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Everything posted by Greg
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ACCEPTED Book Covers Skyrim - Lost Library (by DanielCoffey)
Greg replied to Nebulous112's topic in Skyrim LE Mods
I've been playing with this mod since you posted this and I vote yes for inclusion into Extended as well. However, do keep in mind that I'm a book junky that loves to read so I might be a wee bit biased. -
ACCEPTED FileAccess Interface for Skyrim Script - FISS (by Lord Conti)
Greg replied to statmonster's topic in Skyrim LE Mods
I agree that FISS could be a good inclusion to allow users to click a button to load the MCM presets. I think the disadvantage is that it requires creating a FISS presset for each mod and then loading these presets one by one. It's still significantly easier than trying to explain how to setup all the MCM settings manually, though. EDIT: I think TechAngel setup the MCM settings WIKI page for exactly this reason if I'm not mistaken. That is, we could use this as a basis to create the FISS preset files for mods than support FISS and then layout the MCM settings individually for mods that don't support FISS. -
I think Gamwich is the clear winner in this one instance. The vanilla shirt looks more like rubber or something similar to my aging eyes and the Skyrim HD shirt looks like it's made out of a croker sack (more commonly burlap or a similar material).
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This is the barkeeper outfit from the new version of Rustic Clothing for comparison. I took this screenshot at the Winking Skeever so the lighting is a better. Vanilla / Skyrim HD/ Rustic Clothing
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Thanks for the information, Neo. I'm on my way to Nexus to get the latest version.
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[Question] Regarding Camera Player Opacity
Greg replied to Yourname942's question in General Skyrim LE Support
You might be looking for fAactorFadeOutLimit in the [CAMERA] section of skyrim.ini. You may want to browse through the Skyrim INI Guide and SkyrimPrefs INI Guide for other settings. -
https://wiki.step-project.com/STEP:2.2.9.2
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If you just installed Mod Organizer or created a new profile, mods may not be in the correct order in the left pane. Once you've set up the profile, the order should not change when restarting Mod Organizer.
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Is the priority order sequential as you show in your post or is the left pane sorted by mod name descending? If priority order appears to be in random order, this is because the grid is sorted by something other than the priority. If you look at the top of the left pane you'll see the title row for the grid that has Mod Name, Flags, Category, Nexus ID, Version, and Priority. It may not be exactly this since some columns can be hidden. In any case, the import part is determine which of the column titles has a small up or down triangle to the right of the title. If you click Mod Name for example, the left pane sorts by the Mod Name ascending. Click Mod Name again and the sort changes to Mod Name descending. Click Priority until the numbers are sequential from 0 to n. If the priority order is in sequential order, you might verify you are in the right profile first. I sometimes make this mistake when checking something in another profile and forget to switch back before closing Mod Organizer. If this isn't it, you can drag them back into the correct order. You might do this for just the vanilla plugins and the DLCs, then restart Mod Organizer to verify the order sticks after Mod Organizer restarts. If the order doesn't stick after restarting Mod Organizer, you might have permissions issues or perhaps wonky antivirus software interfering with Mod Organizer for some reason.
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Trade and Barter is used to fix an issue with Investor Perk. I think Kryptopy explains it better than I can, so this from the sticky post in the Trace and Barter mod page on Nexus: Edit: Just to be perfectly clear, Trade and Barter is an excellent mod. The only reason STEP does not recommend starting the mod from the MCM menu is because these changes deviate from vanilla gameplay and the STEP mandate STEP Core is to keep the game as close to vanilla as possible. The point is that this is a recommendation to keep vanilla gameplay mechanics so the choice is ultimately yours depending on whether you want to keep the vanilla gameplay mechanics or to use the gamplay changes in Trade and Barter.
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Download boss.zip from here. Extract boss.zip to somewhere on your hard drive and setup Mod Organizer to launch bin\Release-32\boss-gui.exe.
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Dynamic Distant Objects LOD - DynDOLOD 2.00 to 2.15
Greg replied to sheson's question in DynDOLOD & xLODGen Support
This is more related to STEP 2.2.9.2 so if you repost this in the Support and Troubleshooting / General topic, we can help you work through the installation. -
You might read this as well. I tried to document what I did to get screenshots of the Dragon Priests. Taking screenshots of NPCs and creatures can be tricky so you'll want to use tcai to disable combat AI and perhaps tai to disable non-combat AI.
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I keep forgetting which mods are in the compilation, so this means "vanilla" in the screenshots above is actually Intricate Spider Webs.
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Moved to Mods and marked for testing.
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I was liking this one before I saw Tech's screenshots, but I think the comparison with the Elk really makes the difference. You have my yes vote.
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ACCEPTED Enhanced Skyrim Factions - Companions Guild (by DreamKing)
Greg replied to Neovalen's topic in Skyrim LE Mods
My last playthrough was pretty much nothing but Companions and it took pretty much forever to become Harbinger, which I think is at it should be. The one downside is that the player has to become and stay a werewolf a lot longer, but the player is required to use the werewolf powers once right after joining and can easily ignore it thereafter. EDIT: Forgot to say... yeah, I agree, this should be an easy shoe-in for STEP Core. -
Can you post some comparison screenshots so we can see the differences between vanilla/STEP, BoS, and this mod?
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It would be nice if Arthmoor would keep at least one or two older versions available for a while to let dependent mods catch up.
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Yeah, I think this one should be an easy add to Extended.
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Note that using coc to move to a location is known to cause issues because scripts that should be triggered when entering an area are bypassed among other issues. If you can reproduce the crash normally when entering the area, I suggest first double checking that all BSAs are checked in the Archive tab in the right pane, that you've generated the bashed patch according to the guide, and you aren't missing any mods or have any extra mods.
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I included compares of the spider webs in Bleak Falls Barrow with vanilla, Vividian Weather and Lighting (I think this one is in testing), and Webs Extended. I also included a compare of the spider sac with vanilla, Animated Clutter (currently in STEP), and Webs Extended. STEP/ Vividian / Webs Extended STEP / Vividian / Webs Extended STEP / Animated Clutter / Webs Extended STEP / Vividian / Webs Extended EDIT: The screenshots do not do justice to the mod so you are strongly encouraged to check this in the game yourself. Can this one be marked for testing? I don't see an option to do so and I wonder if it might be because this is in STEP Hosted Mod Topics.
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Agreed... I've been using Rustic Forsworn for a while and it's really growing on me figuratively speaking.
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I would like to see this included as well.

