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W3aponiz3d

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  1. Oh man... I just got a lot of weird looks from people in my office after reading this due to the fact that I guffawed mid-drink and then choked on my redbull. Thank you for this z929669... even though I'm certain half my office now thinks I'm a lunatic, it did in fact brighten my day. :D @Kryptopyr Good job lady! Can't wait to download the new version! :D (once I get internet back at my house again...)
  2. Actually, it will be even easier than this. If people want only the fixes and none of the other Trade & Barter features, they will be able to simply install the mod, as long as the "Start Mod" is never selected from MCM the fixes will still apply but the other features of the mod will remain dormant. :) Sounds brilliant!
  3. The way I see it, plenty of mods include fixes as part of the mod. At some point USKP may pick up the actual fixes for what is literally broken in vanilla, and any mod worth it's salt should be carrying forward fixes made in USKP anyway, as long as the mod doesn't need to change explicit things fixed by USKP in order to provide the desired functionality. If/When the USKP team merges the Vanilla fixes from the mod in question, it's obviously the point to drop those fixes from the mod as long as it doesn't mean dropping anything that the mod alters and thus depends on, in which case you leave it because at that point the mod is "carrying forward" those fixes that are a part of the USKP. That's just my opinion on the matter, but I've seen it play out that way with plenty of mods already. I would say, do whatever makes supporting the mod easiest Kryptopyr and if that means packaging in a few fixes with the mod then so be it. :)
  4. I sincerely hope this makes it into STEP for as great a mod as it is. I believe it fixes unintentional complications that where left in Skyrim by the Bethesda and thus brings Skyrim more in line with Bethesda's original vision for the game. It also assists immersion and is in no way "Lore Unfriendly".
  5. It does have some conflicts with Bring Out Your Dead, however Neovalen has already addressed this in Skyrim Revisited and has a tutorial for patching around it. It would also be very easy for either of the mod author's to create an official patch:Â https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited#Realistic_Room_Rental_Enhanced
  6. It should be incredibly easy to create a patch for GDO and WaAF. Load them up in TES5Edit, find a conflicted record, right click the WaAF column and copy as an override into a new plugin. From there you can pull records for GDO from the left to the far right where GDO should override WaAF. This is assuming that WaAF loads after GDO. If the opposite is true you can do the same thing just with the mods in opposite order (WaAF overriding parts of GDO). kryptopyr: I'm actually working on a more comprehensive breakdown mod for turning things into base components/alternate materials already and utilizing Ars Metallica as well as Weapon and Armor Fixes as a base for the mod. While I'm not duplicating any of either of those mods work, I am designing the breakdown mod with the assumption that users already have the other two installed. The reason being that you and Arthmoor have already done a superb job on your mods and I see no need to duplicate effort. In any case, I am certain I could come out with a patch for WaAF and GDO very easily if you wanted me to.
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