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Greg

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Everything posted by Greg

  1. The "manage archives" checkbox allows Mod Organizer to use the assets in BSA archive files without having the associated ESP in the load order. The most common case is to use the High-Resolution Texture Pack assets without having the HRDLC plugins in the load order, so it effectively saves three slots. EDIT: The way this actually works is a bit different than described in the Mod Organizer guide. Mod Organizer uses the priority order in the left pane to determine which assets are visible to the game. If a loose texture has a higher priority (wins the conflict), the loose texture is visible in the virtual file system so it is used by the game. If a texture in a BSA has a higher priority (wins the conflict), the losing loose texture is not visible in the virtual file system so the game never sees the loose texture. In both instances, the bottom line is simply that loose files always win with a bit of virtual magic of "not making visible" any loose files that lose the conflict.
  2. Offhand, I think inactive mods should not have any impact on performance with Mod Organizer since the game doesn't even know these mods or files exist.
  3. Moved to F&LNV Support.
  4. I think 4.1.1 should be amended to state the original author must be credited in the fork. Should it be explicitly stated that any forked mod containing modifications shall remain forked unless both authors agree to pass back the modifications to the original author with credit to the author adding the modifications? Something like this, although I'm not finding a good way to phrase 4.1.2 before coffee.
  5. I would be comfortable with 90 days and I agree that anything over 90 days seems too long.
  6. I think 30 days for an average case of "abandonment" is too short as well because there may well be mitigating circumstances like vacations, time out to recuperate, real life gets in the way, extended illness, etc. I know if I created a mod and walked away from it, I certainly would not mind someone else picking it up. In fact, I would be honored that someone considered it worthy. I really like the idea of open modding, but it would even nicer if we had a system in place in which others could submit "patches" to a mod or modified assets. I don't think Nexus is an appropriate venue for this, though.
  7. Moved to SR Support. That does seem a bit weird, but I wonder if the video card was upscaling the rendered frame to the native resolution of the monitor? I'm not familiar enough with NVidia to even speculate what that might be causing the framerate to drop without spiking the GPU usage. I know my AMD video card normally runs peaked at or close to 100% usage so I generally look at the clock speed instead of the performance graph.
  8. Modaholics Anonymous. How may I help you?
  9. It may seem to be a much different situation, but it really falls under copyright. If I create an original work like a mod, I own the exclusive rights to that mod so you need explicit permission from the author to modify or distribute that mod. If the author borrowed assets from other authors with permission, you also need explicit permission from those authors. Some authors may use open source of creative licenses that grant others the right to modify and/or distribute their mods with or without credit, but these rights must be explicitly spelled out. You'll see a lot of mods that have no such grant of rights. Others explicitly state you may not under any circumstances distribute my mod and this is a legally binding right.
  10. https://twitter.com/DCDeacon/status/743170497752371200 This seems to indicate saves are compatible and we'll be getting a new Creation Kit, although I'm not so keen on mods being segregated on Nexus, Steam, and Bethesda.net.
  11. I know the videos you've done so far are outstanding and I'm looking forward to more of them in the future. I'm optimistically hopeful that the revamped Skyrim will offer a lot of new opportunities for mods, but I imagine a lot of people are sitting on the fence waiting to see how this pans out. The big question in my mind is whether the new Creation Kit (assuming we get a new Creation Kit) will be more reliable and stable than the existing version. I can only hope.
  12. SkyUI has the ability to reposition some of the UI elements in the Advanced menu, but I don't see a way to move the Inventory/Magic UI.
  13. Yeah, but more cores and more memory doesn't magically make an application (or a game) faster. Migrating an application from 32-bit to 64-bit immediately has a negative performance hit because all pointers require twice the memory so most of the data structures increase in size as well. Of course, how much larger depends on the number of pointers stored in the data structures. Given a game like FO4, this can be a fairly significant hit on the overall size of the data structures and code and these data structures should now be 64-bit aligned instead of 32-bit aligned for efficiency. Perhaps the most significant impact is that the L1 and L2 caches are exactly the same size so now less code and fewer data structures fit into the L1 and L2 caches. This isn't to say that this is the only reason F04 is slower. There could indeed be a mess of other reasons like poor optimization of available cores (*cough*Skyrim*cough*).
  14. Welcome to STEP Bircan.
  15. I assume you're referring to the GamerPoet's Guide to Creation Kit and Modding?
  16. You just read my mind. As for compatibility, I remain optimistic and hope for the best. I do see this as a potentially good thing to breath some new life into Skyrim since it appears apparent TES6 won't be out for another year or two.
  17. I'm intrigued, but really hoping this doesn't break all the existing mods or that it can run side-by-side with current Skyrim (say in a different folder) if it does break mods.
  18. Mod Organizer does include a Dracula theme, but the colors are too washed out and difficult to read for my eyes. I think the primary reason I like Paper Dark is that this one has bright colors (bright white, bright green, and bright red) on dark black and dark gray colors so it has a high level of contrast.
  19. If you click the link Afonik provided to Paper Themes for Mod Organizer, click the Articles tab, and then click Customizing Paper. This gives some information changing the colors and icons as well. By the way, that Paper Dark theme is really nice and makes the relevant information pop.
  20. I tried those same links around 12:45 today and they were slow. The first link took about a minute to open and maybe 20 or 30 seconds to open the second link. Just tried again and those links are snappy now.
  21. Vanilla / Rustic Forsworn
  22. Looking at these comparisons, I think the vanilla and HQ Paper maps are too shiny and clean. These maps are handled a lot, so I think Gamwich is right in that these maps should be dirty.
  23. Vanilla / HQ Paper (STEP) / MAPS Sleeping Giant Inn Whiterun Mage's Quarters Dragonsreach
  24. Vanilla / Skyrim HD/ Rustic Clothing Barkeeper Blacksmith
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