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Everything posted by Neovalen
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Mod Suggestions for SR - Post in STEP Mods Forum
Neovalen replied to z929669's topic in Skyrim Revisited (retired)
I saw that... definitely on my download ASAP list when I get home. -
The main purpose of this mod was to prevent bugged quests caused by the player clearing a quest area prior to getting the quest .
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1. Look at the wrapped skeever in the first image. ISW looks like its wrapped in webs while webs looks like a random polygon/blue plastic mess. 2. The ground cover looks more like ice than webs to me in both webs images. 3. I do like the hanging web in the sun shaft from webs better. 4. I prefer the white/visible egg sacks as if they are being maintained. 5. Its too far to really see in the image but IMO the webs holding up the guy look fake to me(or at the very least not strong enough to hold the guy up). This is just my observations of course... obviously some others like it... just not good in my eyes.
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No ENB. CoT + RLO only with current version of SR.
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Not all the compares people wanted but just some quick shots I thought I would put up ISW on left, Webs 2.0 on right. From running around with them in game, I'm going to vote to keep ISW. Webs looks like plastic in a lot of places. (no ENB anyways...)
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Finished making the patcher configurable for slot (default slots will be 44 and 60) so the user can modify them at their discretion. :) That should make anyone who wants to be compatible happy. Now if I could just figure out this damned 3rd weapon bug. ;) Also removed the SkyUI dependancy, will provide some basic instructions for how to remove the mod manually. MCM still available for users of SkyUI.
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SMIM lanterns all the way for me.
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Well at least we know it's a real cause so that modders who are hitting 3 gb RAM don't need to go through every single mod to determine why they CTD. Do you think there is a mod or a tweak that can alleviate this issue? Or is this just how it is? Think we're screwed unless Bethesda does something about it.
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Its a combo 32bit + Bethesdas aged engine.
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Skyrim Revisited Pre-Release Feedback
Neovalen replied to Neovalen's topic in Skyrim Revisited (retired)
I'm actually playing around a bit more and the nights in the new CoT are very much brighter than I remember... -
Thinking about switching the biped slots to be more compatible with some other mods. I know some of the clothing mods like to use the slots I've selected as does wearable lanterns/bandoliers I just noticed.... any suggestions? Currently the mod uses 54/57 and clashes with a few of the popular mods. From the Creation Kit wiki: Existing Named Nodes The following Nodes are used by the assets supplied with the game. 30 - head 31 - hair 32 - body (full) 33 - hands 34 - forearms 35 - amulet 36 - ring 37 - feet 38 - calves 39 - shield 40 - tail 41 - long hair 42 - circlet 43 - ears 50 - decapitated head [NordRace] 51 - decapitate [NordRace] 61 - FX01 There are a total of 15 unused nodes (Unnamed) that can each have a new armor piece equipped to them without forcing something else to unequip. The following are the recommended nodes to use for user created content that does not fit into the list above. 44 - face/mouth 45 - neck (like a cape, scarf, or shawl, neck-tie etc) 46 - chest primary or outergarment 47 - back (like a backpack/wings etc) 48 - misc/FX (use for anything that doesnt fit in the list) 49 - pelvis primary or outergarment 52 - pelvis secondary or undergarment 53 - leg primary or outergarment or right leg 54 - leg secondary or undergarment or left leg 55 - face alternate or jewelry 56 - chest secondary or undergarment 57 - shoulder 58 - arm secondary or undergarment or left arm 59 - arm primary or outergarment or right arm 60 - misc/FX (use for anything that doesnt fit in the list) I took a look around here are some popular mods and the slots they use: Bandolier: 48, 52, 53, 55, 57, 58, 59 Various Misc. Jewelry Mods: 52, 57, 60 Wearable Lanterns: 55, 57 Cloak/Backpack Mods: 45, 47 Pretty much every slot is being used by SOMEONE... I'm thinking slot 60 looks good... and maybe use 44 as a frequently un-used node? Really not sure...
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Skyrim Revisited Pre-Release Feedback
Neovalen replied to Neovalen's topic in Skyrim Revisited (retired)
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Skyrim Revisited Pre-Release Feedback
Neovalen replied to Neovalen's topic in Skyrim Revisited (retired)
Honestly haven't had time to look if the RLO or CoT one is better yet. -
Look up ATTK (Easy Version). I'm told it works pretty good with my mod as is. I've given thought to this though and may implement once all bugs are ironed out. 2/4 likely go together... will have to see. Unfortunately, different bodies have different locations and most skeleton mods don't take this into account. Will see as I go along.
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He uploaded the fixed version today.
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Figured I would make a separate thread to cover this mod in my Revisited area. News and future plans (No set ETA): 1. Leviathan has returned from real life and will be providing me an early SkyProc version in the near future which supports texture sets removing the need for some workarounds. He also stated the Dragonborn compatible(without workaround) to follow soon after. 2. Going to do a review of each mesh for shield/staff and and provide a "far" version for use with backpacks/cloaks. Similar to the implementation in "Wet and Cold". 3. Find a code workaround for the "favorites" engine bug. 4. Review all possible clipping and possibly create an "official" skeleton. Might not be possible to eliminate all clipping but I can try no? Hope everyone is enjoying the mod.
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Skyrim Revisited Pre-Release Feedback
Neovalen replied to Neovalen's topic in Skyrim Revisited (retired)
Try the edit twice. It works the 2nd time, don't ask me why. Probably a TES5Edit quirk. -
Skyrim Revisited Pre-Release Feedback
Neovalen replied to Neovalen's topic in Skyrim Revisited (retired)
https://skyrim.nexusmods.com/mods/34583 Apparently I am psychic. -
I don't think the SMIM esp has changed since initial release but only person that can say future plans is Brumbek.
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Skyrim Revisited Pre-Release Feedback
Neovalen replied to Neovalen's topic in Skyrim Revisited (retired)
I use Vanilla + DG from the installer and remove the one esp as specified in the guide. I could have sworn it did... will check tonight. Correct, it was a matter of looks. Mature skin won out. -
I noticed he said that but there are multiple more meshes in the Distant Decal Fix than in the USKP right now.As for the SMIM esp... I looked and the USKP does in fact make it fully obsolete. However, the TernFix esp for Dragonborn is NOT obsolete. So to confirm, the SMIM ESP is NOT needed in STEP? Right StaticMeshImprovementMod.esp is fully covered by the USKP. STEP users still need to use the TernFix for Dragonborn though.
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Skyrim Revisited Pre-Release Feedback
Neovalen replied to Neovalen's topic in Skyrim Revisited (retired)
Phew, CoT, RLO, and Mature Skin in one night... let me know if I missed anything, that took forever! -
Skyrim Revisited Pre-Release Feedback
Neovalen replied to Neovalen's topic in Skyrim Revisited (retired)
Default across the board since I'm going to use RLO + an ENB. Added the optionals because I forgot to post them. -
wanted Installing ASIS and SkyRe with some additional stuff
Neovalen replied to Iroha's topic in Skyrim Revisited (retired)
Except a whole lot more common among modders! It seems to me most modders (at least the good ones) are mature adults.

