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Posts
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Everything posted by Shadriss
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Like the ideas behind all but the Pick Up Books - moreHUD already tells me if I've read a book or not, and the ability to not read them on pick up just doesn't do anything for me. SIP was a mainstay of the STEP lineup in Oldrim, so that makes sense to include, Freshly Picked makes sense for the same reasons Eloquent Reader does, and the frescoes, though they are from Witcher, seem to fit in well. See you guys in a week or so - wonder how much work I'll have to do to get up to date by then... :)
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I've been noticing that items that iNeed should be recognizing as food (such as potatoes and leeks) are not being used via hotkey. I press it, I get a no consumables message, check my inventory and there they are. Attempted to assign them to food groups manually via the MCM, no change. Do we have something going on here that would interfere with iNeed somehow?
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So this is my first time messing with any of the LOTD content, so I wandered around the museum, and a question has come up. I note a number of things that, as far as I could tell, I would have to turn in and then steal back in order to display (such as Noster's Helmet and Amren's Familiy Sword). I also noted at least one item you HAVE to turn in to progress the main quest (Dragonstone). How do these work in the context of the game? DO I have to steal those items back, or will they populate automagically? Also, how the HECK do you get the Dragonstone to display if you have to give it up to progress the story?
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Used this in LE, and it's not bad - though the zoom-to-face does bring all the wonderful dirt textures on the face into huge display. Not missing it's loss from the LE days, so... I'd expect nothing else - but at the same time, if those who are following the guide reach a point where the tools themselves are getting in the way (in similar fashion to what I described earlier), isn't it incumbent on us to say that this is now a thing? That was the real intent behind my postings - to say we are getting close to the point where we are making it more complicated (not impossible, just more complicated) to deal with than is really needed. Now, granted, this guide makes the assumption (as all guides should) that you aren't doing anything other than what's shown... even so, it should also be a given that, just by the fact that there are so many different guides and tastes, there will likely be other mods that a person may wish to include outside it's bounds. So then, it seems to me, that it makes sense to ensure that enough room is given with respect to the engine limits to allow for those differences somewhat. Or, in other words, to make sure the guide doesn't fill up the entire ESP limit, and not allow for other items to be put in. We're getting close to that point now, I think. AMEN. EDIT: Apologies for the double post - one again, it did not combine the posts as it should have.
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Fallout 76 - new game from Bethesda!
Shadriss replied to rootsrat's topic in General Fallout 3 Discussion & Support
Careful Paradox... you're dating yourself there. Never played the P&P version of it, but I remember others talking about it. Not really my thing, though. -
You may want to post this on the forum thread that the guide has - Matthias and company over there are more likely to see it and help you out. :)
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Using this on Lexy's SSE guide, and it looks wonderful. Don't think you'll have to test this for over long. :)
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Maybe I'm missing something then - what I see on the profile is still at 242 mods. Even if we go to the bashed patch (which is what it looks like is happening, and I'm good with that since it would give me back a few tweaks for timescale and arrow speed), I don't see how that changes the total numbers of mods in the list, which is the real concern. You know what? Forget it for now - Dredflopp can do some serious mojo, so I'll just wait and see. Any idea on a rough ETA on the change? I'm out of town for the next week or so, so it's not like I can change my game at the moment, but when I get back... :) Following up on another comment I had, I just looked at the New Followers and NPCs section, and apart from Interesting NPCs and the hairs, I'll likely be dropping it. In that setup, is the CR patch at the end of that section needed at all? Or was it there to make sure that the new followers benefited from the texture and hair changes?
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Which, so far as I can tell, neither SSEEdit or Wrye Bash account for. I, right now, end up running Bash's patch to turn off mods for pre-smash twice. The first is as normal - before I run the second one, I have to turn on all the mods it DIDN'T leave turned on (the bottom five or six) because those would have exceeded the 255. That's a tool issue, I grant you, but still one to keep in mind. Whaaaaa? (and of course I didn't... i read it somewhere. On a forum. With your name in it.)
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Even though I think I kind of knew this, it didn't occur to me to do this with the ESLs. Even so, the concern over file shuffling hasn't changed here - just changed which ones I'm shuffling. Out of curiosity, how so? I don't see any way to change the files that need to be there - you essentially have to have your entire load order up to generate the Pre-Smash because of masters and dependencies... so how do you get around that to remove issues with Pre Smash?
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Over the course of the last two or three rebuilds, I've started running into a small issue that I wanted to bring up. This is based entirely on my own experiences with the tools and so may have incorrect information or assumptions built it - as always, feel free to correct me. Like many others, I have a small (maybe ten) number of mods that are not a part of the main guide. What I've been noticing is that, as the guide has gotten larger, even with all the merging we are doing, we still are sitting very close to the 255 limit. SSEEdit and Wrye Bash have some measures built in that prevent more than 255 files (regardless of ESL designation, as far as I can tell), which also means I've had to do file shuffles at the pre-smash point... turning off mods I know won't be part of that merge, doing the merge, turning them back on, LOOT sorting them back in, then moving Pre-Smash back to the bottom, etc. Keep in mind that this is true even though I have at least two mods from the guide I don't use at all (Lock Overhaul and the Keep it Clean group). I say all this not as a complaint - it's simply part of the limitations we are working with. My question/comment then is this - there have been a lot of mod suggestions for addition to the guide of late. Some of them, like MCM menus, are obviously worth doing - but I wonder at what point you say that nothing more can be added? Because we all have some personal tastes and want the ability to add a few things in that aren't in the guide, if we push this to the point where there isn't really any room for that, I think that it will have gone too far. It's still workable now, so long as you aren't adding too much in, but doing file shuffles like that... I'm not sure if it's going to create problems or not for the game when it runs. Regardless, the guide is a wonderful thing - lots of stuff there I wouldn't have considered otherwise. There are some things I would remove (Follower mods, I'm looking at you...) but overall it's simply amazing. Even so, I wonder if we aren't 'modding ourselves into a corner' with the sheer number of mods at this point.
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No... looking at the picture made me think of it as 'software gore', and that made the name priceless to me. Which is why editors are wonderful people - they don't catch the errors when they are looking, but you sure do. This is why my college papers manage to get so many errors fixed at the last minute. I had a paper not long ago that talked about how Burger King wanted to attack children... instead of attract them. So again, other people looking at your stuff is priceless. Of course, so was the error, in this case... There is a sub forum for 'Modding Guides'... it's where most of the alternative guides end up posting and living. It's toward the bottom when you are on the main page, but honestly, there's really only a few SKyrim ones anymore. WRT the guide updates - specifically, the ENB Particle update, I notice there is no longer an esp in the MEGA file download... is this intentional? Also, why all the reordering of merges? Did something change somehow?
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Possible Issue: I restarted my run since I did the rebuild, and twice (two separate starts), I have been unable to get into Whiterun following the events at Helgen, because the guard who is supposed to unlock the door isn't there to unlock it. Used the Khajit Caravan Guard and Inn Patron starts. Of additional interest, on the most recent of the two, the scene with Aela did not occur at all outside of Whiterun either. Will do one more run with the vanilla start and see if it's still happening. If it doesn't, any ideas where the problem may lie? EDIT: Vanilla start was mixed result - Aela and Giant still did not appear, but the Whiterun Guard did. Wha? EDIT, Part the Second: Complete restart in vanilla (new game, not via a post MCM-setup save) has everything back where it belongs. Random script error problem?
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@Kneph - Your final comment was a little confusing - is my bolded version what you mean? I agree with the general idea of nixing fast travel... on the other hand, when events like the Clavicus Vile daedric quest happen, and it sends you from one corner of the map to the other... oh, how I am tempted. SWIFT, as mentioned, as least does so in a way that A) makes you work for it, B) feels like it may actually fit into the lore, and C) still doesn't drop you off five feet from the cave or whatever that you need to get to - only reasonably closer. It still needs some addons for some of the questlines this guide adds, but they are all in progress, as best I can tell from the nexus page. And best of all, if you don't want to use them, you still don't have to... just pass them by, and ignore the quest to turn them on (which doesn't start unless you inspect a wayshrine). I haven't been everywhere a shrine is yet, but I haven't seen anything that makes me think there are any real conflicts. I'll leave that to those who know xEdit far better than I do. But it does appear to work with the current setup, at least on my end.
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Thanks for the clarifications - though if the setup breaks the Content Addon somehow, it may be worth redoing. Anything specific to look for here for if its working or not? For those who missed this little gem of a mod - this adds a small UI element in the inventory menu that I have been searching for a LONG time - the ability to tell if you have learned an enchantment or not. With no ESP taking up a slot (or an ESL if you want to do it that way - I went the BSA unpack path), this is a no-brainer, and should be included in the main guide, especially with all the additional enchants that Summermyst adds in. My $0.02. Just following up on these : I agree with Lexy's evaluation on the Nightengale Retex - the armor is far worse than Prime, and the weapons (as much as I like the look) aren't enough to make me alter it enough for just those. The CLARALUX MCM appears to be working completely and correctly, and can completely replace the ESP file from the CLARALUX file we have already... in fact, it makes the entire original mod install redundant. May be an idea to hold onto until the official version gets updated, assuming it ever does. Finally, on the horse mod I linked - it's a bust. It looks nice enough, but there is an odd shine on the darker horses that makes highlights very blue on their bodied. I removed it almost immediately.

