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CorneliusC

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Everything posted by CorneliusC

  1. Discussion topic: Jarl Sitting Animation Replacer by Mur4s4me Wiki Link Rewritten utilizing OAR, this mods adds three sitting animations from Dawnguard to the existing vanilla Jarl sitting animation and randomizes them, each with a 25% chance of playing.
  2. Works positively smooth with STEP 2.2.0 so far. This has Animation Queue Fix as an additional requirement or you can alternatively use the experimental setting which skips the preloading of animations entirely, set up via the in-game editor. I am using this, and with the amount of animations STEP adds and the few i am adding, seems to work fine so far without any T-poses.
  3. To anyone already testing OAR or thinking about it, the mentioned recent version of this mod (2.0.0) requiring OAR is certainely worth a try and a huge gain in immersion with its dynamically switching between animations.
  4. After updating this, a quick in-game check seems to have no discernable visual differences, i am not using any ENB and/or the STEP post-processing section. There seems to be no reliance on the 'Community Shaders' (which i haven't installed), the only requirement is still 'Address Library'. The 'removal of everything related to ENB' means "no enb menu or tod controls" according to the author. The mod still has it's customizable INI file.
  5. This mod has been updated today: "2.0 rework - Removed everything related to ENB. - Fixed sunlight balance via RE from Community Shaders. - Added sunrise/sunset softness. - Softened interior shadows."
  6. There are four different resolutions to choose from, the 2K resolution optional file might be more than sufficient? You also might want to install the 'No Initialization Notification Patch' optional file to remove the initialization notification every time loading a save, and you'd also want the 'Hotfix Patch' update file.
  7. This was the last piece of information missing for me to do a switch. Fantastic, thank you ...
  8. So with the recent update the author omits the 'Author's Cut Options' and with it the need for an esp for the main mod to function. The two remaining add-on options still would each add an esp. Just tested the 'Jorrvaskr Map Marker' option again, which is still recommended in the STEP fomod instructions. This esp just serves as a config example for adding a map marker and in my game adds a second companion's marker to Jorrvaskr (on the stairs in front of the building) in addition to the one added by 'Atlas Map Markers', so one has two map markers of the same kind for the same building.
  9. In the meantime this mod has been updated several times, with one maybe relevant new addition of a separate patch for the Unofficial Skyrim Creation Club Patch. Twelve of these sixteen armor records were already forwarded into the STEP patch, the others have no conflicts. Still, this new addition might be reflected in the installation instructions? (At least i am confused by this mod every time ...)
  10. So, (aside from the untested Radiation mod) i added these four mentioned mods as each their separate mod topics earlier this week and linked from the post above to each their singular mod topics also. To anyone interested it might be worth mentioning that these mods can all be added without conflict and further patching to the current STEP guide as well as they can be added in combination with Essential Vanilla Enhancements Merged, which is the most up-to-date and still maintained compilation of vanilla gameplay mods.
  11. Discussion topic: Famine - A Loot Rarity Mod by PushTheWinButton Wiki Link 'A simple and comprehensive loot scarcity mod using event-based scripting.' (A simpler alternative to Unfound Loot, fully configurable via an INI file.)
  12. Discussion topic: Lucky 38 Light Pollution Clip Fix by KiwiCat21 Wiki Link Fixes a small vanilla oversight, namely 'that annoying effect of the Lucky 38 clipping out of the light pollution that surrounds New Vegas.'
  13. Discussion topic: Harder Barter Faster Stronger by Sweet6Shooter Wiki Link 'This small GameSetting tweak makes the economy harsher for characters with low barter, makes barter affect prices more, and slightly narrows the difference between max sell and min buy prices.' Requires lStewieAl's Tweaks and Engine Fixes.
  14. Discussion topic: Jury Rigging Unique Item Protector by AVeryUncreativeUsername Wiki Link 'A mod that prevents you from using unique items when repairing other items with the Jury Rigging perk.'
  15. Discussion topic: Food Effect Tweaks - Custom Food Healing by PushTheWinButton Wiki Link 'SImple and customizable reduced food healing effects, to help balance Survival versus Medicine.'
  16. Discussion topic: Progressive Sneak Attack Damage by Sweet6Shooter, Qolore7 Wiki Link 'Makes sneak attack critical damage scale with the player's sneak skill, configurable via an INI file.'
  17. Instead of introducing these in separate posts, I'd like this page to list a few very small gameplay mods, which each focus on one very specific aspect of gameplay and by that are almost conflict-free and can be combined with each other to overall contribute to a more challenging, yet still balanced game: Food Effect Tweaks - Custom Food Healing * 'SImple and customizable reduced food healing effects, to help balance Survival versus Medicine.' Harder Barter Faster Stronger * 'This small GameSetting tweak makes the economy harsher for characters with low barter, makes barter affect prices more, and slightly narrows the difference between max sell and min buy prices.' (Works very well with or without 'Economy Overhaul'). Jury Rigging Unique Item Protector 'A mod that prevents you from using unique items when repairing other items with the Jury Rigging perk.' (More of a convenience mod, but still helpful ...). Progressive Sneak Attack Damage 'Makes sneak attack critical damage scale with the player's sneak skill, configurable via an INI file.' Not yet tested: RAD - Radiation (is) Actually Dangerous - Overhaul 'This mod will cause radiation to damage your health until it is removed and provides a UI element to show this, like in Fallout 4.' (A more complex mod, has to be patched, at least for interface / HUD). (Mods marked with an * are also already included in the Viva New Vegas mod guide).
  18. This mod also complements itself (and without any conflicts) very nicely with 'Hidden Valley Overhauled' by Ludo. Hidden Valley Overhauled
  19. The most recent update removes (among other things) the 'Restoring Hope' quest morale fix and the related option in the ini file. My recommendation would be to use the mod and its ini file settings as set by the author without further editing.
  20. For anyone wanting to test and compare the textures of PAVE, there is now a simplified and esp-less version of the mod with just the textures: Simplified Power Armor Visual Enhancement (Ultra compatibility PAVE version)
  21. Apologies for being too fast writing in another language, it was not my intention to question a ModGroup in itself or the methodology of establishing these ModGroups, rather as an example of the contents of this specific group consisting of partially rather dated mods with no more support and also their aestethics being subject of discussion for years, to be more specific Fallout Character Overhaul and its related patches. It was just an example where more information and also separate patches (in this case mainly NPC records) might give a user potentially more control to choose aspects of a specific section.
  22. I think with Fallout NV even older than Skyrim and a guide using mods written over a decade ago and only a part of these still maintained it is quite difficult for a guide to stay 'contemporary' and at the same time work on its own and to be able to be used as a base for other builds. In my opinion a 'contemporary' guide needs to have less mods overall, with these also be considered regarding whether they are still maintained or at least with open permissions; also information needs to be made more transparent or available about the interactions or lack thereof with other mods and which mod could be considered 'optional' for the whole to still function without; and third the availability of modular patches divided by sections would make it easier for a user to understand and control or rewrite these by themselves and also maintain the ability to decide whether to omit an entire section if not wanted (an example being the section 'character appearance', which could be considered debatable as a whole).
  23. I think i noted some of the more recent changes to certain mods in the mods section, the most prominent being a complete rewrite of the FNV BSA Decompressor, which in earlier versions needed an addendum to the fallout.ini., which is still in the guide and may confuse anyone who reads the guide's instructions now regarding this essential mod. For me, a full install of the guide in February worked just fine, aside from a few minor balance issues.
  24. Thank you. So i will definitely as long as i'm playing continue commenting on specific mods' changes in the 'Fallout: New Vegas Mods' section. I think this is a good place for an accompanying reading when going through the guide as a user. (I certainely always found the Skyrim LE & SE Mods sections interesting and helpful in making decisions about including or omitting certain mods). More comprehensive and concerning several or certain groups of mods it might be interesting to set up a new topic in this section here with comments on how to approach handling a grouping of mods and their interactions. (For example, the guide section '16-Interface' is something that can be separately viewed and alternatively modded without drastically influencing other parts of the guide). I wonder how many people actually are currently using the STEP guide as-is or as a base set-up?
  25. That is very sweet of you to offer, thank you. I hope my frequent posts and comments on this forum were not annoying or overstepping in any way. I certainely can appreciate the amount of time and effort that it takes to set up and maintain any of these guides. While i would love to contribute to a new and updated version of an FNV guide, i think i could only do that as part of a team, for reasons of time and maybe also the lack of certain technical skills. Also, after initially installing the full guide earlier in February and playing for a couple of weeks, i restarted the whole process, omitting and changing a lot mods, so what i am currently playing is more of a personal hybrid of mainly STEP, Viva New Vegas and other things.
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