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EssArrBee

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Everything posted by EssArrBee

  1. 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.
  2. This mod has been in testing for a looooooooong time. It just got lost in the shuffle. Yeah, it's pretty much a fix at this point, so Core is good.
  3. Yeah, I'm good with Core. You can't even tell it's a mod, you'd think that was just how the game was supposed to be.
  4. Two Staff have okayed this mod. Tech, maybe take a look at it and we can accept it.
  5. 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.
  6. 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.
  7. Yes, I believe we are. The Step Optimized Vanilla Textures are going to be used instead.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. DynDOLOD. I was outsourcing since it was taking a while to get anyone else to test it.
  18. 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.
  19. 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.
  20. Yeah man, we added that option a while back. Like 2.2.8 I believe. So long ago that Z was actively testing.
  21. 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.
  22. Is it recommended to redo LODGen every time we rerun DynDOLOD?
  23. 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.
  24. That is Gamwich's box in the screen. The box is optional, so we can choose whatever in Saerileth's installer.
  25. 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.
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