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Everything posted by exploiteddna
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issue with mod organizer and oblivion
exploiteddna replied to nodata12's question in Mod Organizer Support
same here, i just CTD as soon as the "bethsoft" intro video starts playing, before the main menu is even loaded. -
OBSE will not load when launching with MO
exploiteddna replied to DiscipleDarkfriend's question in Mod Organizer Support
i have no idea. im having problems using MO with oblivion too. I just keep crashing. I launch oblivion.exe or oblivion launcher.exe from MO, i then start the game from the splash screen/launcher that appears, and it loads the main menu for about 1 second then CTD. As far as OBSE.. i have no idea. surely we arent the only people trying to use MO for TES4, since MO is "approved" for TES4... hopefully someone will chime in. I havent played oblivion for so long, and this frustration isnt helping. maybe ill stick with WryeBash like i am used to. -
ACCEPTED aMidianBorn Book of Silence (by CaBaL)
exploiteddna replied to EisDrache's topic in Skyrim LE Mods
"rule of cool" hehe, i like that. pretty witty -
i see it now :facepalm: i shouldve known to check the 'tools' menu, ive just been so used to only seeing 'INI Editor' and 'NMM Import' for the longest time, i had a lapse in common sense :D  However, I still haven't been able to use the plugin. Receiving Error messagebox Plugin "Configurator" failed: Traceback (most recent call last):  File "D:/Apps/ModOrganizer/plugins/pyCfg.py", line 525, in display   self.updateSettings(settings, iniFile)   File "D:/Apps/ModOrganizer/plugins/pyCfg.py", line 480, in updateSettings   value = int(value) ValueError: invalid literal for int() with base 10: '131072.0000'i did notice in my MO.ini that Python%20Proxy\python_dir= does not have a directory path listed. Should i just manually input my python install directory here? (its located on my system drive, whereas MO is on a dedicated drive along with only Steam and Skyrim) EDIT: Well, that didnt work. When i set it to "C:\Python" I receive a different error (at startup) telling me that the wrong python directory is set. It asked if I wanted to try to launch MO again, at the risk of crashing. I chose 'yes', now MO starts without the warning, configurator is enabled, python proxy is enabled, and my python directory is set to "C:\Python". However, I still receive the same error message I pasted into the Code box above. EDIT: I just uninstalled all versions of Python and reinstalled only 2.7.6 32-bit. No luck. Still same error message above in the Code box EDIT: So, reading that initial error, the second part of the message is saying there is an invalid literal, integer value of 131072.0000. So, I looked in my SkyrimINI and found: iLargeIntRefCount=131072.0000 Since it says it is looking for an integer value (and the 'i' in iLargeIntRefCount indicates integer), and 131072.0000 is a float value, i removed the decimal and the proceeding zeros to change the number into an integer. Saved the INI, relaunched MO, relaunched Configurator, and now it works now. no surprise. I don't know why that value was set to float when reference count obviously has to be an integer value. I think that value was copied from the STEP Skyrim.ini tweaks .. STEP 2.2.5 or 2.2.6 maybe, i don't see it listed anymore. Either that, or the game engine added the decimal and zeros, but I dont think it did. Anyways, thanks? :)
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a little off topic but ive searched for any mention/documentation on configurator plugin and this is the only thing i can find. "Plugin to allow easier customization of game settings" is the GUI description. 1. Aside from the brief description in the GUI, can you tell me what the configurator does? 2. Which game settings is this referring to, there are many settings in many different locations. 3. Is this a plugin that can be called by the user? If so, how do you use it? 4. Is python 2.7.6 sufficient or do we need 3.3.3 ?
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actually, that is where the viewer came from that I linked to in Langley's texture pack. WTV.exe is Windows Texture Viewer, at the very bottom. Now that we have an official source, we should definitely link to it somewhere in the step guide. @nearox: yeah that thumbnail viewer is a nice addition nice find, i dont know how ive never seen that legacy page :) Edit: although, i can't seem to get it working. it's basically just a dll library (ddsView.dll) without any associated files. I assumed it was supposed to give thumbnail previews of dds files when browsing through textures in windows explorer. i dont know what needs to be done to get it working. i tried messing with some folder settings, etc. but no avail -- If you got it working let me know what you did. Maybe it only works on older windows versions (since it is legacy software)
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DROPPED Skyrim Flora Overhaul (by vurt)
exploiteddna replied to JudgmentJay's topic in Skyrim LE Mods
i just started using the 'full' version of the mod again, so i will look next time im in-game. take a screen of what youre talking about so we can compare lod -
yeah. it would be nice to determine the origin of the tool. i spoke with langley about it in the past, but she is not the author of. she just included it in the texture pack. i suppose it's not too important, but would be nice to have an alternative download location in case the texture pack is removed for one reason or another.
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DROPPED Skyrim Flora Overhaul (by vurt)
exploiteddna replied to JudgmentJay's topic in Skyrim LE Mods
i use a version that is totally hacked to pieces :) im at the point where i just download the mod and updates for the assets, pick and choose which i want, and use my own plugin. I use: a mixture of some vanilla grass textures and some of vurt's grass textures, in most regions other than the Reach. For the Reach I use only vurt grasses, from 181/183 -- desaturated with slight hue/contrast adjustment. all of vurt's grass meshes all of vurt's pine/aspen textures all of vurt's plants textures, other than the mountain flowers and most other textures that conflict with Hybrid's vurt's tamriel tree lod -- tweaked brightness, contrast, saturation (adapted for solstheim tree lod, as well) none of vurt's landscape textures that's all i can think of right now -
DROPPED Skyrim Flora Overhaul (by vurt)
exploiteddna replied to JudgmentJay's topic in Skyrim LE Mods
lol, i know. i didnt mean you were arguing :) an argument, as in a point/position/stance/belief ... forgive my ambiguity .. things get lost in translation, so to speak, when communicating via text yes i know of your mod. very well made, and very realistic, for earth. whether or not it is equally as realistic in Tamriel is a matter for debate ;) -
DROPPED Skyrim Flora Overhaul (by vurt)
exploiteddna replied to JudgmentJay's topic in Skyrim LE Mods
yeah, all of this provides a good rebuttal, but for the wrong argument. My argument is hinged on the idea that vanilla color profiles should be maintained, not whether or not some area of our world is more or less likely to have a certain kind of flora. My assessments were solely based off of the vanilla feel and color profiles, and have made no consideration of 'real world'. This will almost always be my stance (if im speaking on these forums), as it is generally the stance of the STEP project in general (at its core, anyway). -
DROPPED Skyrim Flora Overhaul (by vurt)
exploiteddna replied to JudgmentJay's topic in Skyrim LE Mods
I dunno, I like that he's been actively developing recently, but I don't necessarily like all the changes. I have always hand-picked which grasses I use (and which versions of each grass i use, since there are many variations of each grass, esp. in Tundra). However, even though I don't use the mod in its entirety, I still would like to see it stay a little more true to vanilla. The tundra has always been a colorful region, so the changes there are ok, for the most part. Im not the biggest fan of the new 'ground' grasses (flat on the ground -- like forestgrass01/02).The reach has recently been upgraded, and I like some of the new grasses and shrubs. However, he has added some of the ground grasses to the Reach, weird looking star-fish shaped plants that are vibrant in color, like they should be found in the tundra. The Reach should have a green and blue color profile with respect to the flora.The fall forest area (The Rift) should be comprised of flora with lots of browns ... but as you can see in the second screenshot (above in Tiger's post - with the Aspen tress), a lot of those new grasses are very tundra-esque. not cool.This is why I go through and manually remove and rearrange the assigned grasses so that the vanilla color profiles of the particular region can be preserved, while still adding some new grasses and other flora. I dunno, just my $.02 Â :) -
if you download Langleys wood and stone workshop mod, it comes with a DDS viewer, it is by far the best viewer for textures IMO, since its only purpose is for viewing textures. It also gives you basic infos about compression format, can use hotkey to toggle the alpha channel blend, or view only the alpha channel, etc. download this texture pack, the app is included https://skyrim.nexusmods.com/mods/26269/?
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ACCEPTED Audio Overhaul for Skyrim (by David Jegutidse)
exploiteddna replied to Neovalen's topic in Skyrim LE Mods
hmmm, maybe there is something else interfering with it in your load order that youre not aware of. Looking at both mods in detail, trying to sort of reverse-engineer, I don't see anything that would cause what youre describing. Wish I could be of more help -
ACCEPTED Audio Overhaul for Skyrim (by David Jegutidse)
exploiteddna replied to Neovalen's topic in Skyrim LE Mods
well, the reason i havent patched IHSS is because it loads after AOS. If you want AOS to overwrite IHSS, then just uninstall IHSS. One could argue that some of the subrecords could be merged. Like, I could use the Output Model from AOS in place of the vanilla Output Model that IHSS has assigned to some of the Sound Descriptor records. However, when you start mixing and matching different components of Sound Descriptor, there is no way of knowing if the result will be a good one. If we use output model from AOS, static attenuation from AOS, the sound files from IHSS, and the priority and dB variance from IHSS, who knows how it will actually sound when you're in-game. If we do that, we basically create an entirely new sound that neither of the original authors intended. Thus, mixing and matching should not be done with the subrecords of sound descriptors. We all have to decide if we want to use the record from AOS or the record from IHSS. If it's AOS you want, you can either uninstall IHSS or move it above AOS in the load order. This type of patching is highly preferential. I tend to be very conservative and make patches that are good for general release, very black and white, this or that. If experienced users want to mix the different properties of single sound and hope the combined result is favorable, then more power to them. At that point you may as well just add in your own values and tweak it to your liking. :) As far as other STEP mods being incompatible, this is true. However, most/all of them overwrite AOS so they don't need patching. Like above, this is a preference thing.. users have to decide what they want. Since AOS is an overhaul, I would always load it as a base, then overwrite it with all the specialty sound mods. That way you get most of the sounds from AOS, and all of the smaller sound mods as well. -
ACCEPTED Audio Overhaul for Skyrim (by David Jegutidse)
exploiteddna replied to Neovalen's topic in Skyrim LE Mods
all you have to do is ask I'll make whatever patch(es) need to be made. In the interest of plugin slots, if I need to merge any of my individual patches into one proper ESP, that can also be done. In terms of formal testing, I'm all for it. @admins - do you have any specific areas of interest that you want MTs looking at or testing?? -
bah! you keep mentioning this enb you have.. is it this ?? I now just rely on the PNENB.esp for my imagespace.. but am always looking for an alternate
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any prelim test results yet?
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yeah a good polished plugin for enb will be very nice. For the longest time i used a custom plugin i made, taking the exterior imagespace records from the RLO-weathers module and combined them with the interior imagespace records from the ELFXEnhancer plugin, then went through and tweaked them all to my liking. However, I eventually stopped using it because I got frustrated trying to balance too many settings -- it's so much work to tweak, save, and test in-game every setting in each separate imagespace profile.. gets exhausting, especially for someone (me) without much experience with color/lighting profiles. So, I have much respect for anyone who is able to do this and see it through to the finished product that can be released to the public im glad i saw this though, i will definitely be trying out all of the plugins JawZ already has posted on the enbdev forums
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ACCEPTED Audio Overhaul for Skyrim (by David Jegutidse)
exploiteddna replied to Neovalen's topic in Skyrim LE Mods
haha yeah, i really miss the oblivion bashed patch :ox:i remember the first time i rebuilt the skyrim patch, i was shocked at how small it was. at the time, i was sure i was doing something wrong lol. nope. a lot of similarities between the two games, in terms of general, "big picture" modding concepts. but that's it. once you get to the specifics, they arent anything alike. :) if there was one record type i could add to the bashed patch merge for skyrim, if i could only choose one, it would have to be the container lists (chests/containers/merchant inventory). It drives me crazy that those lists, which are exceedingly similar to leveled list, cannot be merged. -
ACCEPTED Audio Overhaul for Skyrim (by David Jegutidse)
exploiteddna replied to Neovalen's topic in Skyrim LE Mods
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ACCEPTED Audio Overhaul for Skyrim (by David Jegutidse)
exploiteddna replied to Neovalen's topic in Skyrim LE Mods