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z929669

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Everything posted by z929669

  1. Always read the OP before posting ...
  2. ODIN Spells for NPCS has been accepted, so we should NOT use this mod's ODIN changes ... just confirming this is what you are saying. This mod is categorized properly then. Thanks
  3. Same XP for me
  4. Someone mistakenly added the 2.0.0 tag to this topic, so I assumed it was applicable for 2.0.0 consideration. If it was in 1.0.0 and we weren't considering dropping it, then it should not have gotten the 2.0.0 tag, and I would not have posted my previous question. I didn't look at the mod page either, or I would have seen it was carried forward from last guide. Who knows, I may have mistakenly added the tag
  5. OK, so this should probably be in Interface then per our flowchart (as opposed to Extenders, since it does affect the interface specifically)
  6. I think it meets this definition, no? "Mods have a programmatic component that fixes various bugs and/or inconsistencies" What this mod does: "Ensures the journal menu always opens at the system page tab." ... so if the journal menu doesn't always do this, it would seem to be a bug or inconsistency (IMO) that this mod alleviates.
  7. This issue is caused if you either do not have the exact DynDOLOD 3 Alpha with matching DynDOLOD 3 Resources OR you have remnants of old DynDOLOD application and/or Resources in your load order. You should look at the OP for the correct files for SSE (note that there are Mega and Nexus locations). Also install the app into a clean directory and update path to EXE via mod manager. Also remove any old Resources from your load order and reinstall correct Resources.
  8. Answers for this are provided, but nobody searches or scans these support forums or seems to take the necessary steps to resolve. Blame Windows Security and Windows Update:
  9. I believe it is a nomenclature difference so that they sort alphabetically in your inventory ... but I can't remember
  10. Sounds good. I will mess with the instructional details tomorrow probably. Will be entrenched with my own setup and some site maintenance tonight.
  11. I use AMD, and my recommendations are slightly different. Like NVIDIA, it's best to enable "adaptive vsync" using AMD "Freesync" via drivers and nowhere else. Also, we should be recommending frame caps of 60 in menus and monitor refresh rate in game (144 for me) ... subtracting 1-3 frames is fine but not necessary in my experience (but it's probably prudent as general advice). Not sure where you find that SSE Display Tweaks is better for AMD. G-SYNC and Freesync are pretty much the same thing if monitors support. Both are better (if supported) than standard vsync set in game or mods. EDIT: also, there is no need to have vsync set anywhere else if using Adaptive Vsync methods offered by AMD (and almost certainly NVIDIA) ... at least not for Bethesda games with frame cap enabled in my XP using Radeon. I have tested this extensively, but in particular the past two years now that I have a Freesync monitor. I would not set vsync using SSE Display Tweaks, game INI, or ENB, as that breaks the "rule of one" if for nothing else than simplicity of toggling. Adaptive Vsync + frame cap is more efficient where supported as far as I have read/learned. Besides, enabling standard vsync in addition to adaptive vsync introduces its unnecessary limitation (input lag and latency) into an otherwise great solution. I had started making some edits but I rolled them back until I can verify with you.
  12. Feel free to add mod topics for those that you think apply. Just copy source from one of the existing and tag with TESTING and the 2.0.0 tag so we can easily find them. So are we switching this one to MG Skills & Perks or Extenders?
  13. Yes, I was assuming 'INI' in the traditional sense for altering existing settings. Now i see what you mean. So given all of this and those pesky stragglers I have mentioned for reclassification, I am only asking if we want to reconsider some of the assigned ModGroups. If not, that's fine, but may as well be resolute. If Odin Spells for NPCs is redundant, I agree we should not use it. What about Vokrii Perks for NPCs?
  14. Accepted just because? Sounds fine, but just wondering, as I see it in the guide.
  15. Because it doesn't. It uses SKSE to 'script' content alterations. An INI only adjusts settings that already exist, so that's a fairly big difference. Skill uncapper is altering mechanics (adding a new dial, or changing a dial), while SPID is tuning an existing dial. INI settings are nothing like plugins or scripts IMO. I do agree it is much more elegant than plugin edits. It's a gray area simply because we don't really have a MG that it fits into, so need to define one. Maybe your assessment is correct in that the "end result" is what matters, but that changes a lot. Good point
  16. That's totally not funny, but I actually stifled a LOL when I read this. Poor toe!
  17. I can't say that I remember seeing Textconv process running when this has happened to me, but I cannot say for sure. I always suspected that it was some LODGenx64.exe or Texconvx64.exe issue rather than xLODGenx64.exe, given the lack of logs or bugreport.txt. My issue was always a general kernel DLL fail reported via xLODGenx64.exe as the app. Glad I am no longer the only person with this issue. I am on an AMD system if that matters.
  18. I see what you mean about it not being a 'resource' for SPID (or anything). I must disagree on this assessment for Skills & Perks though. This mod does not affect existing content itself. It only does so via SPID > plugin INI, so I do see how it could fit better into Extenders or even Utilities. This is definitely a "gray-area" mod though, and I ultimately can rationalize it being in any of these MGs besides Patches.
  19. Thanks for confirming. I will move it
  20. This mod sorts into 'Resources' for me rather than 'Patches' (it doesn't really resolve any conflicts, but it does provide INIs for SPID)
  21. As I mentioned, I vote to accept unless there is some reason we suspect it may be problematic. Thoughts?
  22. I think this mod may be better classified as a 'Utility' rather than an 'Extender': Flowchart questions: Extenders Question: Does the mod expand on the inherent functionality of the game or another mod without itself affecting content? Answer: No? --> it expands no functionality of the game or a mod. It allows NGIO to more efficiently gen the grass cache is all. Utilities Question: Does the mod generate load-order-specific output that will itself be used as a mod or a game/mod resource? Answer: Yes --> it does generate load-order-specific output that is used as a resource for NGIO (added to config file as text 'resource' rather than as assets 'resource) ... it also feels like a Utility in that it is an xEdit script that the user runs to generate output that is manually inserted for NGIO to use. It only needs to be run when load order changes (like FNIS, Nemesis, DynDOLOD, and xLODGen).
  23. @DoubleYou Have you confirmed this resolves your issue? Either way, it seems like we should accept for those experiencing the problem addressed by this mod.
  24. Indeed. Thanks This mod doesn't need version-specific instructions, since 2.0.0 is the only guide it has been in. Will fix.
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