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Shadriss

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Everything posted by Shadriss

  1. I disagree with the second half of that statement. Given how quickly news of a dragon spread across Skyrim, the news and the identity of someone who killed one would spread just as quickly. The Dragonborn is a modern-day legend, and the Jarls and other notables will do pretty much anything to get him on 'their' side. The prestige alone would be worth most any price for that kind of association. Think how people name drop in RL... then imagine if a Jarl was able to say, "So, the Dragonborn was here last week, and we agreed..." The political capital to be gained there would be substantial. I agree that the courier's Dragonborn GPS System seems to be more accurate than Garmin's, however. I like the concept of the mod, just not sure I NEED more little filler quests. There are so many in the game as it is that even after almost four years of play, I still run across ones I somehow missed on occassion. Although I really like the idea of the 'local' notices... it's like the water tower of SKyrim. Say it with Krylon!
  2. Appriciated, Neo, but honestly, they're doing it backwards. We'll see what happens going forward. Maybe they'll take the Battlefield: Star Wars Edition bugs and fix them prior to doing the SP stuffs. One can hope. Until one sees it's mostly EA doing crap again.
  3. For the first - this is what I did after I wrote, so agree with just making the ESP in the optional list in MO. Check and done. To the second, that is what I thought was happening as well. As far as I'm aware, though, at least with the hotkey, there is no way to drink from a waterskin selectively. I'll check and get back to you, however. EDIT: Can be done, and your theory is plausible. Hard to tell for certain, however, since the three Waterskin 2/3 I had after taking a drink from each were recombined into two 3/3 and an empty. It's the same net result however. So, if the values are assigned in reverse order, it would stand to reason that the usage of water is backwards as well, giving water instead of taking it, based on step 8 of my above experiment. EDIT 2: Thinking on it, my only follow on question is this: Is there a way to fix this locally, or will I need to wait for some kind of fix?
  4. Q: Was the removal of iNeed's Dangerous Diseases addon due to CACO being added, and if so, why? Mostly curious to see if it may be related to a problem I'm having with those two mods atm...
  5. Going through TES5Edit now... and it's brought me to another question. I know you used portions of Radiant and Unique Potions as part of CACO... should it be removed as a result? I'm seeing several instances of record overwrites from that mod. Also, some of the conflicts were at least partly my fault - I incorrectly (and lazily) assumed that LOOT would place CCOR before CACO. Meta-rule now in place to insure it. EDIT: Are recipes in any way baked into a save game? Based on TES5Edit, only two mods are doing anything with recipes, this and CCOR. Per CACO, I have CACO AFTER CCOR in the load order, and have seen no change. A few other mods reference the issues I've seen (still looking into iNeed's water situation), but only add instances of them into various cells, if I read the reference page correctly. EDIT 2: Concerning the water, some experiment results. I had three full waterskins (Waterskin 3/3 (3) ) at start. Recipe list credits me with no water. (As a side note, LOOT meta-rule forcing CACO to load after both iNeed and CCOR, which is also apparently touching food recipes.) 1) Drank water via the iNeed hotkey (not how I normally do it, BTW... I use the automation normally). 2) Checked recipe list. Now credited with 1 water. (Huh? Should be 8 at this point...) 3) Drank water again, using same method. 4) Checked list, now credited with 2 water. (CACO is taking water directly from my stomach?) 5) Drank a third time, turning the Waterskin into an Empty Waterskin. Theory: SHould be back to no water credited. 6) Checked list, now credited with 3 water. (Maybe I'm peeing into the stew?) 7) Crafted an Apple Cabbage Stew, just to see what happens to my water supply. 8) Inventory now shows the two remaining full waterskins as expected. It has also refilled the empty skin to 2/3. Conclusions: Something hinky up in here. Based on my perusal of this and iNeed in TES5Edit, there are no other mods affecting water, and for other recipes, only other mods are placing instances, not messing with the recipe itself. Therefor, I can only conlcude a problem between iNeed and CACO. It MAY be partly because of the automation, but I wonder if certain settings are affecting the interplay between mods? Best I can come up with, and granted I'm no mod author, but that's where the evidence leads me right now. As always, if you have anything you want me to check, test, do voodoo dances with, etc, let me know. I have a save game in perfect position to further test this.
  6. As much as I like the look of this game, I can only see it as a wasted opportunity. The SW game side has been suffering for a LONG time from a lack of decent, cutting-edge games. I was hoping that this would be the one to break that streak, but such is not the case. SW has always been about story... and this has none. Or rather, it has no SP storyline, and thus, is a wasted opportunity. All I can see is a SW themed Battlefield, which may be nice and such over the short term, but quickly wears on me. I play games for story... that is the game's purpose, so far as I'm concerned. By not including any with this engine and this setup, I feel that EA has done the entire SW franchise a disservice. I don't need Jedi Knights and force powers to be at the center, mind you, though an updated JK series entire would be nice, but... SUCH a wasted opportunity. For those who enjoy it, power to you. But as for me and my money, we will play SWTOR.
  7. I'll do that Krypt... but what about the waterskins not being referenced by CACO? Wasn't that specifically supposed to happen?
  8. I think you just told me where the problem is, and it IS iNeed. As part of it's mod, you require 'Salt Piles' to preserve raw meats. This can be altered in the MCM menu, but it still lists that particular ingredient no matter if you choose to use that system or not in the recipe when cooking. MO doesn't seem to see that conflict, but from what I can tell. LOOT sorts iNeed after CACO in my load order, so any changes for that one ingredient would be taken over by iNeed. After checking the mod's description page, I don't see anything specifically saying that CACO needs to load after iNeed, but I'll try adding a metarule and see if that fixes the issue. I'll get back to you. EDIT: No change in the issue. What's interesting is that I have three separate Apple Cabbage Stew entries. Two of them are pretty obviously NOT the one(s) you created, since none of them contain water as part of the recipe. The other two are different only in what specific apple (green or red) they call for. Also of interest is that there seems to be inconsistency in what recipes see the salt piles I do have as viable for use and which don't - several see them and will let me cook, several don't. It's pretty obvious I have another mod somewhere sneaking in cooking changes, but I can't seem to track it down. MO shows no files of CACO being overwritten, and it overwrites only files from the Unofficial Patches or the original ESM/ESP files (DG/DB/HF). Somewhat at a loss as to how to track down to culprit here. I thought maybe Hearthfires Extended, but after going though it's description, there seems to be nothing related to cooking done here. After a pass or two through my load order, I see nothing else that could be involved. Either way, it's apparently MY issue, and not one with the mod, so as not to derail the thread purpose, I'll take the problem elsewhere if I can't find the solution on my own. EDIT 2: This may or may not be related, but appears to be a interface bug between iNeed and CACO, so... Per the description, water in my waterskins SHOULD be being detected for use in cooking. This is not the case - not a single recipe calling for water is available, despite having three full waterskins. Also, in an attempt to fix the original issue, I tried the recombine ingredients compatibility options. This made no difference to the original issue.
  9. Still installed, still loving this. Losing the soundtrack made me much more aware of other sounds, and that's actually made the game even better.
  10. Huh. Figured it would be a specular, not a normal, but what you say makes sense. I assume you mean through Ruffled Feather - that being the case, which portions should I be using? I currently use it under the STEP lineup. For all I know, what you want me to do would be done automatically during an update for me. On a side note, any idea what the name of that texture is so I can hunt it down in my load order? (in the background, Daleks start chanting: EXTERMINATE! EXTERMINATE!)
  11. For reference, here. Pretty nice water. Odd blue wet rocks. Wha? I imagine it's being provided by another mod, and not from RWT2, but without a name for the texture I have no real way to hunt it down specifically and either disable it in the providing mod, or ensure proper overwrites via MO. So, texture artists... if you happen to know the name of the texture that is providing that look, I'd appreciate it. I'm looking at YOU, Sparrowprince... I know you have worked extensively with WATER before. :)
  12. Like what I've seen so far, though I have seen one oddity on the cooking side of things. Salt Piles seem to be being converted into just plain Salt on the start of any cooking session... so where, for just a moment, I'm able to make Apple Cabbage Stew (needs Salt Piles), I can't half a second later. However, other recipes show me having a butt ton of 'salt'. Not sure if that's a slight conflict with iNeed or not, but am curious since I don't imagine it's intended behavior.
  13. Using Vividian ENB Vivid w/ Relighting Skyrim as a base. It's a great look, but for some reason, this time around, the shadows are just too dark. When in full daylight, at noon, I should be able to see into most shadowed areas via reflected light... they wouldn't be pitch black. At night and in caves, it's not so bothersome. It's even somewhat expected, but not outside. I ask those who mess with ENB settings to shed some light (pun?) on what setting or settings I may be able to manipulate to lighten these areas without losing too much of the base ENB's look and feel.
  14. If I may... most of your discussion is going over my head, and so I simply ask this: what about this mod is problematic? I've seen it mentioned as such several times, and yet STEP uses it? Either others know something about this mod that somehow STEP has completely missed, or STEP knows something they don't. I see no other possibility. That said - what is the issue with this mod?
  15. So then, at this time, no reason to update since nothing changed on the STEP side of the house. Thanks for that, Tech.
  16. Soooo... with the update to this that just happened adding in the presumed STEP Female Body Replacer - does the 'Install for Step' option add that to the installed list of mods, Sparrow?
  17. Iambic Pentameter and in three acts? Keep in mind, was not once being down on the mod - just slightly intimidated by how much is added. You make good and valid points, none of which I argue. I spend a lot of time in Skyrim as it is just getting from one point to another... spending even more figuring out this new aspect is daunting. Thanks for the clues and whatnot, but I'm still gonna hold off until my next playthrough. (If for no other reason, at this point, than I actually HAVE a stable build and am loathe to screw with it.)
  18. True, as far as it goes. But when you throw in how enchantments affect each combination? THAT'S where the issue starts for me. Maybe on my next playthrough... but for now, or until someone simplifies the process (Archery enchants work best with this metal and this jewel...) I just don't have TIME to check all those possibilities.
  19. Thanks for the full explanation - it makes sense on a lot of levels. Honestly... there's only one thing that prevents me from using this... 4200 pieces is just WAY too many for me to go through and figure out. :) I mean... sure, it'll have a lot of use in that respect, but holy CRAP that's a lot of things to filter through. If this had a way of creating jewelry similar to how Enchantment works (pick a metal in this menu, a jewel in this one...) then it might be more manageable, but even in CCOR, that is a LONG potential list of stuff. Add into that the way SKYUI does crafting menus now... *shudder* Much respect for the work though... just... too many choices!
  20. Iso is on indefinite hiatus from the Nexus. No message left after I read that, but maybe I should, just to cover bases. Sounds like this is inherent to the mods then... not insurmountable, just mildly annoying.
  21. All good info, but ignores a single large facet - alchemy made cures. I gather huge amounts of alchemical ingrediants, and craft the heck out of them when I get back... which includes, generally, a large number of the Cure Disease. Why these were not altered/removed is one of my big questions... at this point, they are no more than a few septims in my pocket... not always useful. I have found a few of the specific cures, though... the game must have found out I posted about it.
  22. The patch is built into the Wet and Cold installer. It specifically calls out the need to install it if ANY mods affecting children are used... at least ones that affect appearance.
  23. Love the mod, love the idea... and just came across a problem. I use the Dangerous Diseases addon, which is supposed to remove all cure diseas potions from the world and replace them with potions specific to the disease you have. I've run across a problem with regards to those... A) You can still craft said Cure Disease potions... though they don't work, nor should they by the description. Why even have these still craftable? B) No specific disease potions exist, so far as I can tell. Never run across even one. This leaves me shelling out septims to the priests/priestesses, which isn't always a bad thing, but if a second option is supposed to exist, then why doesn't it? Any feedback from other users of this mod and addon would be appreciated. EDIT: Checked in TES5Edit via 'Show Conflict Losers', and nothing overwrites either of them there. Does the add-on, perhaps, not work as intended?
  24. Good to know - as we mentioned, that would have been HORRIBLE T/S methodology. That said, I reference my second suggestion - verify the steam cache and try it pure vanilla to see if the problem recurs unmodded. If it does, the mods are not at fault... there's something wrong with the base files. If not, then it's five at a time, reinstalling, until you find the culprit.
  25. When troubleshooting mods, this is exactly the wrong thing to do, unfortunately. Because portions of mods get 'baked' into save games on occassion, using a save where they were all on means that, even after they are turned off, they may have lasting effects on the testing. A better way to do this would be to run completely vanilla until exiting the Helgen cave, then turning everything on in portions... say five to ten at a time. Run to Riverwood, see what happens. If it works fine, add in another ten. If not, take the mods you added and remove half of them and try again, etc. It's time consuming, but it's still the best way to troubleshoot the problem. Personally, I've never seen anything like this in my games. From the sound of it (not having done ANY research, understand), it looks like a script isn't firing as it should when Hadvar hits the Riverwood waypoint. So he keeps trying to get to the waypoint after getting to it (which would explain the in and out running behaviour). If this was happening in a vanilla game as well, I'd suggest re-downloading the Skyrim files, re-cleaning them, then checking to see if it was a corrupted set of files. All I have at the moment... hope this helps out some.
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