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Everything posted by z929669
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DROPPED Sounds of Skyrim - The Wilds (by Cliffworms)
z929669 replied to WilliamImm's topic in Skyrim LE Mods
OK then ;) Accepted for v2.2.6 -
ACCEPTED Weapon and Armor Fixes (by kryptopyr)
z929669 replied to WilliamImm's topic in Skyrim LE Mods
Thanks for the input ;) Accepted for v2.2.6 -
DROPPED Sounds of Skyrim - The Wilds (by Cliffworms)
z929669 replied to WilliamImm's topic in Skyrim LE Mods
This one seems ready for acceptance ... I love what I have heard from these mods personally, but sadly have little experience with them! Anyone else think so ... or not? -
Theres already 3rs person only mods in step tho no? Sent from my iPhone using Tapatalk 2 There may be ... can anyone confirm? (yes, I should know, but I have been focusing on other stuff lately as per the announcement). All third-person mods should be relegated to a Pack IMO
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That is a plus ... @Kelmych What more do you think is needed to accept this one? Anyone else have anything to say about this one?
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ACCEPTED Weapon and Armor Fixes (by kryptopyr)
z929669 replied to WilliamImm's topic in Skyrim LE Mods
Great ... I'd like to accept this one formally. @kryptopyr What do you recommend for notes on installation under 2.2.6? -
Sorry, not yet. I will though ... are these written for Python 2.x or 3.x ?
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Nope, we like scripts around here If you could modify any of your previous posts to note obsolescence or point to updated versions, that would be great.
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In admin mode, DDSopt will remember the last folder set you browsed to, so if you happened to select your Skyrim data folder last time (or something equally deep), it will take awhile to scan. Just give it 10+ minutes if necessary ---and never select that folder again, or simply run as non-admin to reestablish a more manageable config ;)
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Are you near OK City?
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These are showing in the guide now. @s4n It took quite a few attempts for me to trigger the refresh correctly, so I assume that this is due to the depth of the SMW transclusion for BCFs (or maybe just a SMW glitch).
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yep .... typo by my stupid phone in app
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I have several saved oblivion setups. Definitely an intensive game to mod; however, I am more interested in Morrison's Modding using wrye mash. That needs more help, and there are a couple good Sourceforge projects for that one too. Sent from my SPH-D710 using Tapatalk 2
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Altered pages incorporating SMW functionality need to be refreshed, and that can only be done by sysops. I'll take care of it
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Non-solid is best format, especially for large archives. WB can unpack only what is needed rather than the entire contents, so it can be much faster to process. Go to the mod page and click on "Add BCF"
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DDSopt will reduce large monochromatic textures to 1x1. I cannot find those you refer to to check, but can you confirm?
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I think that we can point to SR methods as optional 'tasks' where it makes sense, keeping in mind that we don't want to over complicate for lighter users. The guide needs to make modding as simple as possible for those just picking it up. (and, yes, notes --via the form--can only be edited by sysops, but savvy moderators are welcome poke around the gate).
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Yes. Eventually, we can move the extended notes on to the mod pages themselves, but ... baby steps.
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I'll have to do it myself to completely understand how to update the notes ...
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It might be more intuitive and/or efficient to code in reverse order, but I am sure it could be done either way since the net result is all that matters, and that is known.
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Should we create a list of the affected mods for inclusion in the guide or add to the notes section of each of the affected mods on the Wiki?Adding to the notes in the same manner as I have done in the above link is best I think.
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Correct ... this is a matter of efficiency and speed to avoid unpacking and installing resources that will not be exposed in the end product of the installation. Remember, there are many resource conflicts among mod packages, and it makes no sense to install a resource that will be overwritten down stream. The best way to do this is to install downstream mods first and work upstream, only installing resources that are unique.
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Are you using the patch described on the Skyrim Revisited page to make these two mods compatible?As a note, I blew away my Skyrim this past week and went with Neo's Skyrim Revisited setup. With the patch, the two appear to be compatible again. Perhaps this needs to be added to STEP?I updated the Guide with link to Neo's notes. We need to start doing this regularly as a first step to integrating Skyrim Revisited into STEP. Users, please point out any other manual patches that may apply to existing conflicts in STEP.
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Thanks. Will fix

