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Everything posted by exploiteddna
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dont know why skyproc gives such trouble with MO
exploiteddna replied to exploiteddna's question in General Skyrim LE Support
anyone else? -
dont know why skyproc gives such trouble with MO
exploiteddna replied to exploiteddna's question in General Skyrim LE Support
oh the downloads folder and mods folder and cache folder. yeah i switched my downloads folder to a location on my storage drive so i can keep backups of every mod without having to manually move them to storage drive.. i know the cache folder is set to default, and my installed mods directory is at [path]\modorganizer\installed mods\  which im pretty sure is the default. (i think default used to be [path]\modorganizer\mods\ ... i think).So, which one of the three was the culprit for you? -
dont know why skyproc gives such trouble with MO
exploiteddna replied to exploiteddna's question in General Skyrim LE Support
what do you mean default MO folders? you mean the installation folder? ive always been under the impression that you can "install" MO anywhere you want. Mine is in a directory on the same level as the root steam folder.. so its not actually in the steam or skyrim directory at all.. but on the same directory level and the drive is basically dedicated to skyrim (and creation kit). -
dont know why skyproc gives such trouble with MO
exploiteddna posted a question in General Skyrim LE Support
neo i decided to install dsr finally and so of course installed everything (java, dsr, all the packs), add the jar to MO executables, run jar, build patch, and while its building I get something like "missing skyrim.esm and update.esm" but of course im not. tried tweaking a few things in the executable arguments (even though shouldnt have to) but no luck. decided to install SUM just as alternate interface and maybe just use it as proxy since i dont have more than one skyproc patcher.. so i install SUM and all that, run it, but it just doesnt seem to recognize the dsr patcher, so does not list any patchers when i open SUM. thus i still cant get a functioning dsr patch (or SUM patch with dsr data). any thoughts? -
SKYRIMLE Skybirds - Airborne Perching Birds
exploiteddna replied to Korentin's topic in Skyrim LE Mods
After about 15 hours of gameplay on a full STEP-Core install, I have not found any scripting errors and have not experienced any freezing/hanging/crashing/lagging. Performance-wise, this mod has been essentially silent. I have not experienced any noticeable performance drains. Performance data that was gathered in a controlled manner with and without the mod installed revealed zero/negligible performance drain. Checking the papyrus log after most sessions has not revealed any abnormalities. In terms of stability and performance alone, this mod passes with flying colors, no pun intended. So, after determining that the mod is 'safe' to use, I have to ask myself whether I feel the content of the mod is appropriate for STEP. This is something that should ultimately be left up to us as a group, but I will certainly provide my analysis. Some of my key thoughts about the mod are: I do not necessarily like adding new alchemical ingredients to the game. I feel Beth has included a very expansive set of alchemical ingredients that already cover all of the game's alchemy effects.I am skeptical about the lore-friendliness of adding novel animal species to the TES world -- I would prefer that the added animals were more generic instead of specific (i.e. cardinal vs. red bird).During gameplay, birds will randomly fade in and out of the scene. Sometimes if you stare at a bird standing on the ground, you can watch as it slowly turns invisible and then disappears completely. Then, a moment later, the "same" bird will reappear by slowly fading back into the scene, in the exact position it was in before. This type of behavior kills immersion for me.Some birds look low-quality and/or entirely out of place. The large white goose-like bird that waddles around the villlages is a perfect example of this. I dont think the bird looks very real and does not blend in well with the other game elements.I do like some of the ambient bird sounds. A lot of the sounds are very realistic and not overpowering, and they do add a nice ambiance when exploring the game world. Notable sounds are the nondescript bird chirping and singing, and the wood pecker 'pecking' sounds.I do like the random flocks of birds that can sometimes be seen flying in the distance. Again, this adds a nice ambiance to the game that seems to fit in well and looks a lot more integrated than some of the other features.As far as I can tell, the fix for the chicken feet clipping is present and does work.The birds do properly perch on various world objects and there does not seem to be any problems with this feature.I have not been able to reproduce the invisible hawk bug. Whether that is a direct result of this mod, I do not know.The feature of birds being able to be killed and looted for the alchemical ingredients seems to work just fine. The only problem I found is the birds disappearing and reappearing in place, which i already discussed.In summary, I feel the main thing to consider for this mod is whether it simply enhances the game, or makes changes/additions that go beyond enhancing. -
SKYRIMLE Enhanced Lights and FX (by anamorfus)
exploiteddna replied to najt's topic in Skyrim LE Mods
cant wait! i feel like its been a long time coming! -
SKYRIMLE Realistic Lighting Overhaul (by The Realistic Lighting Team)
exploiteddna replied to Kelmych's topic in Skyrim LE Mods
i left you some really positive feedback a while ago on the mod page at nexus...there was a time when i completely got fed up with using enb profiles and sought to improve my visual/graphic/lighting experience with nothing but ESPs. I used your weathers module for a while and loved the results.  I did experience a sort of halo/glow effect emanating from some of the point lighting sources(first thing that comes to mind is the two fire  lights in front of temple of mara), and i found sometimes it got to be too dark... but other than that i really liked using it.  I did end up doing quite a bit of tweaking to it. But it was all just tweaking, no major changes.  I increased the brightness of all the imagespaces by about 1.25x and then slightly changed the saturation/contrast on a few random imagespaces.unfortunately i have since started using enb again and the changes made in the weathers mod are so big that they dont mesh well with my enb setup (result is way oversaturated and dark) Anyways, i love the module and i know you had to put in a ton of time to make all those changes for each weather, region, and imagespace and the amount of testing that has to be done after each change is made. I just know how time consuming it is for mods like this. Which is unfortunate because then youll have a mod with a single record edit that gets 5000 endorsements, compared to this plugin that not many people know it exists. Anyways..  great work :) dont know if you find my feedback insignificant or if you just keep passing by my posts on accident. (unless youre wanting feedback from specific people?) anyways, i have logged many hours of gameplay with your plugin in my load order so if theres something specific you want feedback on, chances are good i can find something constructive to say :D -
having some trouble recently, hoping someone has an idea of what may fix the issue. A few weeks ago MO stopped showing images to me. Like, when im installing a big mod with fomod/NMM installer package that contains a bunch of compare images to illustrate the different mod options. None of the pictures will show up anymore. No box with a red X through it; nothing at all. If i didnt know better, I couldnt even tell that anything was missing. On top of that, no images can be displayed through the "information" dialogue for each mod (for mods that come packaged with screenshots and whatnot) . Â It used to be you could view any of those images at the bottom of the "information" dialogue... now there is nothing there at all. Im using the latest 0.99.1 and have been for a while now. No major changes were made to the application around the time that this stopped working. Ive looked through the INI to see if I deactivated something or inadvertently set some option that i didnt know about, but i havent found anything. I tried to reinstall the program but that didnt help either (although it wasnt a full reinstall.. I reinstalled any and all files that I could without jeopardizing my profiles, settings, custom categories, etc.). Something that at first seems trivial quickly becomes really annoying. Â Â Anyone have any ideas?
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SKYRIMLE Skybirds - Airborne Perching Birds
exploiteddna replied to Korentin's topic in Skyrim LE Mods
i do have a question. the author describes that two other mods should be used in conjunction with his mod. they arent reqd, but recommended for full experience. however, for our purposes, should I just be testing this one mod in and of itself? -
SKYRIMLE Skybirds - Airborne Perching Birds
exploiteddna replied to Korentin's topic in Skyrim LE Mods
I have started testing this mod on a full STEP-Core install and have been collecting both general and specific testing/performance data. I am now working my way through the specific features and fixes to make sure everything is good and free of significant/malicious papyrus errors. I should have a report put together shortly. Should this be moved into the MT forum? -
ACCEPTED Lower Sounding Thieves Guild Door (by John Kelly)
exploiteddna replied to kryptopyr's topic in Skyrim LE Mods
+1 -
SKYRIMLE Realistic Lighting Overhaul (by The Realistic Lighting Team)
exploiteddna replied to Kelmych's topic in Skyrim LE Mods
i left you some really positive feedback a while ago on the mod page at nexus...there was a time when i completely got fed up with using enb profiles and sought to improve my visual/graphic/lighting experience with nothing but ESPs. I used your weathers module for a while and loved the results.  I did experience a sort of halo/glow effect emanating from some of the point lighting sources(first thing that comes to mind is the two fire  lights in front of temple of mara), and i found sometimes it got to be too dark... but other than that i really liked using it.  I did end up doing quite a bit of tweaking to it. But it was all just tweaking, no major changes.  I increased the brightness of all the imagespaces by about 1.25x and then slightly changed the saturation/contrast on a few random imagespaces.unfortunately i have since started using enb again and the changes made in the weathers mod are so big that they dont mesh well with my enb setup (result is way oversaturated and dark) Anyways, i love the module and i know you had to put in a ton of time to make all those changes for each weather, region, and imagespace and the amount of testing that has to be done after each change is made. I just know how time consuming it is for mods like this. Which is unfortunate because then youll have a mod with a single record edit that gets 5000 endorsements, compared to this plugin that not many people know it exists. Anyways..  great work :) -
Skyrim Revisited Pre-Release Feedback
exploiteddna replied to Neovalen's topic in Skyrim Revisited (retired)
interesting. ill look into it a little more and see what i find... very strange -
Skyrim Revisited Pre-Release Feedback
exploiteddna replied to Neovalen's topic in Skyrim Revisited (retired)
@ Neo can you give me a little info on how you have your EFF set up? With Better Messagebox Controls overwriting the messagebox.swf, the EFF follower menu doesnt appear and instead gives some sort of coded error message. My first thought is to change the menu style from "Standard" to either "Classic" or "Dialogue", via the MCM menu. Also, do you have all of the plugins enabled (the one ESM and 4 or 5 ESPs)?? The documentation for EFF is pretty bad and very scattered. Can't find a proper description for each of the plugins so I dont know which ones are needed and which ones are just extra junk.. trying to get more info by opening the files in tes5edit is a waste since everything is buried in script. -
SKYRIMLE Civil War Overhaul (by Apollodown)
exploiteddna replied to EssArrBee's topic in Skyrim LE Mods
interesting. good to know. apollodown has been on a "modding vacation" for the past few weeks and said he would be away for a month at the very least.. he should be back soon though and hopefully we'll see some more updates start trickling in. -
SKYRIMLE Enhanced Lights and FX (by anamorfus)
exploiteddna replied to najt's topic in Skyrim LE Mods
edit: oops. wrong post -
ACCEPTED aMidianBorn Caves and Mines (by CaBaL)
exploiteddna replied to kryptopyr's topic in Skyrim LE Mods
cabal just released a pretty significant update for this.. the changes look to be major based on the screenshots. will test it in-game soon. edit: and the wrong filename for caverocks01 is now fixed -also i just looked at everything in PS and looks nice so far :) -
Skyrim Revisited Pre-Release Feedback
exploiteddna replied to Neovalen's topic in Skyrim Revisited (retired)
go to the data tab of MO and navigate to where those files should be and make sure they are being provided by one of your other mods. If those files are not present and are being called for by the game, that is the root of your problem (no pun intended) -
SKYRIMLE Civil War Overhaul (by Apollodown)
exploiteddna replied to EssArrBee's topic in Skyrim LE Mods
hmmm... yeah i have read that for the people who are experiencing trouble it often relates to jagged crown in some way. ive never sided with the stormcloaks so i can only vouch for the imperial quests (some of which are the same, of course). -
ACCEPTED aMidianBorn Caves and Mines (by CaBaL)
exploiteddna replied to kryptopyr's topic in Skyrim LE Mods
Hectrol's caverocks01.dds is not overwritten by amb. But all else is. It might well be worth comparing those 10 other textures actually cabal made a mistake with that file. the caverocks.dds from AMB needs to be renamed caverocks01.dds (obviously do the same for the normal map caverocks_n.dds). There is no caverocks.dds in skyrim. On a different but not unrelated note, the hectrol set does not include the normal map for caverocks .. this means if you have some other mod with that file, you will be using a normal map made for a different diffuse map which could give some really undesirable results. theres a possibility that it could look ok, but it all depends on which normal map it is. -
SKYRIMLE Vivid Landscapes - Dungeons and Ruins
exploiteddna replied to Reianna's topic in Skyrim LE Mods
since the author modified the normal and diffuse maps from beauty of skyrim, i dont think it would even make sense to consider this. although i guess it could be a non-Core option/alternate. i like what he did with some of the normal maps.. now they do a good job of hiding the the smooth "cookie cutter" ruins floors .. looks a lot more realistic and less like plastic molds. the only thing i did was darken most of the speculars because i think the walls are a little too shiny/sparkly/glossy. but that was an easy fix. overall i like the mod and will probably keep using it on my personal profile for little while. -
ACCEPTED aMidianBorn Caves and Mines (by CaBaL)
exploiteddna replied to kryptopyr's topic in Skyrim LE Mods
lol you really didnt have to go into that much detail.. i know all of that already :) Â but you should still have a second or two to take a screenshot before all the messages start popping up :) Nice work on those compares, btw -
ACCEPTED aMidianBorn Caves and Mines (by CaBaL)
exploiteddna replied to kryptopyr's topic in Skyrim LE Mods
as soon as i load up i take the shot. theres like 2 seconds usually before the messages start coming in. when you load into the save your character should already be in place anyways, so just printscreen as soon as the scene is visible -
ACCEPTED aMidianBorn Caves and Mines (by CaBaL)
exploiteddna replied to kryptopyr's topic in Skyrim LE Mods
oh no i dont have those saves anymore because i didnt intend on those being used as official compares.. i was just using them to support an argument at the time. those saves have all been overwritten EDIT: when is voting going to close for this? I still havent made up my mind and dont want to miss out on voting altogether because of indecisiveness :) -
ACCEPTED aMidianBorn Caves and Mines (by CaBaL)
exploiteddna replied to kryptopyr's topic in Skyrim LE Mods
you must have already taken my original shots down bc i dont see them anymore and thus i dont know what saves im looking for. Let me know if you still want me to look into it or if youre satisfied with what is currently up there. (or if there is any other shots you want/need to complete this

