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Everything posted by Kesta
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[WIP] Boston Atomic Bomb Yankee - BABY (Fallout 4)
Kesta replied to Kesta's topic in Unofficial Fallout 4 Guides
After Nuka World and once things settle down a bit, yes. MO2 is still too buggy to make a decent guide out of it, and Beth keep breaking modding bit by bit each patch. Lot of things need to be sorted or at least stabilized before the effort is worth something. -
Hey guys. I got some extra money for my last birthday (grandpa really have no idea what gift he should make... ^^), so I was thinking about buying some steam dedicated hardware. I'll get the controller for sure because my ps2 burned down so I now have all my final fantasy on Steam, but I was wondering if I wouldn't go for the bundle with the Steam Link. Anyone have it / use it ? Any feedbacks ? (For those who don't know, the steam link detect PC running Steam and display it on your TV, so you can use it as a console).
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Just Do It That's a quick mod (got the idea a few weeks ago, took 30 mins to see how it could work back then, and did the actual thing this afternoon), but it could/should be rather useful (not sure how much though, the usefulness is tied up to your ability to get rid of bad habits ^^) Linky : Nexus It allow you to use a "modifier" key, that will change the way you interact with some object placed in the world such as equipment pieces or consumables. Instead of always putting them in your inventory, you can immediately equip or consume them (depending on what they are... it doesn't allow you to eat a dwarven armor !)
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Actually I discovered the move option, so I just did it.
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I added the Advanced Topic category to the page. Not sure if that's enough to turn it into a guide, or if I need to change the address to something like /Guide:UnderstandingFonts. If yes, I have no idea how I'm supposed to change this (other than duplicating the page ?)
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I don't have this feeling personally, but those perception-based things are definitely different from one person to an other. Maybe screen ratio also impact this ? Though I'm pretty sure we're all playing in 16:9 On a related subject (Font mods), I wrote a small technical article for those who'd like to understand a bit more what's going on with fonts mods here
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Lol, no, bug reports and suggestions are how mods got improved. Though your bugreport leave me perplexe as to why it happened (I had a look and it should definitely not do that), but that's not something to discuss here ;)
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Lately, my Skyrim nexus notifications, which were 99% of the time comments on VW, got several new entries from a completely different mod, EasyWheelMenu, while the mod page and development had been idle for months. Why ? How ? I was suspecting something happened, somewhere. Then, one of the comment gave me the hint : So, after a quick look at SR:LE updates and the mod's statistics, here is a small observation I figured some fo you might be interested in : File statistics : (don't bother with the "curve" aspect, stats are actually "bar" on a per-month basis, only the peaks counts) EWM got added on May 29th... monthly downloads nearly tripled from ~300 to ~1000 in June while the tendency was to decrease since no update had been pushed since late march. I have to say that I'm fairly impressed by how much people are following the guide's updates on a near-weekly basis. (this is basically how you can interpret this jump in downloads). N.B. : I also have to say that I hate you Neo, now I have two bugs and one request to look into :P
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That's not "my" font, I'm just posting this here on STEP to "share the news" (though it's already shared as it is in hot files), and to open the discussion about it So for your problem, I strongly suggest that you head to the mod's page to ask the author himself directly, preferably with screenshots of what you mean ;)
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Sovngarde Font Replacer by MistValkyrie A font replacer for Skyrim. Currently in Nexus hot files. This is one of the very few font replacer that : - Have full support for every language (except for a few polish characters that the author is working on). - Doesn't look : * ridiculously big or ridiculously small, * nor ridiculously fancy (near-unreadable), * and not ridiculously next-gen (like the default font... i really hate this one). - Look nice and smooth. - Look "lore-friendly". Suggesting this for STEP as replacement for the current Fertigo Pro from Main Font Replacement: Both look pretty good and have that feel of "not so fancy but still better integrated than the super modern default font". However, I feel that the multi-language support is a plus for a large-audience guide like STEP is. Plus whoever is going to upgrade to 2.2.10 should be pleased by the subtle change. Interface grow boring over time :p
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[WIP] Boston Atomic Bomb Yankee - BABY (Fallout 4)
Kesta replied to Kesta's topic in Unofficial Fallout 4 Guides
Depend on your mod manager. Those automated installer have always been a pain in the ass. Try to force it in manual install if you're using MO, or go complain to the guy who made it. They're supposed to check which plugin is/isn't in your plugin list, so double check the content of yours (Plugins.txt either found in %localappdata%\Fallout4\ or in your MO's profile folder). -
ACCEPTED RUSTIC SOULGEMS (by Gamwich and Saerileth)
Kesta replied to Octopuss's topic in Skyrim LE Mods
Just wait 'til we trap your soul here on STEP so you're doomed to make Skyrim retextures for eternity, and you'll understand why people find this creepy -
ACCEPTED Book Covers Skyrim - Lost Library (by DanielCoffey)
Kesta replied to Nebulous112's topic in Skyrim LE Mods
A french translation is also being worked on for Lost Library, though considering the amount of work, the translator recently took a break from it. I also know that the translator working on it is a perfectionist so he do intend to localize the texture as well at some point, though I doubt this is going do be done anytime soon. I'll have a look at the script just in case, but injecting books into LList is pretty simple and straightforward, there is near to 0 way it could end up messing with anything (with books anyway, equipment are a different story). I'd say this is the other way around, although not "official", MK's text aren't like "random external additions". Just my opinion on this though. -
Add recognition of a parameter like -modorganizer in your code, and tell your users to add it in the application's arguments when they add it through MO. This is very little work for your users (most of them will most likely be used to this with stuffs like DynDOLOD), and very little for you as well. Other than that, you could try to force your app out of MO's vfs, and then compare the content of the actual Data folder with the vfs. But this could prove extremely hard to do, especially considering the first option. Last alternative : Put your actual code in a .dll, and build two apps dependent of it : A regular one, and one as MO's plugin, though I'm not sure how convenient it is to create an actual plugin for MO.
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Click on "Wiki" at the top-left of the forum page. This will lead you to the main wiki page. Then just click on S.T.E.P. v2.2.9.2 and you'll land on the actual guide.
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Asking for Better Dynamic Snow, but is not in the guide.
Kesta replied to bufu's question in Guide Support & Bug Reports (retired)
This is included in The Ruffled Feather. See FOMOD instructions of the mod's section. -
FNIS Skeleton Arm Fix not working
Kesta replied to Homeslice1287's question in General Skyrim LE Support
No. 40 is almost half of the default vanilla value. Most likely at 40 the FOV is so small that he doesn't see its arm anymore. Though I'm positive this isn't what the "skeleton arm fix" is actually supposed to fix. Edit: Nvm, didn't see the second page. So this actually was a FOV issue ? Still, 81 shouldn't cause this, dozen of people play at 81 and don't have any problems. I didn't see you was using AGO at first. Should have noted that. Does the issue occur with absolutely everything, or only with a bow (or aimed spells maybe) ? I never investigated much AGO nor did I play with it a lot, but IIRC there is a big lot of issues with 1st persons stuffs. And modded 1st person anims and morphs tend to f*** up usually (like sheathing/unsheating 1st person animations available in XPMSE). You tried without AGO ? (again, preferably testing on a new save). -
SKGE : Skyrim Graphics Extender https://www.nexusmods.com/skyrim/mods/75954/? Could probably add OBGE as well if that's not already in the book. Edit: It's not OBGE : Oblivion Graphics Extender Nota : I just verified that this is actually the proper signification of the acronym. I was hesitating between "Extender" and "Enhancer". Source : Article about OBGE on Nexus https://www.nexusmods.com/oblivion/articles/44181/?
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FNIS Skeleton Arm Fix not working
Kesta replied to Homeslice1287's question in General Skyrim LE Support
Try with a lower FOV (on a new game, FOV settings tend to somehow get baked up in savegame some way or another IIRC. At least I think I read that from jon on afkmods once), and see if it fix it. But this really look like an FOV issue, mine glitch kinda like this if I go at 90 or above. Though part of your torso seems to glitch as well, and I don't recall I had this. SKGE stand for Skyrim Graphic Extender. This is a graphical enhancement with several features, one of which is to force your FOV to a desired value, which is 90 by default. Link : https://www.nexusmods.com/skyrim/mods/75954/? -
FNIS Skeleton Arm Fix not working
Kesta replied to Homeslice1287's question in General Skyrim LE Support
This isn't the skeleton arm issue. To experience the one fixed by ticking the checkbox, re-run FNIS with it un-checked an play around while carrying a torch. The left arm won't be acting as it should, like it isn't animated. Your issue look more like an issue with a 1st person camera mod and a bad FOV. If you're using SKGE that's most likely the offender, though by the "feel" of your screen it doesn't look like you're using it. If not, what 1st person camera mod are you using, and what is your actual FOV ? -
Same errors should popup from the plugin at index 0C in this session's load order. If yes -> Fix the plugin in question. If not -> Report the issue in the WB thread on Bethsoft. Provide faulty plugins and a mean to reproduce the issue step by step. Askatos' explanation (constructible objects listed in a LList) in the right one as far the the "end issue" goes, but what need to be fixed is the root cause.
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[WIP] Boston Atomic Bomb Yankee - BABY (Fallout 4)
Kesta replied to Kesta's topic in Unofficial Fallout 4 Guides
Hopefully a lot, but for now IRL is keeping me more than busy. -
Requesting help to understand the results of a LVLI merge
Kesta replied to jdsmith2816's question in Wrye Bash Support
Default behavior: Items newly added to a LList by a mod will be in the resulting LList, no matter what. This is the main purpose of the Bashed Patch: Making sure all of the items added by mods to leveled lists are available in-game. - If this plugin is the only one doing change to this list, then the patch just won't bother with this LList. - If its changes are overwritten by an other plugin later in the load order, then the LList will be in the patch, ensuring that the item added is actually in the "final" LList. Delev: By default, items removed from a LList by a mod (like in the example you take), are treated as "abnormal behavior". In its quest to make all of the items from all of the plugins available, the patcher will make sure that items from Skyrim.esm are added back to the LList in order to make sure everything is available in game. So, if you remove the Delev tag from Dawnguard.esm, you'll notice that the bashed patch will come to overwrite all of the removal, resulting in a big leveled list that include both all of the items from Skyrim.esm AND Dawnguard.esm The problem is... in this case, you REALLY want those items to be removed. So you add the "Delev" tag. Relev tag: If a mod do "other" changes to LList entries, such as modifying the minimal level for one of the item, this change won't be carried over into the bashed patch if the Bashed Patch come in play to merge some entries into this LList. Example: A leveled list is defined in Master.esm with 2 items, min level of 1. PluginA.esp add a third item. PluginB.esp modify the leveled requirement for the 1st item to set it to 5. The default behavior would be: The three items will be available at level 1. The Bashed Patch will indeed be created (because PluginB.esp prevent the new item from PluginA.esp to show up), however it ignore the "releveling" introduced by PluginB.esp. With The relev tag applied to PluginB.esp, this will finally behave as expected. This is what happen in your first example, The item that is "not added" to the bashed patch (LItemEnchVampiresRobes) actually is in here, this is the "ITM but conflict winner" line near the end of your screenshot. If you add Relev to Dawnguard.esm, this will behave as expected. Relev is often misinterpreted, because items with a different level than the one in the master aren't displayed on the same line in TES5Edit, leading unwary users to think the mod "remove the level 1 item, and add the level 5 item", while it just modify the min level of the same item. Do note that despite only saying "relev", this tag is also the one that ensure that item count and other changes are carried over as well (otherwise they're ignored same as the item's min level) As for your second issue, you need the STATS tag added to Legacy Of the Dragonborn in order for its changes to be carried over to the bashed patch. I don't know if the stats patcher is 100% working in the current versions though. Sharlikran will probably be able to tell you whenever he drop by. -
Skyrim Redesigned: Putting Money Bags and Alchemy Table textures through DDSopt?
Kesta replied to Tykune's question in DDSopt Support
Yes, any textures missing proper mipmaps will glitch heavily if iTexMipMapSkip is set to anything else than 0. 0 is default for ultra (and maybe high) settings. Not a "rogue" ini tweak, but definitely a bad idea (performance impact is close to 0) I believe iTexMipMapSkip set the number of mipmap to skip from the default's size when fully rendered. So if a texture is 2k (2048x2048), and have all of its mipmap (1024x1024, 512x512, 256x256, 128x128, ...): iTexMipMapSkip = 0 will use all of the mipmaps, when lookep up close the texture will be the 2K one iTexMipMapSkip = 1 will use all of the mipmaps, but not the original size (no matter how close you look at the texture n-gaùme, it's max resolution will be 1024x1024) iTexMipMapSkip = 2 will skip both the 1024x1024 and the 512x512 etc... Which would explain why textures without mipmaps glitch when this setting is set to anything else than 0. An interesting experiment would be to generate textures with a single mipmap (a 2K texture with a single 1K mipmap), and see if iTexMipMapSkip = 1 is still ok but iTexMipMapSkip=2 glitch. That would basically validate the above hypothesis. This setting serve as a quick way to reduce the rendered texture's quality to slightly help performances. However, textures are still loaded completely and thus eat the same amount of VRAM regardless of this setting (only Fallout 4 with its optimized mipmaps chunk in its .ba2 archive can go around this), which is why the tweak isn't helping performances much. Better always have it to 0 and pick your textures size using your brain.

