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Ganda

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Everything posted by Ganda

  1. Well, I can see that you didn't run LOOT after installing DSR, since that plugin is after the bashed patch (only dynamic patches, like DSR patch, can go after the bashed patch)
  2. Here! This is a pretty old mod but Brodual reviewed it recently and it pretty much answers every need I ever had about player homes! Includes: - Barely modified vanilla homes to include all crafting stations - Switches to automatically remove your crafting, alchemy & enchanting supplies from your inventory and put them in their corresponding containers. - 40 Linked containers (their inventory is shared across all homes) - Potion combiner - Integrated into the vanilla decorating system (you have to buy the stuffz from the steward) - Travelling Luggage - luggage appears at inns where you have rented rooms and other places so you can always have travelling supplies at hand - DG and DB support!
  3. Not sure if you've guys seen it, but the new indie bundle is amazaballs! From the bundle I personally recommend Gunpoint, Papers Please (who doesn't like this one), Luftrausers and Prison Architect (which is almost 4x the price in steam and even though it's still an early alpha it's more complete that some games)
  4. We are most definitely not because we hate ETaC now *sarcasm* And *developers
  5. In the Mod Organizer directory, go into profiles, open the respective profile (should be named STEP) and everything is in there :p Did you install any Packs? Posting your load order should help the people who actually understand scripts help you!
  6. You people only answer after I thank you xD Ok, people with FPS drops, any large texture mods?
  7. Testing results for Skyrim Better Roads are up. Thanks for the input on JK's Whiterun :D
  8. @Lauren thanks for the info! Where are these spots? @everyone Has anyone got any CTD's or FPS drops using JK's mods?
  9. @obdown666 Welcome to STEP! :D About navmesh conflicts, no idea, we are currently in need of a navmesh expert :p About merging files, that's what we are currently discussing so we can make a guide for users to safely merge REGS mods :p @redirishlord We're more interested in REGS mods but Nearox could use some SR:LE merges :b About Solstheim the Lost Levels, silence dialogue :x It's a real shame tbh, from the comment section it seems to be a nice dungeon mod. We're currently incredibly swamped with REGS and RL, so when suggesting mods if you guys could provide some insight, such as conflicts, that'd be amazing (if you know how to use TES5Edit ofc) Hurray for the glorious REGS users!
  10. @redirishlord That's SR:LE + REGS, right? @keith noted, thanks :p About Ultimate Whiterun, I took a look at it, before beginning actual testing, and several issues arose immediately: - Huge inconsistency - inside walls do not match outside walls. - The only added "clutter" (the decoration of a city, what makes it look "alive") was at the entrance. - The additions to the city seemed to be just housing. - Massive amounts of clipping (seen even in his screenshots) Taking away personal preference, that amount of clipping alone does not make it elegible for testing here. It's a great idea though and if it ever gets fixed be sure to re-suggest it for testing! :p
  11. @redirishlord I haven't had a functioning load order in quite a while, but from what I remember some MCM mods could be safely merged, such as most of isoku's (the only ones I remember). Plus, as long as loose files don't overwrite each other then there is no problem to merge stuff (if using MO no problem even if they overwrite). But scripts and navmesh, you are right about those :p Nice work! :D @keithinhanoi Awesome! You have actually found the issue, thanks :p About those two boats, they aren't actually bugs, but if you want to talk about it just pm me (that doesn't have anything to do with REGS anymore :p) About the bft patch, for merging, just sort masters inside TES5Edit, it'll work, that was what Neo taught me some time ago (couldn't find the conversation :/) @everyone Me and Nearox have decided to make our testing results available in real-time (you can see the results just as we finish testing). Here is the flickr gallery where they are all stored (both singular mods and mod combinations). For anyone helping us with the merges, don't forget to take a look at these last 3 pages as they contain a lot of tips and good practices overall from people who actually know how to work with TES5Edit :p Hurray for the glorious REGS users!
  12. That is what I work with xD Yes, that is the REGS merge, except the HF plugin. The name is familiar so he must've posted something intelligent either here or in the nexus :p Just to make everything clear, this was just to "prove" that the script can't handle overwriting properly (at least not 100%) so avoid these kinds of situations when considering merging (looking at you eproctor :p I'll take a look through those massive lists in a moment) About my merge files, I just went ahead and fixed them in CK, TES5Edit did not show any errors at all (for anyone who's having trouble in this part) I'm not really having any troubles, but thanks for the suggestion either way :p I'll keep him in mind when I need a TES5Edit slave :D
  13. Well, I just tested that xD Here, all you need to install. I used all the default options in the script, if there are options that have better results please tell me, I would honestly love not to have all this work after merging something. And just in case you miss the errors (just go to solitudedocks01, it's where their most visible) I'll put them here, I find them really amusing because they're so stupid :p So, first, where did the boat go? Oh that's right, it turned into a barrel! And a giant clam? (the salmon was actually covered by BFT crates that should've been deleted) They became moar boats! But seriously, if you know of a way to prevent this, please share, you'll be saving a lot of trouble to us and, possibly, hopefully, in a somewhat close or distant future, REGS users :p
  14. We're already crossing dodgy ground with everything that is being currently hosted, I can't even imagine merged plugins :p So yes, hopefully, a guide. @redirishlord Overwriting as in overwriting records. Not sure about navmesh, not even sure how it is displayed in TES5Edit. So, the way the merge plugin currently works (mind, this has all come from personal usage, I don't really understand scripting AT ALL xD) is just adding all records to a new plugin (the merged one), independent of overlapping records (that's why he says it's better not to merge patches with their masters unless you know what you're doing - it requires a lot of manual fixing). After such a merge, you'll have on the same plugin the same record (object, npc, activatable, etc) multiple times in all its versions, and only one of them (random from what I could've seen) will be shown in game. p.e. a master places 7 barrels in a given area, a patch changes them to crates, in the merge plugin you'll have 14 records in the worldspace, and some will be barrels and some crates. In this example, if you wanted to correct it, you'd have to manually delete the barrel records in the worldspace and check that nothing has been disturbed while you did that (just check for errors). This is a quite simple straightforward example, but to give you a real situtation, in RBB, in the REGS merge, just after applying the script, a row boat turns into a barrel, a clam and a salmon both turn to long boats (they even changed classes). Hope you understood, I have a huge tendency to overexplain everything xD
  15. Don't merge mods that overwrite each other, that is literally a minefield. Some work well, some are simply disastrous :x The merge script *still* can't handle overwriting records and for navmesh I believe that's even worse :/
  16. I think it was because Nernies already modifies the outskirts, but I could be wrong.
  17. @keith If you're going to try it out just leave some feedback here. If it alters the inside layout does it alter the outside as well? That's a big consistency issue... (I can't open links because iPad xD)
  18. Thanks to everyone :D Just a quick note about JK's Whiterun, did some testing on it, it works fine on my computer (really medium specs) and about bugs and such most were pretty minor stuff, except a bench stuck inside a rock, and you can find them here! (bugs in image description) About the merges, if you've done some and they work let us know! :D
  19. Only patch what you need :p
  20. Yes, they do, but not in realistic conditions (while playing the game). I'll have to talk to Neo about that. Btw, those sacks are stable, you can't just load different sets of them without resetting the last set, that will cause a CTD - this means, you CTD if you coc from Broken Oar Grotto to Wyrmstooth, but there's no real way of traveling between them without unloading the previous set. This is a problem with the animated Clutter meshes and neither me or jackmorris have found a solution :/ Yes, you can :p that Hotfix is a single record change!
  21. One question, can the icons be turned on and off, like iHUD? I'm often plagued by the necessity of using the compass but not wanting to know exactly the location (just knowing where I am in the damned hot pools north of riften)
  22. As soon as I'm back home I'll merge it and fix the issues myself. It's just easier to do it myself since I already know where each thing is, but you're welcome to try! BFT should be included in the merges starting monday :p
  23. Hopefully that's today, seeing as tomorrow I'll be on vacation About REGS I'd be careful, I have no idea why but there are always problems with that one. In this merge, a boat turned into a barrel, a giant clam and a salmon turned to long boats. And in TES5Edit everything was perfect -.-
  24. Well, yes, that's why I first added BFT into the merges, nothing seemed wrong within TES5Edit. Go to solitudedocks01 and see if everything is ok. If it is I seriously have some more testing to do xD
  25. Oh! Sorry, as I said, LOOT is so much more at hand and without having a load order to manage I simply fall into habit :/ Then yes, RBB has to get forwarded! The coords for the RBB mesh are actually important, not just random :p
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