Jump to content

CorneliusC

Citizen
  • Posts

    445
  • Joined

  • Last visited

  • Days Won

    33

Everything posted by CorneliusC

  1. Besides the patch for 'Relighting Skyrim SE' there are two other patches listed which might be relevant to add? One is for 'Realistic Water Two SE', the other is for a mod in testing, 'SB - Fixed Windhelm Entrance'?
  2. The FOMOD suggests an ESL plugin and BSA resources to install.
  3. Discussion topic: Stay At The System Page NG by VersuchDrei Wiki Link Conversion of Stay At The System Page - Updated to CLib-NG to create one .dll file that works in all Skyrim SE versions, including AE 1.6.629+. Ensures the journal menu always opens at the system page tab. (Author's description) In context with the discussion on QUI and as an alternative (in part) to said mod. Just tested with game version 1170 on the 'Game-Launch Smoke Test' (with cleaned masters and section 02 - Extenders only) and it seems to work fine.
  4. Thank you for this, good approach. Looking forward to both the next iterations of the guide.
  5. Coincidentally the mod updated again today to version 8.4.
  6. The mod updated yesterday, not only it's files, but also it's description. The author removed the dependency on Nemesis, the included behaviour file can also just be used as a replacer file (which of course can then conflict with other mods modifying the same file). This might be interesting regarding the discussion on Nemesis, since this is the only mod which needed Nemesis as a prerequisite.
  7. Thank you. It took me a second to realize these two mods mentioned are meant to be complementing each other. So with STEP and Embers XD the installation could look like this: Choosing the 3rd main file 'FYX - XD SOFRTTW - Embers - Less Sparks' from 'FYX - Sparks of Fire reacts to the Wind' mod (when using the 'less flying Embers' option from EmbersXD) plus Choosing the 2nd main file 'FYX - CRTTW - 2 EmbersXD Flames Orange' from 'FYX - Campfire Reacts to the Wind - EmbersXD Edition (WIP)' mod (when using 'Embers XD Flames (Burnt Orange)' option)
  8. Thanks. I was about to test this in the evening whether the sporadic visibility of the widget would be influenced by its positioning, which seems not to be the case at all. Do you play within the Step 2.2.0 Interface setup or with the 'Dear Diary Dark Mode' environment?
  9. As far as i can recall, the original 'Oxygen Meter' worked consistently fine. But as i said, i installed this/ switched to 'Oxygen Meter 2' within the 2.2.0 setup, maybe within the 'Dear Diary' environment you are currently testing this behaves differently? I'll switch back to the original and let you know if anything is not working right.
  10. Sadly, in a second and third play session since installing this mod, it seems to be working only sporadically for me, meaning the oxygen meter sometimes doesn't show at all. The mod seems to reset itself into a working state through various conditions, like a save/reload, enter/exit an interior or enter/exit the fishing screen. The author calls it "a state where it's hiding itself when it should be showing itself, and showing itself (but with 100% transparency) when it should be hidden."
  11. Thanks for reminding me about this. Seems to be working fine for me too, within 2.2.0., new widget looks good and nicely centered by default.
  12. When following the guide, you won't be launching the game until much later, when all required files, up until the patches, are installed. DynDOLOD is also to be installed, but at another point in the installation process. Easiest thing to do here is just following the guide.
  13. Interesting topics, thank you for this. With this mod's esp now being clear as being redundant with the 'Step Patch - Conflict Resolution', i will go ahead and deactivate the esp, but keep the mod installed as a reference point. Following the logic of this mod, might i suggest to maybe consider using the third of the mod's main files, 'Torches Ignite Oil - Shock Edition Arcane Archer Pack Compatibility', which adds shock and fire arrows to the 'TrapGasOnHit' record? USCCCP is already adding fire arrows to the record, so entry of the shock arrows would make the whole behaviour more consistent.
  14. Hi. This mod consists of one esp, which modifies two different records in 'FormId List'. These modifications/additions of spells to each record are then forwarded into the 'Step Patch - Conflict Resolution', along with other entries to the same records made by USCCCP and AOS. Since this mod, 'Torches Ignite Oil' has all its entries forwarded into the Step patch and does not create any new records of its own to refer to, would this not make this plugin/esp obsolete?
  15. Whatever it changes is simple and could probably be covered by our patch if wanted, but I never looked closely at this and was never involved directly in testing it. Dropping it is certainly another option, IMO. You're right, it is more or less an outfit- and name change (restoration) for one NPC, and the STEP patch combines these changes with the ones from EVE Ghost Mechanics. We've also had a short conversation about the patch one year ago, and i still haven't encountered this particular character in game yet. The more important mod for me here is certainely 'Ghosts Mechanics and Shaders Restored'.
  16. Not yet tested, but the recent version 1.3 of 'Glacier LOD Meshes' "removes the Multi_Layer_Parallax shader flag from all LOD meshes" and thereby should remove any 'Parallax Shader Flag' warnings in the DynDOLOD summary.
  17. Mod is now updated to version 1.3,"which removes the Multi_Layer_Parallax shader flag from all LOD meshes". This would effectively remove the false positive 'Parallax Shader Flag' warnings in the DynDOLOD summary, as mentioned in this topic here.
  18. Thank you. Reading through the description of 'Survival Control Panel', you would still need above mentioned 'SkyUI - Survival Mode Integration' to show warmth values in the inventory. Otherwise looking forward to the Step setup with Dear Diary Dark Mode.
  19. My apologies. I think i made it more confusing than it is. We were more or less saying the same thing. My ingame tests with adding the mask via console and only changíng this one 'general flag' confirmed that the flag changed a lot more than just a title/object description, so when it was set to 'heavy armor', but with light armor keywords, of course none of the light armor perks would function. This specific mask is one of two masks WACCF changes for balance reasons, so when using WACCF the WACCF patch needs to forward this, as you said, whereas when not using WACCF, the mask would stay as originally defined as heavy armor.
  20. Discussion topic: SkyUI - Survival Mode Integration by GonDragon Wiki Link 'Small UI change for SkyUI that let it show the Warmth Value of the items. It will only show it if Survival Mode is enabled.' (Author's description). This mod consists of two swf files, which you could set up in MO after SkyUI, allowing this to overwrite and adding warmth values to the UI interface in the inventory. (I haven't figured out within Step 2.2.0 how i could otherwise see the warmth rating of any piece of clothing/armor when playing in Survival Mode).
  21. Well, it directly influenced / changed the armor rating with the Vokrii perks i had activated on my character in the save loaded, 0 - Light Armor Mastery (Armor rating of Light Armor pieces increased by 1% per level of Light Armor), and 30 - Light Armor Fit (Armor rating of Light Armor pieces increased by 15% if wearing all Light Armor). As far as i could see, default warmth rating for any armor piece without specificially adding a keyword or another value is zero.
  22. I corrected this in my patch more or less the instant i stumbled upon it, but true, this should be fixed. I also wonder if the dragon priest masks should have any warmth attributes, which this particular one doesn't have ... The mentioned general flag in the record not only functions as a subtitle in the inventory description (SkyUI), but also determines the choice of icon for the object and it's class description, and further seems to specificially set the armor class as well, meaning set as 'heavy armor' the object will not conribute to any light armor perks and so on.
  23. All true, thank you. My actual question was more of a sidenote, whether the general flag in the record would appear as a subtitle in the object's description in game and therefore would be annoying if showing the wrong armor type, as in this case.
  24. On another note, regarding Dragon Priests Masks, specificially the armor record for 'Otar', should the WACCF change (from heavy to light armor) for this mask not be reflected in or forwarded into the 'Step Patch - CR - WACCF' patch (which is the last record on the right in the screenshot)? The appropriate keywords from WACCF are already forwarded, is the general flag for the armor type just a title (which you would also see in game) or still relevant for the change in effect?
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.