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Everything posted by frihyland
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ACCEPTED Fuz Ro D-oh - Silent Voice (by shadeMe)
frihyland replied to Kelmych's topic in Skyrim LE Mods
Hmm I'm shocked I haven't posted this one already, I use all of Shademe's mods and can't recommend them highly enough. Â They are essential bugfixes imo. -
Dawnguard Now Available On Steam
frihyland replied to Neovalen's topic in General Skyrim LE Discussion & Support
The only mods that are even remotely likely to conflict would be the optional hardcore pack. Remember to use USKP version 1.0 not the updates, or wait till 1.1 which is coming this weekend. -
ACCEPTED Whiterun Trellis Redesigned and HQ (by Toby S)
frihyland replied to JudgmentJay's topic in Skyrim LE Mods
wow that's a stunning improvement, this one really fell through the cracks early, one of the very first mods released... great find -
At some point we will look at body and face mods for a pack but there is just so much to do that is more pressing, not this year I'm afraid. Besides the good stuff hasn't been done yet :P
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No adjustment needed, it already comes after SMIM in the install order, the beauty of STEP :) BTW this thread should have been done under Mod anthology as its a current step mod. Moved.
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Lets move this conversation to an appropriate spot hardware guide
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SKYRIMLE Automatic Variants (by Leviathan1753)
frihyland replied to Anosognos's topic in Skyrim LE Mods
Nexus link (Automatic Variants) added to OP. -
bannered mare has a spanish name?!
frihyland replied to torminater's question in General Skyrim LE Support
You really need to keep track of mods overwriting text files, there is no way to figure out which one it was without opening up every single non STEP mod archive and looking for the text files in the Strings dir. I'm shocked you are not using MO or Bash yet. -
Thats to prevent frivolous and ultra lazy responses. Â For instance you could have explained why you answered both :P From watching the forums 2 graphics cards seems more trouble than its worth, the cpu upgrade however I cannot recommend enough, we will soon (several months) be recommending mods that add dynamic scripts to almost everything in the game (tens of thousands of them) so cpu, which is already the most critical element, will be even more important.
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I'm working on a simple version that will just read all filenames in a directory grab info from Nexus and rename everything according to a ruleset.
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Nice to see Yuril back modding again.
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Anti-Aliasing/Anisotropic Filtering not working properly
frihyland replied to torminater's question in General Skyrim LE Support
More is not better... -
This used to be in STEP original flavor. Mods like this anyone can make themselves, its best not to use these old originals as they were created with hacked tools before the CK was even released. If you must use them open them up in the latest CK and resave them to update the header format and dependency data so you aren't accidentally importing data from Skyrim version 1.1 when you run the mod :P This trick needs to be added to the Skyrim PDF for use with any mod released prior to April 2012.
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Makes no difference whatsoever. It won't harm anything though either.
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UKSP 1.0 works beautifully with 1.7 and is the recommended version to use until 1.1 is released.
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SKYRIMLE Automatic Variants (by Leviathan1753)
frihyland replied to Anosognos's topic in Skyrim LE Mods
I'll be putting it in an "everything unique" pack after SUM is completed and well tested, I figure it'll be a nice Christmas gift. Just so you get how this stuff works, it attaches a script to every item it affects and their is no uninstalling it once that is done. It also becomes dependent upon every other mod you have installed (and their load order) so to uninstall them can be troublesome. Running the skyproc patchers is an insanely complex process that should only be done after you have already achieved the perfect installation (and backed it up) and aren't going to mess with it again. These issues and others will need to be addressed and likely will be by SUM , cautions aside though Skyproc has more potential than any other project by far and they are proceeding very intelligently. They have purposely kept a low profile for the last 4 months till the major bugs are worked out and take feedback very seriously. -
It's an injector, it doesn't allocate memory itself, all it does it modify tesv.exe
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I'm at 1.7 and can verify it is much more stable then the previous 2.
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Interpreting Papyrus Logs
frihyland replied to Neovalen's topic in General Skyrim LE Discussion & Support
I just played through the intro all the way to the cave with vanilla and then with uksp, logs were almost identical. 2 repeating errors lvlpredator and companionscript later there is are a few single line errors related to the dragon attacks [07/30/2012 - 08:18:51PM] error:Â (00033482): cannot enable an object with an enable state parent. stack: [ (00033482)].lvlpredatorscript.Enable() - "<native>" Line ? [ (00033482)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ? [07/30/2012 - 08:19:58PM] error: Cannot call Premature() on a None object, aborting function call stack: [C00 (0004B2D9)].companionshousekeepingscript.CycleRadiantQuests() - "CompanionsHousekeepingScript.psc" Line ? [C00 (0004B2D9)].companionshousekeepingscript.SetUpCompanions() - "CompanionsHousekeepingScript.psc" Line ? [C00 (0004B2D9)].QF_C00_0004B2D9.Fragment_0() - "QF_C00_0004B2D9.psc" Line ? [07/30/2012 - 08:36:27PM] error:Â (000F3E7A): Actor has no AI process, cannot start combat. stack: [ (000F3E7A)].Actor.StartCombat() - "<native>" Line ? [MQ101DragonAttack (000D0593)].QF_MQ101DragonAttack_000D0593.Fragment_249() - "QF_MQ101DragonAttack_000D0593.psc" Line ? [07/30/2012 - 08:36:43PM] error: Cannot call dragonInScene1Ready() on a None object, aborting function call stack: [ (0010158D)].PF_dunCGAlduinCShoutStrafe01P_0010158D.Fragment_2() - "PF_dunCGAlduinCShoutStrafe01P_0010158D.psc" Line ? [07/30/2012 - 08:36:58PM] error:Â (000F826D): cannot enable an object with an enable state parent. stack: [ (000F826D)].lvlpredatorscript.Enable() - "<native>" Line ? [ (000F826D)].lvlpredatorscript.OnCellLoad() - "LvlPredatorScript.psc" Line ? [07/30/2012 - 08:46:25PM] error:Â (FF000BCE): Actor has no AI process, cannot start combat. stack: [ (FF000BCE)].Actor.StartCombat() - "<native>" Line ? [MQ101 (0003372B)].QF_MQ101_0003372B.Fragment_269() - "QF_MQ101_0003372B.psc" Line ? [07/30/2012 - 08:46:25PM] error:Â (FF000BCE): Actor has no AI process, cannot start combat. stack: [ (000B79BA)].Actor.StartCombat() - "<native>" Line ? [MQ101 (0003372B)].QF_MQ101_0003372B.Fragment_269() - "QF_MQ101_0003372B.psc" Line ? [07/30/2012 - 08:46:25PM] error:Â (0005CEE3): cannot disable an object with an enable state parent. stack: [ (0005CEE3)].defaultsetStageTrigSCRIPT.Disable() - "<native>" Line ? [ (0005CEE3)].defaultsetStageTrigSCRIPT.OnTriggerEnter() - "defaultSetStageTrigSCRIPT.psc" Line ? [07/30/2012 - 08:46:33PM] error:Â (000F778E): cannot disable an object with an enable state parent. stack: [ (000F778E)].MQ101HelgenRoomCommentaryScript.Disable() - "<native>" Line ? [ (000F778E)].MQ101HelgenRoomCommentaryScript.OnTriggerEnter() - "MQ101HelgenRoomCommentaryScript.psc" Line ? -
Those lower mip levels that were manually modified obviously you want to keep, since there isn't an easy way to tell that, I suggest you keep them, that's why the parameter was added.
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Testing will be done with official 1.7
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Problem after deactivation of Sound of Skyrim mods
frihyland replied to EisDrache's question in General Skyrim LE Support
yeah cliffworms isn't a programmer so I hope he gets some help otherwise it could be a long wait. -
Actually the whole guide has been rewritten from scratch and the mod list is certainly ready for alpha testing with 1.7, obviously its not final because their has been very little testing and none at all with 1.7
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Its not available to the public yet, we'll give testers access when we have some reliable procedures in place for testing.

