Jump to content

z929669

Administrator
  • Posts

    13,028
  • Joined

  • Last visited

Everything posted by z929669

  1. IHSS assets and Sound Descriptor plugin records override ISC where they conflict, so no worries there. URBSS assets override and one EditorID 'WPNBowFire' needs to be forwarded from AOS to give the vanilla paths (URBSS files) priority under AOS governance (Step's previous config without ISC). This is one I had missed, so thatnks. Whether or not ISC has a better bow fire sound than URBSS is subjective, so give your opinion if you have one. URBSS only covers firing a bow and no other bow sounds (no crossbow sounds covered by this mod).
  2. Yeah, once we are ready to look more at a more comprehensive animations solution, we'll need to revisit our XPMSE configuration (again). That's why we'll be waiting for a future update to look more closely at animations in the Step build.
  3. It makes sense that a weather mod with auroras would resolve the vanilla issue, since it's replacing that functionality ... I hadn't considered that. I agree that we probably don't even need this mod (less is more in that case). Unless anyone experiences this issue, we can probably exclude this from consideration. I will leave it tagged as testing for now in case there is a revelation in the next few days.
  4. The answer is 'maybe?' ... probably true, BUT ... Using CBBE with the Step build may yield unexpected results, given the clothing/armor mods we are using. There may be some other compatibility choices you will use or even patches. CBBE support is outside the scope of our build.
  5. Install priority is a good point. Since AOS is our long-adopted primary sound replacer, I have situated ISC above that to favor AOS. The smaller replacers have always been prioritized higher than AOS, so their assets win as usual where applicable. Which specific sounds are best in any given situation where there is conflict, I have not determined my own preference. I believe I have patched for IHSS, but I will need to check. This is my testing install order: As far as the drinking sounds go, it depends again on user preference. I can't recall the vanilla sound, but if it exists in vanilla, it shouldn't be silent in our build.
  6. I'm going to post here with respect to all of the sound mods in testing right now, since this one is probably the most significant change of them all (and all are linked in OP). With all of the patching the AOS MA did for AOS-ISC compatibility along with SRD and the patching Mouse mentioned previously that I have implemented into the Step CR patch, my game sounds great so far. But my sampling is only the tip of the iceberg. A playthrough for several hours of varying activity is needed. Mousetick is a passive advocate by proxy, and DoubleYou also vouched for a historic version of this, so I'm inclined to accept it but would appreciate more input from those testing it with Step (a bit unfair if you don't have the CR patch, but that stuff only represents a small sliver of use cases).
  7. Still awaiting to hear from anyone running this if it works as intended. I haven't experienced the problem (or noticed it in the past) and don't want to spend time trying to reproduce it, so I can't say. My game is running fine with this installed, but I'm not inclined to tag it for inclusion in 2.2.0 unless it gets some advocacy.
  8. Running around in game in overcast weather during the day, I haven't noticed anything unusual with shadows overall. Shadows/shading in exteriors to me look as good as can be expected, so given that this mod's impact is subtle and generally improves the 'feel' of realism in exterior, overcast weathers, I vote to accept it.
  9. This is working as intended for me without issue. Proposing we accept for 2.2.0
  10. This mod works for me as well and improves the local map nicely. Tagging accepted for 2.2.0
  11. Tagged as dropped as of 2.2.0, so post disagreement as applicable.
  12. Thanks for this. I hadn't looked at their Git in a while.
  13. Well the point about it not being maintained and my personal issues with Nemesis here and there make me wonder if it's viable in the long term. FNIS has been around for years and pretty much requires the same labor/setup as Nemesis, IIRC.
  14. As I mentioned previously, your issues indicated that you installed the Particle Patch with BSA rather than loose files option. That's what I mentioned in my very first post on this topic. Nothing more is needed if you have that done now.
  15. Double click on the Particle Patch mod. Your File Tree tab should show this (and the priority of that mod should be near 111): ENB Light should look like this in MO left pane (Priority should be somewhere near 500-ish): Under these conditions, if you have your plugins sorted with LOOT and run LOOT again, you will not see the warning in LOOT you posted with these mods enabled.
  16. That's the only mod that needs animation update I think, and it's a small thing. Nemisis works fine, but it does have support, maintenance, and possibly forward-compatibility issues because of that.
  17. Look at the installation instructions and be sure you installed it exactly as instructed as loose files and that it is placed at the correct MO priority. Also ensure you installed the correct version of ENB Light and is prioritized as instructed. It's all in the instructions, so if something isn't working, it's due to a missed step or instruction or a configuration issue (See the System Setup Guide for that). Also sort with LOOT and run it again in case the issue is with load order (which yours is, probably because you installed the PP BSA and disabled the plugin).
  18. It works fine for me, but I really don't think we need it. It's mostly here for establishing a baseline setup for those that will add other animations onto Step and now for that one mod. That said, I do think we should move back to FNIS if we ever consider adding in the badly-needed animations this game is lacking. I'd also be interested in using DAR and several of the mods it links from its Description. These are a few animation mods we should consider at some point (not for 2.2.0 though, or we'll be waiting a while): EVG Conditional Idles EVG Animation Variance Relaxed Sneak Animations Pretty Sit Idles SE Animated Eating Redux SE Pretty Combat Animations
  19. See the posting rules at top level of this forum to know what logs and information you will need to provide for assistance.
  20. Sounds like this could still use more testing, but it may be best to see how it evolves first (if it evolves).
  21. It could be any mod you added/updated/changed during your playthrough. Savegame compatibility can be an issue when mods are added/removed, depending on the mod. So you will need to determine what you changed since last loading that save and disable that/those to determine.
  22. Revisit the 04 Foundation ModGroup and install Particle Patch as instructed. You should probably check if you missed any others as well.
  23. I'm just not familiar with the issue and would not easily be able to know what to listen for either way.
  24. OP updated with some suggested install options for testing, but feel free to try others and let us know the difference.
×
×
  • Create New...

Important Information

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