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Wormheart

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Everything posted by Wormheart

  1. If only we could batch resize the textures based on the sizes used in the HRDLC, some sort of frontend to ddsopt that uses a lookup table or something. It would certainly help cut down those mods that have new textures that are 4 to 16! times the size of the vanilla texture.
  2. Alpha-Beta-Whatever I still don't know what it will do to a game with SoS installed and running. (I know, it's so hard to test but I just keep forgetting ) The only way I could set it up was to replace the SoS config scripts with my own. The way SoS is set up, the sounds have conditions to use variables on the scripts. If I make the variables into properties so that I can manipulate them with new scripts, it changes the variables and the sounds no longer work. I'd have to redo the bulk of the mod so this was the best I could come up with. If anyone knows more about this stuff and wants to point out something I missed, I'm open to suggestions :) It's: 1 esp and requires all three SoS esp's to be installed and active, 3 scripts that replace the exists SoS configuration scripts including my source, and a translation file in English only in case this goes public and people want to translate it :D SoSConfigMenu.esp can load anywhere after the last SoS mod in your list, I recommend adding it to the bottom of Sounds of Skyrim patches in BOSS: ADD: SoSConfigMenu.esp BOTTOM: Sounds of Skyrim patchesEdit: Forgot a readme... coming soon! Edit2: Now with 100% more readme
  3. There are signs in the HRDLC? (Rhetorical question, I don't actually care because I have this mod, and need no other ;))
  4. This has be a part of every new start of mine since it launched, I still have not made my way there to buy it though :)
  5. Looking at it in TES5Edit and it alters the vanilla rain and snow storms.
  6. I've got the fix now, just need to play...
  7. I said it was safe to skip, didn't say it was wise to skip ;)
  8. I gave this a quick test, the run from the Helgen Exit cave to Riverwood, and a few things so far: The section from the Guardian stones to Riverwood looked really nice they blended in really well there with the rest of the STEP mods. There are a number of rocks between the cave and the Guardian Stones that looked out of place with the rest of the environment. However there is a bug, but I have not confirmed if it is this mod yet, wet rocks look like they have been wrapped in Plastic wrap :)
  9. I already have it written, just need to tweak it some more. I overrode the original SoS config quests and replace the attached script with my own. My script holds the MCM menu but I don't know what effect that has on existing saves, so I think I will just disable the start enabled flag on the original quests and add my own. I also want to figure out how to change the variables in the original scripts. I hope to have something worth testing in a couple of days.
  10. So... I hated the three menu's that came up every time I went to test something on a save that didn't yet have SoS enabled... and I figured if any mod needs an MCM menu, this is it. I just finished writing one :) Cliffworms has set permissions on the SoS mods to allow modifications\patches as long as he is credited. So I was wondering if anyone was interested in this sort of thing. I haven't given it a good run testing it but it should be stable given how primitive it is. It even allowed the sounds to be disabled without having to reload the cell, now you can hear them fade away after disabling them and closing the menu. A save and reload was recommended in the original mod. It could be better, but I'd have to be a better scripter, I couldn't figure out how to just put a script on the original quests that just held the variables his sounds look for and then control them from another quest\script. Most other mods use GlobalVariables for that sort of thing. So for now it is 3 esp's with 3 new menus that override the original mods quest with one that loads the MCM menu instead of popping up the 'Classic' menu.
  11. And even then YOU don't have to worry about them, Wrye Bash should already get that info from BOSS when/if you do make a bashed patch :)
  12. Survived one rain storm so far and I like it, I would prefer this in addition to the vanilla storms (as rare storms) rather than a replacement but I can try and change that myself at some point :)
  13. My video card (MSI Twin Frozr III r7950 3GB) always ramps up the fans with the vanilla fog (especially around that swamp near Solitude) or I'd install this, the screenshots look really nice.
  14. You can also safely skip this mod. There are one or two mods that have files that allow them to be compatible but I believe they are just meshes/textures that just won't get loaded (or you can choose to not install them). If you do want to sort of follow the guide, have a lightish install and still use MO to install it, I'd suggest hitting Custom then Next and check the following: Modified Vanilla Barrels (either one, I'm impatient and don't like waiting on the animation ;)) Install Bridges Install Clothing Fixes Install Dwemer Clutter Farmhouse Texture UV Fixes... (SKIP woven fences) Improved Food Improved Furniture SMIM Default (textures for the furniture) Hawk Improvements (Dragonborn if you have it) Install Human Skull Fixes Install Nordic Tables and Benches SMIM Tankards of your choice (but Half-Sized) Half-Size Default Heirloom And that should be performance friendly depending on your system. You basically just need to avoid the large textures and the 3D chains, but I like 'Signs 3D Rings' I don't think they are THAT much more than vanilla, the others are quite a few more polygons. I never checked to see if the 'Install 3D Skeletal Remains' just use the vanilla skeleton mesh or if they are new custom meshes, but they might be OK as well considering they should only be in dungeons.
  15. The DLC BSA's don't need to be checked, they will automatically get loaded because they share the same name as a plugin (e.g. Dawnguard.esm and Dawnguard.bsa). The BSA tab allows you to load BSA's and remove the esp if you are running out of room in your plugin in list (if the esp is just a blank one like the HRDLC uses).
  16. I believe the bounds is where getwidth gets the width from, which is why they are needed :) Edit info from the CK wiki:
  17. Yup, Automatic Variants prefers to exist in Overwrite only, I had it in mods and it would take forever to open and close. It kept trying to move the textures back and forth but they would technically exist already so it would spam it's debug log with messages saying so. Also note if you have TES5Edit set to backup a plugin you edit then save, it will end up in MO\Overwrite and the backup will be under MO\Overwrite\TES5Edit Backups. It will move (remove) the esp from the mod directory as well. Unchecking backup will leave the original esp in the mod folder and place the edited copy in Overwrite.
  18. Edit: I was too slow, glad you got it working :)
  19. Hope this helps, I set Dustman's Cairn to respawn and didn't notice any real problems. Small spoilers in the spoiler section, you probably don't want to peek in there if you have not played the Companion's quest line yet.
  20. I wonder... I'm not very familiar with the quest system but I know that you can reserve a location so that no other quests can send you to the same place... So I was wondering if it would be possible to fix some of these issues (maybe not retroactively) by reserving the locations in a hidden quest. Then have a condition that they are released when the player starts the real quest that needs the location. However I don't know if that would actually work, it might fail or even crash if it doesn't release it before the real quest tries to reserve it and it wouldn't help afterwords with radiant quests sending you to a non-respawning location. Bah, scratch that, it might be to problematic. I was hoping to come up with a way of fixing some of these without touching the radiant quests or locations to prevent any unforeseen consequences. Instead it might cause even more problems, carry on, don't mind my ramblings.
  21. Easiest way that I know of to select just _n or unselect them is: When trying to opt diffuse textures, load the textures, filter for _n.dds (make sure "show recursive" is checked) then use the button (red box with the x beside show recursive) to uncheck all (it only applies to the filtered view). If you then go back to an unfiltered list, you should see all the diffuse textures still checked and none of the normals. Only processing the _n.dds is a bit easier, load the textures, make sure "show recursive" is checked, hit the red box with the x to uncheck all, filter for _n.dds, hit the green check to check all, unfilter and only normals should be selected and you can process them. It can also help to leave the option "Ignore / Copy unprocessed and ignored files (passthrough)" off, that way it won't copy the unprocessed normals or diffuse maps. If they exist in the destination, it may skip them depending on a few other settings.
  22. Good to know, the lighting in there is horrible anyways ;) I'd try coc riverwood01 through 06 then, instead of just riverwood for example, might make a difference. You can also search for exact names with the console by typing help whiterun or whatever, though it can bring up a lot of results you can page up and down the list with page up and down keys.
  23. I believe the last issue is fixed by generating a seq file (easiest in TES5Edit) Open TES5Edit, load Better Stealth AI for Followers.esp, right click it on the left, click Other -> Create SEQ File In fact, you could do this for your whole load order to cover any mods that are no longer being updated. Same steps as above, just load everything, select everything then right click anything that is selected -> Other -> Create. It will only create them if they need them (but doesn't check for existing seq files, but that isn't a big deal)
  24. I like em, but really hate the mages firing them at me. I picked the 50% file as well.
  25. Faendal in Riverwood is probably the easiest to recruit (other than hired mercs). The mine you pass on the way to Riverwood from Helgen has torches and is dark enough (Embershard Mine?).
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