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z929669

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Everything posted by z929669

  1. Good info, thanks ... but bashing MO functionality --given the wealth of functionality already implemented-- seems a bit harsh. I understand the value in knowing if a conflict is a redundancy versus a difference (both are conflicts), but just knowing there is a conflict is still useful. I like your suggestions, fire, but I also understand Tannin's unwillingness to implement. I would MUCH rather be able to copy all of my conflicts as plain text from the conflicts tab of the Information window. I can CTRL+c each line, but that is a PITA. Wrye Bash is a great model for conflict resolution and working with plain-text lists like this (but does WB differentiate redundant conflicts from differential conflicts? ... I thought not)
  2. They all are
  3. Saving a big page just takes awhile and is just the nature of updating all of the Semantic stuff and associated content I think. ... what browser hishutup?
  4. see my prev ... it has been happening to me for a long while, so nothing recent.
  5. This kind of thing happens to me now and then as well .. Firefox, normal editing. Probably just due to MW inefficiencies. I also hate the wait to load the editor. It first loads and then 'loads again'. This happens every single time, and I am wondering if it is a setting in my prefs. I have tried to fix to no avail. Again, the editor loads, I begin typing, and it loads again, with a slight format change (wider window I think, and I lose my first micro-edits... really a PITA). now and again, it fails to load our styled full editor as Tech notes above. Anyone that does a lot of wiki editing will notice.
  6. Unless there is an existing "Skyrim Memory Patch" that exists and remains in independent development, then we should close this. I am just trying to figure that out ... SKSE can house any further discussion on this piece if there is no "Skyrim Memory Patch" any longer
  7. OK, then I am going to unpin this thread ... does it make sense to close as well, or are people still discussing sheson's patch?
  8. I see an opportunity for independent MO plugin development here ;)
  9. @Staff & contributors This patch is bundled within SKSE, and we are not recommending any alternative implementation, correct?
  10. @Kelmych et al Please take a look at the current state of the DDSopt Guide on the wiki. We need to better consolidate info contained within the FAQs and use examples under the Appendix section. There is a !#%&-ton of information on those pages and much of it is redundant. If someone could consolidate it somewhat, I will take care of optimally organizing it all and incorporate it better into the overall guide structure. Also note the info in yellow text ... this is stuff I am uncertain about, so any info we have that I may be unaware of might need to be added to rectify or embellish.
  11. RefScope is primarily an in-game mod utility that allows the user to determine the source of the assets associated with a particular model as it exists in-game. It is very useful for tracking down information needed when modifying the game. Requirements: OBSE A similar mod exists for Skyrim (Mfg Console), but it is not quite as handy as RefScope.
  12. If anyone has mod suggestions for Morrowind, please create a "mod thread" inside the STEP Mods Forum. When creating the thread, members are able to add a "Prefix Tag" for the game to which the mod applies (Skyrim is default if no prefix is indicated). The prefixes serve as a visual indicator, and the tag itself serves as an information management tool (Hint, click on a tag name in the thread or forum titles to get a listing of all threads containing that tag). Existing thread prefixes in the Mods forum include: [sKYRIM] [OBLIVION] [FALLOUT 3] [FALLOUT NV] [MORROWIND] etc. Thanks for your cooperation!
  13. If anyone has mod suggestions for Fallout 3 or Fallout New Vegas, please create a "mod thread" inside the STEP Mods Forum. When creating the thread, members are able to add a "Prefix Tag" for the game to which the mod applies (Skyrim is default if no prefix is indicated). The prefixes serve as a visual indicator, and the tag itself serves as an information management tool (Hint, click on a tag name in the thread or forum titles to get a listing of all threads containing that tag). Existing thread prefixes in the Mods forum include: [sKYRIM] [OBLIVION] [FALLOUT 3] [FALLOUT NV] [MORROWIND] etc. Thanks for your cooperation!
  14. If anyone has mod suggestions for Oblivion, please create a "mod thread" inside the STEP Mods Forum. When creating the thread, members are able to add a "Prefix Tag" for the game to which the mod applies (Skyrim is default if no prefix is indicated). The prefixes serve as a visual indicator, and the tag itself serves as an information management tool (Hint, click on a tag name in the thread or forum titles to get a listing of all threads containing that tag). Existing thread prefixes in the Mods forum include: [sKYRIM] [OBLIVION] [FALLOUT 3] [FALLOUT NV] [MORROWIND] etc. Thanks for your cooperation!
  15. If you want to suggest any mods for SR, please do so in the Mods forum. The Mods forum is our central repository of mod suggestions for STEP, SRLE, FNV and other guides. This enables all of our members and guide creators a "one-stop-shop" for referencing or commenting on mods. Posting about mods on this thread is almost always redundant or is otherwise inefficient, since Mods forum already contains a thread devoted to a mod, or it does not, and info on the mod of interest gets buried on this thread. HINT: Use the tagging system, and tag mods you like for SR as 'Skyrim Revisited'. Neo and others can then do an Advanced Search using that tag. We even have built-in "Prefix Tags" to distinguish mods suggested for a particular game: [sKYRIM] [OBLIVION] [FALLOUT 3] [FALLOUT NV] [MORROWIND] etc. Tags and prefixes can be chosen or added during thread creation ... or they can be added by the thread creator by using "the full editor". This may seem like a PITA to some of you, but having a centralized 'repository' of all mod discussions pertaining to whatever guide(s) reduces clutter and consolidates information in as logical a fashion as possible in the forum format.
  16. This utility is very useful (I have tested extensively by now) ... I can run Skyrim now and browse the internet at the same time. This was not possible without the app. This is how it is for everyone to more or less degree, depending on user expectations, not on fact ... this should be an issue for anybody running Skyrim under Windows, but some do not notice the problem due to lack of XP with the issue. It is a general issue associated with many 3D games and all Bethesda games. Sometimes it sort of works and sometimes it does not. With this app, it is seamless and really works the way it should work. Tough to explain it if you are not familiar with the issues. Agree that calling it "Skyrim.exe" is a barrier, but it also contains code that triggers AV, which only serves to confirm any worry that may be elicited just from the name.
  17. I trust the program. Is it possible to package it into an archive that masks the offending file?
  18. Very cool program. Love the music.
  19. If any content contributors are not that comfortable editing in wiki style (syntax and layout in edit mode can be a bit challenging), feel free to post text file attachments on this forum and we'll take care of adding that content ... the only problem is that those content creators will not be logged as editors. No big deal. tThe important thing is that the info gets into the documentation.
  20. TC's User wiki page also has some info (TC, you should update that and point others to it) It has much better grafics now! EDIT, I updated the links :)
  21. any INI file maintenance should be enclosed in tags on the wiki so that it is simple to copy the INI directly. Editing is a little more work on the wiki, but with the pre tags, it is much simpler ... I would just update my personal INI and copy/paste directly between the pre tags on the wiki. All indents will be retained. Separate functions could be listed on a specific page or they could be created as separate pages and the info could be stored semantically. If Tech creates the structure as best he can, and all others contribute information either through Tech or directly on the wiki, I will review the structure of the info as it takes shape and organize it all in a meaningful and easy-to-reference way ;) For now, just get the info out there in any organized and consistent fashion (no files please unless they are images)
  22. Stretched textures are a mesh issue, and No Stretching will fix, but ONLY if that mod actually fixes that particular mesh, which it may not. no Stretching exacerbates other issues though, so that is why we dropped it from STEP. in short, it fixes UV mapping, but due to the way meshes and textures for rocks and mountains were created, the mod fixes some things and messes up other things (i.e., Bethesda stretched some textures as a compromise for their lack of proper rock models ... the vanilla models share too few textures). Any base vanilla install requires a couple of mods installed at minimum to resolve certain fundamental issues, so install these and call it a 'corrected' base vanilla (refer to the STEP Guide): Unofficial Patches (all of them; these correct many issues with the vanilla game and may impact some of those stated in the OP)SkyUI (for simpler interface on PC)SMIM (fixes many of the bad meshes that will likely fix many issues reported here)High Quality LOD (fixes LOD meshes)Again, you may be reinstalling Skyrim, but I encourage you to uninstall Steam/Skyrim completely and reinstall again using the STEP Guide instructions ... and use MO.
  23. Certain vanilla textures (and meshes) are just low quality. That is why there are so many retexture mods. I would be more concerned about that dragon issue. that is just wrong. Many of your other issues are not really issues at all. Try installing STEP by carefully following all guide instructions from the beginning. If you use MO, then you can retain your vanilla setup for comparison. Also, be sure to try a completely fresh Steam/Skyrim install just in case you have any assets in skyrim/Data that you may not be aware of. Again, using MO will make this much simpler to test and set up without fears of rogue assets in the game directory. loose files always win, so you need to eliminate that possibility.
  24. This is very likely a GPU issue, since the assets are all vanilla and (agreeing with Aiyen) the mip-maps are apparently being invoked instead of the base texture, even when up close and without steep angles to the camera. Only the shaders interacting with the GPU would seem to control that ... ... what is your "texture filtering" level set to in your GPU driver software? Perhaps you have it set to normal or low quality? try setting that to high or ultra or whatever. See the STEP Guide for setting up the Skyrim Launcher, INI settings and GPU drier software.
  25. You could use either, but only "Desktop Management" tool has gamma, so I would use that. It really doesn't matter in the end, as long as you can match --on your monitor-- the color-management references linked.
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