin dev thread. I do like it more than Vanilla, but it is a departure from the vanilla style. It's not so much that is not lore-friendly, but it is enough that we might go with Extended. Since, it's just textures we can always move it to Core, or just tell people to install if without consequence if they aren't doing all of Extended. -
DROPPED Skyrim - Enhanced Camera (by LogicDragon)
EssArrBee replied to dstansberry's topic in Skyrim LE Mods
For this mod I'd probably lean toward Core. It doesn't mess up anything with it AFAIK. It might have more issues with a heavily modded setup, but Core usually does just fine since it is mostly textures/meshes/sounds/fixes. The best thing about this mod is that it is just a SKSE plugin, so you can plug and play without any saves getting messed up. -
DROPPED Invisibility Glitch - Eyes Fix (by KingsGambit)
EssArrBee replied to Xaviien's topic in Skyrim LE Mods
I'll say yes, but I did not test it myself. The visual evidence posted is pretty cut and dry though so I'd have to go along with that. -
Dynamic Distant Objects LOD - pre 2.xx
EssArrBee replied to sheson's question in DynDOLOD & xLODGen Support
I wasn't. It's just easier to copy paste the rule than taking some screens. Now that I know how the rules work the interface is simple. -
DynDOLOD. I was outsourcing since it was taking a while to get anyone else to test it.
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Dynamic Distant Objects LOD - pre 2.xx
EssArrBee replied to sheson's question in DynDOLOD & xLODGen Support
What if I told you that Newton only came up with calculus because he couldn't figure out why planets orbit in an ellipse without it? (To win a bet, too) That guy was genius... just saying. -
Dynamic Distant Objects LOD - pre 2.xx
EssArrBee replied to sheson's question in DynDOLOD & xLODGen Support
That worked. I added the LODGen48=Skyrim.esm;0002e2ad,Static LOD4,Static LOD8,Static LOD16,,Unchanged,1 line and it worked fine. Now I just need to add a couple other rocks from that area: You can see it kinda floating there, but at least I now have a better idea of how the rules work and can add the other stuff on my own. That is for medium settings, so that area might be considered as a rule. It's near the cave exit where you fight the guy for the Iron Hand Gauntlets. I think it's where you get that one redguard dude's family sword back from Whiterun. Probably should have looked it up. The LODGen=48 was just from my INI, so I just copied the whole line. The rule was in sequence and I put it before the other rock stuff just in case. EDIT: There was also another area with a floating tree, but I forget exactly where on the map. I know that it leads to cave with vampires though. At least if my memory is that good. -
ACCEPTED Weapon and Armor Fixes (by kryptopyr)
EssArrBee replied to WilliamImm's topic in Skyrim LE Mods
Yeah man, we added that option a while back. Like 2.2.8 I believe. So long ago that Z was actively testing. -
Dynamic Distant Objects LOD - pre 2.xx
EssArrBee replied to sheson's question in DynDOLOD & xLODGen Support
Right now I'm just trying to fix some floating tree stuff, so I just the FormID rules and don't want to redo the whole thing. I'm actually having some problems getting some rocks to show up. Figuring out exactly what some rules do is a little confusing. If I want something to always show, then don't I just make the rule something like LODGen48=Skyrim.esm;0002e2ad,,,,,Unchanged,0 and put it before the other rock rules? I know that reference uses a rockcliff03 for a mesh, but that is LODGen52=\rockcliff03,Static LOD4,,,,Unchanged,1 and it doesn't show up from far away and there is a tree floating right there. -
Dynamic Distant Objects LOD - pre 2.xx
EssArrBee replied to sheson's question in DynDOLOD & xLODGen Support
Is it recommended to redo LODGen every time we rerun DynDOLOD? -
STEP v2.2.9 'STEP Extended Patch.esp' has Errors
EssArrBee replied to zone22's question in xEdit Support
I'll be updating the patches soon, so those should be fixed. I don't think they are going to mess anything up though. It is just some old references for a mod we don't use anymore. -
That is Gamwich's box in the screen. The box is optional, so we can choose whatever in Saerileth's installer.
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GUIDE Fear and Loathing in New Vegas - Feedback
EssArrBee replied to EssArrBee's topic in Fear & Loathing in New Vegas
With Xpadder you don't have to turn off the controller in the menu, but I do because I made a full config. You can switch to different setups by pushing a button too, but I don't like that functionality. I have a chatpad as well and use Xpadder with that for even more buttons.

