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Everything posted by dstansberry
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When I change the font sizes in the program, the data is directly reflected in the sseviewsettings, and they are retained there, and I don't see any other "spot" for settings (I didn't even know about THAT spot until you were kind enough to tell me. At any rate, the immediate solution for me appears to be to (about) double the size I want it to display, if I'm going to continue using it on the 1k monitor. It's holding that, and, as an added bonus, is still suitable for display when I move it over to the 4k (which hardly ever happens anyway). Thanks for your ear and your advice! Finding out about the sseviewsettings file really helped me narrow it down to something I can work with!
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The more I look at this, the more I think this may be a font scaling bug in Windows as related to multiple monitors with drastically different resolutions. I have two monitors, one at 4k and one at 1K. The 4K monitor is set for 150% scaling, as recommended by Windows. The 1K is set at 100%, so no scaling at all there. But what I've noticed in all of my testing is that when I set SSE to 7pts, it displays in 3 pt. When I set it to 8 pt, it displayed in 4pt. But the sseviewsettings never changes. If I overstate my desired font size (Say, 12pt, it displays in 6pt (which is infinitely more legible than 3pt). If I open SSEEdit on the 4K monitor, it retains and displays the fonts in the full 12pts. But if I open it on the 1k, it scales that down to 6 points.
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No joy, I'm afraid. As a test, ran the SSEEdit, as an administrator, outside of MO. Sure enough, the fonts were small, so I changed them all to 7pt. Then I exited, and opened plugins.sseviewsettings, and there in the UI section I saw the FontRecordSize (along with FontMessagesSize and FontViewerSize) all listed as 7, just as I had selected. Then I opened up SSEdit again, the same way, and the fonts were small. Looking at them in the options menu, they were all listed as 3. Without making any changes, I exited again, and the Plugins.sseviewsettings still shows 7 as the font size. I wonder if there's an issue with the Theme overriding the options? I'll test again with no theme at all and see what happens.
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I'm running it through MO as well (MO2, if it matters). Do you DO anything to save the fonts? Or does it just remember? The theme I'm using is... Onyx Blue (which is does remember without issue), but those fonts are driving me batty. I've an administrator account, and the whole setup is on a non-system drive, but I'll give running it as admin a shot and see what happens, and check out the sseviewsettings. Thanks for the tip!
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I have a wee problem. When I start SSEEdit (4.0.3) the fonts for Records, Messages and Viewer all default to 3pt. As you might imagine, on a 4k screen, 3pt is... challenging, to say the least. I can go to options to change the font size to 7 or 8, but I can find no way to save those settings, so each and every time I run the program, I have to reapply the font increase so as to actually see what I'm doing. What am I missing here?
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The instructions for Legacy of the Dragonborn patches says to move the patches back up to directly underneath Legacy of the Dragonborn in the left hand pane of Mod Organizer. Is this still correct? (I guess I'm confused as to why it's moved into the compatibility patches section, if we're moving it back up to the Legacy of the Dragonborn section anyway.
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I'm sure this is a minor (and silly) question, but the guide repeatedly says to download mods that require nif optimization manually and optimize them before adding them. I've been downloading them with MO and installing them, then optimizing them directly inside the MO Mods folder. Is that problematic in any way (apart from demonstrating my complete inability to follow instructions, that is!)?
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One other small issue I'm having has to do with the start menu (and the SkyUI menu as well). On the start menu, along with "Continue" and "New" etc, are "$Creation Club" and "$Mod Manager." The latter appears in the SkyUI menu as well. What did I miss that might have caused the "$" symbol on those two entries? All other items in both the SkyUI menu and the start menu appear to display correctly.
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I'm having a bit of a problem that just started after yesterdays changes. It's likely I've done something wrong, but hopefully someone can point me in the right direction. Several of the female npc's have no arms. Sigrid, Ahlam and a few others. I use People are Strangers, so I didn't get all of their names, but I thought perhaps they were the women covered in The Ordinary Women. The ones I saw appear to be either Nord or Redguard (but not ALL Nord or Redguard women are affected). I reinstalled Ordinary Women (just in case). but it made no difference. Where should I begin looking?
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Batch Copy Assets Doesn't Seem to Work
dstansberry replied to dstansberry's question in Mator's Utilities Support (archived, read-only)
As it happens, I had the mods directory as a subfolder of a SkyrimSE folder inside Mod Organizer - so my directory was something like this: D:\Mod Organizer\SkyrimSE\Mods I was able to correct the issue by removing the subdirectory - so that the Mods folder was directly inside the MO folder, like this: D:\Mod Organizer\Mods That fixed things for me. -
Which was my point entirely. I just saw no reason to change that mechanic as it applies to spell tomes. And then you had to go and say this: which I begrudgingly acknowledge as a fair point. In my industry, I read a fairly significant amount - but until I actually do something with what I've read, the knowledge remains theoretical, The first time I use it, it becomes practical. The more I use, the more proficient I become in that aspect of my trade. This is where I was coming from in my view that there was no reason to change the skill advancement as related to spell tomes. But you're right - even acquiring the knowledge that something can be done is technically an advancement, so I concede the point. At any rate, you're probably right - it may not be a good fit for the guide in its present form (or at all, for that matter). I'm more enamored of the concept than of its current execution.
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The in-game time issue didn't bother me - it defaults to 15 minutes in-game, and appears to be configurable via the in-game options (and, really, if time didn't pass while studying, it probably wouldn't be any more immersive than the existing "open the disappearing book and WHAM - you're now an expert!" system that exists now). Part of immersion (to me) is that time is a limited resource. Needs mods (especially those involving sleep) pretty much exist to force us to pay attention to that resource. Having something like Better Spell Learning forces us to decide what's important and when. Do I really want to sacrifice a couple of hours (or whatever) in-game to master this spell I'm never going to use? It adds an actual cost to acquiring the education, and I like that. I'm not entirely sure that raising the school skill level would make sense. It could be just as easily argued that using the spell, rather than simply learning it, should be the how one raises in level - much as my having once read a book about the general concepts behind whittling doesn't make me a master carver - practice does. But, alas, I missed the whole vendor issue apparently. I thought it was only when installed mid-game. If that isn't the case, that's kind of a deal-breaker for me.
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Also, I have a suggestion for an inclusion that looks interesting to me. It's called Better Spell Learning, includes a patch for Ordinator, and other patches are available (or in development) as well. The idea is that learning spells takes study. Spell tomes don't simply vanish having magically deposited ancient knowledge inside your brain. Each reading of a spell tome gets you a percentage of the way toward mastery of the spell, with additional bonuses given for the environment in which you study. Studying in the mage college will get you further each reading than, say, peeking in the book in a pitch black, skeleton-infested dungeon. I haven't tried it yet, but the idea is appealing (to me, anyway).
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I think I was too late to be able to edit my post above, but I solved the dark brown face issue (I'd neglected to activate the RSC ETaC RW Patch). However, Dorthe in Riverwood still has the dark face issue. And the RSC girls are all still bouncing around in their unmentionables. I'm not sure if this makes Braithe less or more intimidating.
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I've been working through the guide, and have everything installed (but not yet activated or merged). I wanted to do a little "testing", comparing things like watercolor vs normal Realistic Water 2, etc., and noticed that I have a small issue with RS Children. Now, in fairness, I'm not running the game with all mods activated (obviously), but I wanted to sort this out before beginning the merge process if possible. The issue is that the RS Children girls are all in their underwear. Several have dark brown faces and pale white bodies. The boys are all perfectly fine. Any guesses as to where I should begin looking?
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Batch Copy Assets Doesn't Seem to Work
dstansberry replied to dstansberry's question in Mator's Utilities Support (archived, read-only)
I'm relieved to know it isn't just me! I've considered that (along with manually copying the assets in the same order of the mods that were merged). I think I'll go with your suggestion for now. Hopefully, someone will come along and figure out why it doesn't work for some of us. Thanks for your reply!