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Nazenn

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Everything posted by Nazenn

  1. I'm more then happy to work with him and give some time to get things sorted, its a great mod and all I want is to be able to improve its usability as much as possible, even if I don't get to use it that much myself because it uses a lot of additional memory and also because I cant go back to towns being two houses and ten people in an inn XD. I love the atmosphere here and in no way wish to disrupt that, its a fantastic break from some of the more edgy places for modding, even though I don't get to spend much time here (too many forums), and you guys have been a great help in improving my own mods as well.
  2. That's fine, I understand English is a barrier, but we stated multiple times that we were NOT asking him to do any patching, only more information about what 'bugs' there were so we could do it ourselves. I really don't think we could have been clearer then to say "we aren't asking you to make patches". All I wanted was information on what all these bugs were that he found, and apparently keeps finding with mods set up to be compatible with ICAIO, but that information is never delivered. The only issue I know of right now is that JKs Lite Whiterun has misplaced archery targets because I forgot to save which means they shoot at walls.
  3. Thats definitely just the location. Because that area is so dark it tends to make them less reflective, however when they are in more well lit areas, and the inventory, they definitely look much better and a lot more metallic comparatively.
  4. Just to weigh in here about how much more confusing ICAIO incompatibility recently became, Shurah recently made a post on the nexus, now deleted along with all other discussion on the topic, about how JKs Lite would still result in buggy behavior from ICAIO as would SuperLite and there was still a lot of issues they noticed in a short time of testing, however refused to provide any information at all on what those issues are or how to fix them. JKs Lite does not edit any navmeshes, does not change the architecture of cities, and all the navcut boxes are well away from major points of interest so they won't provide movement blockages. By Shruahs own vauge input on what makes a mod incompatible, my mod should be fine, however they still called it out for buggy behavior so at this stage those of us who are trying to work on compatibility really have no idea what to think any more and are quite confused about the entire situation. Shurah laid down guidelines on what makes a mod compatible, but when those are followed its still deemed incompatible by the author who claims they are the only one who could possibly have the knowledge to judge it, but refuses to share that knowledge. No technical evidence on what these bugs and incompatibilities are is ever provided. I'm not trying to start a thing, but I am trying to explain that from the point of view of other mod authors, right now we're all kinda left hanging here with no info to work with, while still trying to do our best by the community with no help.
  5. Thanks for the reply. I did read all the documentation to see if I could find an answer, but there's a lot of info in there and I will fully admit that I was a bit overwhelmed. Thanks so much for your response though, much appreciated and I completely understand why that's just not doable.
  6. Hopefully this is the right place to post it but some feedback on the TexGen script that lets you generate your own LOD textures. My primary comment on this is that it doesn't seem to generate new LODs for some of the files based on my new textures, most noticeably it skips mrkbuildingslod01, mrkbuildingslod02 and mrkbuildingslod03 even when I have Markarth textures installed. I have tried using TexGen with Noble Skyrim, Granite Markarth and the most prominent change of More Dwemered Textures (which adds in a lot more gold) but it doesn't seem to detect it and generate textures for them. Hoping this is just a bug, but if not I'd like to request that as apart of the function as I was planning on removing my crappy LOD textures and telling people to use this instead, but can't do that if its not working :) If you'd like any info such as Tes5Edit outputs etc I'd be happy to supply them
  7. Hahaha, sorry, sometimes I get caught up in the technical aspects and forget to make most of my language understandable in general. In short, the script errors at this point are mostly negligable because of the USKP fixes, however it does have some major esp overwrites that nullify fixes from the USKP and even the official esms and DLCs, however some of these issues are fixed by cleaning it and others are fixed by having other mods lower in the load order. One thing to note is that my Masterlist as linked above made on a vanilla testing basis, which means that its about mods that have issues in an of themselves. For STEP things are probably different because you have other mods impacting it so the errors that Birds and Flocks causes in whiterun etc may be fixed by other STEP mods being later in the load order and other such things makes it more complicated when it comes to recommendations. I personally would advise removing it based on its issues in and of itself, especially as the bonus effect it gives is negligable and the errors in its esp are at risk of aggrevating the unknown causes of the Hearthfire bugs and creating problems in other places, however if these issues are being overwritten by other mods in STEP, or I think you guys also have a big patch or something (sorry, I don't use STEP myself so I'm unfamilar with it), you could put fixes into that patch which would then make it usable.
  8. I only included information about SkyBirds because of the claim on the SkyBirds page that it fixes the errors with Birds and Flocks, and as such used the new version of the script as a comparative basis to identify any potential issues. Like I said, my Papyrus knowledge is minimal though and I rely on knowledge of other code languages though so I welcome any correction to mistakes I may make :) I actually didn't see that the USKP also makes corrections to this script (bad me) so I'll have a more in depth look at that as well and see if that would help to qualify to get this off the list once the esp issues are addressed in some way or another (need to contact nexus staff about issuing a patch if the author can't be contacted with the provision that if the author did return I would remove it immediately if asked) Other esp errors in the mod that make it incompatible with Hearthfires is edits to the Whiterun cells that change the 'Location' of the cell as far as the game is concerned, overwrite changes to the water level in the cell etc. Along with that the edits to cells and other records are overwriting fixes to the USKPs and edits from the other DLCs, although I know that can also be an issue with other mods too. The ITMs are particularly problematic, even though I know they are practically a non issue because they can be cleaned out easily, because they make similar edits such as changing the location of cells, of items in the cells, of weird things like clouds, and its also the worst put together esp I've ever seen because the amount of cells with nothing in them and null records attached that the mod adds are amazing, not that having pointless records is a list-able offense, it just bugs me XD. You're probably write about the thing about states working per cell reset, in which case some of the security edits made by SkyBirds fixed script may be redundant, but I'll still try and get in touch with the author about if the other edits as it appears their edited script may be able to work by itself in the vanilla game without SkyBirds actually installed. I'd provide the script source but I don't want to breach the authors permissions are far as not redistributing their work, but I used a decompiler to get the source myself so you can do that if you'd like. SkyBirds is on the list because of a different script, which attaches spawning references to the flora in the world for the new birds, which don't get cleaned up and attach to EVERYTHING which causes save bloat, and there's already been discussion about that problem in particular on the skyrimmods subreddit by fadingsignal so look up those discussions if you want to use that to expand your knowledge :) --------------------------------- On a more general scale, other issues that can qualify a mod as a risky mod (dangerous mods are rare and 90% of mods on that list are not dangerous, only the six or so in the first category are actually reliably dangerous to save games, other mods are more just risky or purely outdated): - Script malfunctions that can cause stack dumps - although I'm considering moving all mods that cause this error into the dangerous category because stack dumps will dump any information, even vital game or quest scripts that may be running, which means one mod causing a stack dump can ruin even vanilla game content or vital content from many other mods. Sometimes can be detected by looking at a scripts source, but much easier to detect by forcing the mod to run extreme amounts at once and seeing what happens, such as in the case of Skyrim Encumbrance Mod where if you dump say 500 items into your inventory at once it usually causes a stack dump. - Scripts that run inefficiently - this isn't just scripts using controversial methods or weaker functions instead of better alternatives, its mods that actually use up too much memory or information, such as scripts that run every update which can lead to stack dumping, high latency, mod malfunctions etc. Can be detected by looking at the script source. - Breaking core mechanical functions - Locational Damage being a good one in the case of it slowly breaks the entire scripting engine, XCE Scarface breaks the mounted combat functions because of outdated racial editing etc - Corrupted plugins, although this is not so much an issue now with the CK and Tes5edit being so avalible, its mostly on older mods. Corrupt records in plugins can also be problematic depending on what they edit, especially if in relation to scripts, so look out for errors in tes5edit as well, particularly out of order subrecords - Unadvertised edits, such as if a house mod has hidden edits to NPCs that the author is hiding references to etc. Obviously this requires some knowledge of the mod and how it is implemented, as well as what sort of edits may be required, but some of these wild edits can be pretty damn obvious at times
  9. Sorry for the SUPER late reply. I thought I had already replied to this. I haven't updated the description of the mod in a while and I do need to do that. Also supported are the aMidianBorn content addon, Skaal Heavy Armor, Dreamburrows Assassin and Huntsman armor collections.
  10. Just thought I would make a quick comment here as I've had several other people express confusion about the STEP instructions to me both over on the ICH page comments (which I maintain on behalf of the mod author) and on reddit, and also the odd question on steam as well. As of the most recent versions, the ICH esp for the legendary edition, imp_helm_legend.esp, and the WAFR patch provided on its page for ICH share the same name, so as long as WAFR is under ICH in the left pane of MO, or installed after it when using NMM, removing the esp shouldn't be needed any more as it will be overwritten instead of previous pre-1.5 versions where both versions would be loaded because of different names. If you guys are okay with it, I would actually request that this line "Only the "meshes" folder is needed from this mod, so the plugin from this mod should not be loaded." from your wiki gets removed because I've had a bunch of people question how to install the mod without the plugin, or get confused about why they need to hide it etc if the wafr patch overwrites it, or people even hiding it when they aren't using wafr and then wondering why all the npcs in their game suddenly have no heads XD I do completely understand that there comes a point when you can no longer make things simpler for the sake of the users, and there is a point when you can make things too simple for the sake of users still making mistakes, and in the end it is on the users to understand what they are doing, so I'm not saying remove that instruction from all mods that have it, but from this case when its slightly redundant, it might help comprehension a little bit :)
  11. TechAngel asked me to step in here and provide some more information as the masterlist that was supplied above is actually my creation and I maintain it on behalf of the community with the information provided to me. The primary problem with the mod is in the esp errors. While the mod claims to be clean and Hearthfires compatible, it is in fact neither. There are still numerous ITMs (which are not normally that serious anyway as you can clean them out with tes5edit easily enough) but the mod also fails to carry over data in the worldspace from hearthfires which means its still at risk of bugs with Hearthfires or other mods that may use this data. Most of the major Hearthfire bugs still don't have a direct known cause or known solutions though as far as I know, such as the bug where houses just don't appear, so it can be hard to test for true compatibility, but the missing data does make it a risky install because of this. The main issue is missing info in the core worldspace entry as seen in tes5edit, but from memory there were also rare issues in individual cells and records as well. As far as the script, one of the things that I check was actually the supposed fix from the skyBirds page. Please keep in mind, my knowledge of Papyrus is still quite limited, and most of my knowledge comes from other programing and scripting languages, so I'm always happy to be corrected if I do state any incorrect information. Also I'm on my other PC at the moment and as such don't have direct access to my scripts so I'm remembering this off the top of my head. When comparing the vanilla script to the skyBirds script I noticed that the skyBirds version includes checks for if the effect has already played or is being played and also properly attaches and plays the sound effect that is meant to be involved and makes sure that the effect is not already playing before it attempts to play again which if this sort of thing isn't in the vanilla effect by default in properties outside of the core script files, which I am still learning how to read the script properties etc, then it could cause stacking of the effect in certain situations. I had planned on contacting the author of SkyBirds and asking further about the edits in the script in order to get better understanding on the edits and papyrus in general but I want to get some of my existing mod projects out the way first.
  12. I finally got around to making that Helmetless patch which is now live for the people who wanted it which should also address some of the concerns as listed above. My ruling for if helmets would have ears or not with this is that if it was made of metal it would not have ears and if it was leather it would depend on the shape of the item. Leather helmets don't have ears because its a proper protective helmet, the thieves guild hood is a light armor piece made of leather but it does have ears because its more a hood and also being a thief its designed more for hiding then combat and also ears would come in handy when sneaking. Let me know if you have any other feedback
  13. Sorry for disappearing on your all for a while. I ran into major tech problems and my skyrim, xcom, and several other programs all broke so I had to go sort it out and I haven't been able to test anything, and then I totally forgot that I hadn't replied here at all. I'm more a texture editor then a texture artist but I can have a look at it all and see what I can do when I test out the new version later today. I might see if I can make a greener option of your original texture to fit in with those who originally have it and see if that's better, but that will have to be tested before I can say if its a viable idea or not.
  14. Recently joined the forum to help with testing something else and stumbled across a thread for one of my mods. Quite a bizzare experiance XD Whiskers arent something I can do anything about, they clip through everything anyway because of what they are assigned too as a biped slot (which I believe is the face). You notice that with any helmets that touch the cheeks such as the dragonscale helm, and I believe also the steel ones. As far as the ears, the mod was two for three reasons: As a newer and more supported 'ear shows' for my own usage, fitting in with Horns are Forever for my argonians. A way for players to see the ear movement during expressions when playing a khajiit which I think its one of their more interesting traits, no other race can show emotions without camera manipulation. While I did think for a second about doing some mesh edits for the Khajiits, it would have required setting up new armoraddon slots for all relevent headgear which potentially introduced A LOT of compatability problems. As the mod is set up right now, you can actually merge it entirely into a bashed patch, so say if you have three other patches for improved closedfaced helmets, my mod won't override any of them and instead will just be picked up by the bashed patch with its edits meaning its greatly more compatable and small in file size this way, better for longer load orders as well. Also as far as the steel plate helmet thing, yes while if thinking about it from a human perspective it is less protective and therefore puts the ears at risk, I was looking at it more from a cat perspective of having ears flattened and compressed by the headgear would disrupt balence and also be likely very uncomfortable over long periods of time. In combat the expression of the Khajiit causes the ears to flatten down anyway so that they are out of the line of a sword (you can see that in one of the pics) while out of combat the normal expression has them upright and usable. If people wanted I could do a version that is ONLY hoods and other clothing like equipment and leaves the actual armors out, it would really be quite simple. I also support other mods and armor sets on request.
  15. No problem, happy to have helped. That just happened to be the texture that I have on hand, but a lot of the whiterun texture overhauls make the grass texture a lot more detailed, in fact almost all of them so far as I know, so it will be a problem that the majority of texture packs will run into with the visual glitching. I can try and look at softening them, but I really don't feel as though it will work well. A better option might be to just make a greener version of your existing texture to blend with those other texture packs without relying on the originals. I might look into refining the alpha map when I have time, but I fear that the edge of the grass just won't be able to be avoided easily due to the fact it does indeed follow the line of the mesh as expected. Even if you were to take the layered meshes from where the 3d grass is applied and slope them down at the sides so it blends and looks as if the grass is getting shorter before dissapearing into the normal texture it might work a bit better, although I know thats a pain. Theres also a mesh you might want to look at applying the 3d grass onto, if you walk out between arcadias cauldron and the bannered mare, just on the right theres a bit of grass mesh between two rocks, near the collison bug, that stands out the most as appearing 'flat' amount the 3d stuff. Sorry I couldn't get a picture, currently testing something with a load order that results in that area being covered. The best quality fix though at the moment would be to clean up that road texture so it doesnt end in such a harsh line on the sides.
  16. I was invited to do some patching for this mod when it released by SparrowPrince and thought that I would also test it out as I love this false 3d concept for the furs and grasses and think that it adds a lot of depth to the world. I did find a few visual problems with it though that I will detail below. I look at things very much from a design perspective less then a technical one so if you guys feel I'm totally wrong just let me know, thats fine :) This method is not going to work well with more detailed textures. The 3d grass ends up looking distorted like a visual glitch instead of 'fluffy', for lack of a better term. Patching for it is going to be limited to very soft and undetailed textures in order to minimize this distortion. There is a very visible line where the 3d grass stops and the grass texture on a new mesh takes over, as seen on the left of this image. This should probably be minimized in some way as right now it creates a very clear boundary between two meshes. Similarly in the picture above, something should possible be done to help minimize the hard edges on the texture of the path if possible. It actually removes some of the 3d appearance from the texture because you can tell that it ends in a hard line with no proper depth. The textures from Skyrim HD 2K textures do this well as a comparison. The 3d grass is amazing, I love having it in game, but it is very obvious where it isnt applied, such as the two strips of grass either side of the stairs from the market to the gildergreen, the grassy tops to the rocks beside the bannered mare, and around the base of the gildergreen itself. The 3d grass makes these other areas look additionally flat so if possible it might need to be applied to more meshes to help minimize this. This may not be something you can fix, but additionally there is some collison bugs around whiterun especially at the back of arcadias cauldron where you dont actually stand properly on the ground and actually stand slightly above it. Now in the base game this isn't so much of an issue as its only noticable if you look for it, but with the added depth from the 3d grasses, it makes it look like you are actually standing on top of the very fragile grass blades which is actually the only reason I noticed it in the first place. But I really do love the concept, puts a lot of depth into these areas, especially when used with a city overhaul that has additional things and creatures in the grass showing off the effect properly.
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