-
Posts
1,466 -
Joined
-
Last visited
-
Days Won
8
Everything posted by Nebulous112
-
From the compares, I also like the look of this.
-
UltraHD - Stormcloak and City Guards (by FrankFamily)
Nebulous112 replied to EssArrBee's topic in Skyrim LE Mods
Thanks for the new compares, Tech. When I gave my recommendation I had only seen the compares on page 2 of this thread. Seeing your new compares in the OP, I retract my recommendation. Leather should look like...well, leather! In Tech's new compares, the leather almost looks like some kind of metal scale mail. This is too bad, because the addition of the hold symbols is neat. Oh well. -
UltraHD - Stormcloak and City Guards (by FrankFamily)
Nebulous112 replied to EssArrBee's topic in Skyrim LE Mods
Hey guys, just wondering if you're still considering adding this for the new release. Although I have to agree with paradoxbound about the raggedness at the bottom hem (which is probably more noticeable due to the cross-hatch border being removed), overall I definitely prefer this mod's version from the compares. As you guys are no doubt aware, there is a separate update file for this that needs to be installed along with the main mod. -
ACCEPTED Thieves Guild Requirements (by kryptopyr)
Nebulous112 replied to stoppingby4now's topic in Skyrim LE Mods
Hah! LMAO. I guess it seemed unreasonable to me because I doubt I have pickpocketed 25 times in any playthrough I've ever done in Skyrim. :P Nevermind... Ignore these posts lol. -
ACCEPTED Thieves Guild Requirements (by kryptopyr)
Nebulous112 replied to stoppingby4now's topic in Skyrim LE Mods
I'm wondering for STEP 2.2.9.2 if you guys would consider a recommendation to lower the pickpocket requirement in the MCM settings. All other default requirements seem reasonable to me, but I remember when looking through the MCM settings, the pickpocket default seemed like an unreasonable number. Unfortunately, my computer is being repaired at the moment, so I can't verify the default value (I'm typing away on my phone atm), but IIRC, I think the default value was something like 100 pickpockets. I do like this mod, for roleplay purposes, if not common sense, but IMHO not all thieves are necessarily amazing pickpockets. Most people I know who play Skyrim (that I have discussed this with) consider pickpocketing their least favourite part of the game, lol. I would suggest 25 pickpockets as a recommendation. Obviously, this number is up to the user (personally, I think I set it to 10), but I think it makes more sense for a base recommendation than the default. Anyone else have any thoughts on this? -
DROPPED Mage Outfit Texture Overhaul by (Rafuel and Alexandriel)
Nebulous112 replied to TechAngel85's topic in Skyrim LE Mods
Random STEP user checking in again...I also love the look of these robes, and would like to see them added to STEP, for what it's worth. Looks like a new version was uploaded a couple days ago; it is now USLEEP and CCF compatible.- 47 replies
-
- SKYRIMLE
- 06-models and textures
-
(and 2 more)
Tagged with:
-
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
Nebulous112 replied to statmonster's topic in Skyrim LE Mods
It looks like 1.7 is out of beta and released today. Seems like a big update. Thanks, kryptopyr! :) -
ACCEPTED Enhanced Blood Textures (by dDefinder)
Nebulous112 replied to frihyland's topic in Skyrim LE Mods
Hey, I have an issue with this mod and I'm wondering if anyone else knows how to fix it. When using spells (for instance, dual casting basic Flames spell), I get blood on my hands. I find it very immersion breaking to get blood on my hands when using a (long-range) spell. I tried various MCM options to no avail. Anyone have any ideas? Thanks, Nebulous -
Fore's New Idles in Skyrim - FNIS (by fore)
Nebulous112 replied to WilliamImm's topic in Skyrim LE Mods
FNIS 6.02 is out. Looks like fore fixed most if not all of the bugs with this release. -
Just a random user reporting in. I like #2 the best, for sure. #3 looks a really weird to me, sticking through the thatch like that. Also, I like the cap on #2. :)
-
Thanks for getting back to me, Tech. That is great news regarding the meshes! As well, if you haven't yet given up on textures for this, Tech, that would really make my day. :) Anyway, I know how busy life can get...between family and work, I barely have any time to play the game, let alone make new mods (even if I knew how, lol). I was just thinking with USLEEP and a bunch of other updates happening recently, I figured 2.2.9.2 was probably coming up shortly in the new year. And I just wanted to add my voice to the discussion, to let you know that there are those that would really get some enjoyment from this being added to the STEP release. :) Anyway, thanks again, and all the best. Cheers, Nebulous
-
Regarding the MO Configurator - I must be conflating two separate issues into one. I do remember someone having some issue regarding .INIs, and you responding with advice to not use the Configurator, and to manually edit the files. I quickly read through this topic and the SkyrimPrefs topic, and I couldn't find the exchange...it must have been another topic, or even another forum. Anyway, if there aren't many issues with the Configurator, so much the better. :) Regarding the FOV tweaks...I wonder if this would be a perfect use of the SkyrimCustom.ini or the MO .ini tweaks. I have always wondered why either would be needed, but perhaps this would fix the problem of the FOV tweaks resetting. Researching this, I have continually ran into various sources advising to just use the console command every time one plays the game, but I have always thought there must be some way to permanently deal with it. I like to set things up (the right way) once, then forget about it and just play the game. One console command at the beginning of each play session isn't the end of the world, but it is surely annoying. More so when I forget about it, and after a few minutes start scratching my head when something doesn't seem quite right. Lol. Thanks again, Nebulous
-
Hey DoubleYou, thanks for an awesome guide. I remember reading from a couple different sources that FOV changes for aspect ratios will randomly change back to default values (even if the .INIs are set to read-only - and I think I remember reading that you recommend against setting these files to read-only). fDefault1stPersonFOV=81 fDefaultFOV=81 fDefaultWorldFOV=81 Is this an issue that you have found, in your testing? I think I would trust your word over any other sources, as I think you have put more time into testing the .INIs than anyone else in the community. Secondly, is it possible to remove the recommendations from the main STEP guide, and the Skyrim Configuration Settings guide to use the MO Configuration tool? Instead, a recommendation could be inserted to always copy and paste from the guide. I remember reading about some issues that could come up when using the Configurator...for example, the one setting that Bethesda threw into SkyrimPrefs.ini when it should have been in Skyrim.in (can't remember the specifics off the top of head). Anyway, thanks again! Cheers, Nebulous
-
Kelmych - just a heads-up that LOOT 8.1 is out, along with UF3P 2.1. EDIT: Also, MO is now 1.3.11. Looks like a ton of fixes from 1.3.8, along with some specific for pre-Skyrim games. Has been out since Sept. 5, so it looks fairly stable.
-
Hi TechAngel and Sparrow Prince. I'm just wondering if you guys are still working on this, or if it's dead in the water. It would be amazing if there was a proper female body replacer for the next version of STEP! Thank you for the hard work you guys do to benefit the community. Cheers, Nebulous
-
Great, I'm glad that I was actually able to report something useful! Thinking of this issue with EVE overwriting textures which the list wanted to keep, I am now wondering about Marts Mutant Mod and Associated Mods. I notice that this section is way down the list (almost at the end), however there are a bunch of mods (before it in the list) that require MMM to be installed first, if you choose to use MMM. From your list: - DCInteriors Project (core) - Breeze's FO3 Males (alternate core) - Glowing Ghouls - FO3 These are the just the ones that state MMM as a prerequisite in the instructions in your list. However, beyond this, I also believe there may be other mods for which MMM would overwrite the textures, if installed in the order suggested by the list. However, I'm not sure if this is ordering is intentional or not (whether you intend on keeping the MMM textures instead of textures in other mods). Mods for example: - Fallout 3 Hirezd - A bunch of the mods in the Creatures category Is this the same situation as with the weapon texture mods and EVE, as quoted above?. Would moving the MMM section around in the list be beneficial at all? From my limited understanding, it seems necessary for at least the three mods with specific MMM instructions. Anyway, I do appreciate any time you take to look at ease-of-use things like this. It really helps newbs like me to be able to just follow the list from the top to the bottom, and not worry about having accidently overwriting intended textures, etc. Any and all instructions to idiot-proof the process is also a major help! (LOL) I also wanted to report that the Updated Unofficial Fallout 3 Patch has been updated. It is now version 1.91. A whole ton of fixes...based on the size of the patch notes, this seems like a very large update in comparison to previous versions. The new UUF3P also includes the below, which are now redundant in the list: - Alien Captive Recorded Log 12 Fix - Paladin Hoss - Initiate Pek Fix A new version of the UUF3P-FWE Patch was also released (v1.9), but I am not sure what was fixed in that. One thing that you may also want to look at regarding the new version of UUF3P is the now included Zeta Turret and Drone Fix. The author included both a vanilla and MMM version in the original file. I assume that the UUF3P would include the vanilla version, so if MMM is used a file may be wanted to fix this. I really don't know enough about modding to know if this is an issue, or if a merged or bashed patch would automatically fix the discrepency. Just thought I should report it to the experts, LOL. ;) Lastly, if you do happen to dig up any information on why it's a bad idea to have Fallout3, Fallout Launcher, Mod Organizer, etc. with "Run as Administrator" checked in properties, that would be fantastic. Again for newbs like me, that type of knowledge is invaluable. Whether you find the original reference material or not, might I suggest that you add this information to the main list? (i.e. Insert a paragraph in the setup portion of the list asking people to make sure they run everything normally, without administrative rights.) This would help other newbs avoid what I did, in setting these rights without knowing any better. Anyway, thanks again for an amazing guide! Definitely the best I have seen on the internet for modding Fallout 3. Cheers, Nebulous
-
Thank you all for the replies! 1) I appreciate the advice regarding ENBoost injector, Faldaani (I am using Win 8.1 64-bit, btw). I thought I tried this setup, but I could be mistaken. I know for certain that I had Fallout3.exe, FalloutLauncher.exe and fose_loader.exe set to run with administrative privileges, but I could have forgotten to set the ENBoost .exe files. Which leads to my first question: Kelmych, why can setting Fallout3.exe to have administrative privileges cause other problems? And what are the potential problems, exactly? I am glad you folks are mentioning this, as (without doing any research,) I assumed setting something to run as administrator could only help matters. Knowing how buggy Fallout 3 is, I just set it, the launcher, and any other .exe files I run with it (FO3Edit, mod manager, etc.) to run as admin. Obviously, after reading what you folks have posted, this is probably causing me more troubles. I thought I learned my lesson many years ago about "assume", but it looks like it is still making an ass out of me! 2) Back to the ENBoost - Since I have gotten the wrapper version working using the Skyrim nVidia Optimus d3d9.dll fix, is there any advantage in me trying to get the injector version working, utilizing your advice, Faldaani? I am only interested in the memory fixes, not the graphical changes. 3) Thanks for more information regarding the Vanilla Weapons mods, Kelmych. I don't think I was very clear with my question - I did not think these were weapons added by EVE, but I was aware that EVE modified them. I was just confused about the order of installation (why the EVE compatible version of weapon "xyz" should get overwritten by the non-EVE-compatible version of weapon "xyz", when they are written by the same author). I'm still a little shaky on the subject, but I think I may now understand why this order is needed (we are looking to only keep the EVE files from that mod; the rest of the textures are better in the WEP). Anyway, more to the point, you have made the required order for these quite clear. My question now would be - if these are textures to overwrite the ones found in EVE, should I install EVE before these mods? EVE is below these mods in the guide, so I assume I should install in the order listed (i.e. install previous mods in list, install said texture mods, follow the list down and install a few more mods, then install EVE). However, won't EVE just overwrite the new textures from the said individual weapons (and defeat the purpose)? Or am I making the same mistake as I initially did with the individual energy weapons and the WEP? *shakes head* I haven't been this confused since my introductory calculus class! LOL 4) I suppose I should have known that with your guide having such a comprehensive list of textures, that my suggestions would somehow already be covered! Thanks for the responses, though, Adonis and Kelmych. It does save me from installing unneeded textures. 5) Lastly, does anyone have any thoughts on the Auto-Aim mod? I thought this was one of the most interesting that I had found. I haven't seen it in many Fallout 3 mod guides...is there a reason for this that anyone knows (i.e. known to be buggy or conflict with other mods, etc.)? Anyway, thanks again, folks. I really do appreciate you all taking the time to share your expertise. Cheers!
-
Hello, great guide! Best that I have found for modding Fallout 3. A couple suggestions: 1) The "Vanilla Weapon Retextures" category is slightly confusing. It has a list of individual weapon textures that are compatible with EVE, but further down the list is the Weapons Enhancement Pack, which includes all the non-EVE compatible textures for energy weapons. Won't these overwrite the EVE compatible textures when downloaded? Or do the EVE-compatible individual weapons have some unique files that won't get overwritten? (Which would make the order not matter.) As with UI, obviously texture order matters, so I want to make sure I get it correct per the guide. 2) The instructions for the ENBoost for Nvidia Optimus users doesn't seem to work (at least not for me - Intel HD 4600 and Nvidia 970M in a new MSI laptop). I did some research, and the injector version doesn't seem to work for many people at all, even though your instructions are from the author himself (after some frustration I independently verified this). The ENBoost text simply will not appear in the top-left corner at start with the injector version, no matter what I did. I found an alternate solution: Use the wrapper version, but download this afterward - NVIDIA OPTIMUS D3D9 DLL FIX. Make sure to follow the instructions in the readme (i.e. rename old d3d9.dll to a specific filename he tells you, etc.). Worked like an absolute charm. 3) While your list is fairly comprehensive, there are a few textures that I don't think are covered, and a couple mods that may be worth adding to the list: Textures: - What's Your Brand (Cigarette pack re-texture) - Better Pre-War and Burned Books (You have Books Debunked and a re-texture of skill books, but no re-texture of other books) - Hi-Res Lunchbox Retexture (Name says it all) - Earth from Space texture for Mothership Zeta (Truly amazing looking re-texture of our planet from space) New mods to consider: - Expanded Megaton House with Universal Sorter (Best Megaton house mod I have found. Very slight additions for more storage space, better layout, etc. and compatible with all themes. I don't care about the sorting feature, so I suggest the version without the sorter. If a sorter is wanted, the mod author provides a link in the mod page to the updated stand-alone version.) - Auto Aim Explained and Properly Applied (Simply increases the auto-aim max distance [when red cursor is active] from 1800 units to 6000 units. Worth checking the page out to just get an explanation of how auto-aim works in Fallout 3. Note that this may conflict with FWE...I do not use FWE, but I think I once read that FWE changes auto-aim...not sure. Great addition to the mod list, assuming it does not conflict. Vanilla auto-aim is...not the greatest, to say the least.) Anyway, thank you very much for putting this thing together. Simply tremendous. Cheers!