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z929669

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Everything posted by z929669

  1. OK, this sounds reasonable. As long as one can in some way flag the 'sticky' changes for manual rollback, this is not an issue IMO. so ... upon loading your game for the first time after installing SkyTweak, we see the message: "SkyTweak has imported your settings" ... and after subsequent game launches, we see the message: "SkyTweak has loaded" What you seem to be saying is that any mods that only use plugins to statically alter GMSTs and make no other changes can be added to one's load order and essentially merge them into the SkyTweak plugin as in a sort of manual Bashed Patch (assuming in the appropriate position and SkyTweak honers load order of plugin-supplied GMST changes)? Then one simply removes those plugins from the load and rests assured that said plugin changes now reside in SkyTweak plugin until the next import? This can be invoked via a config file or the console or the MCM interface?
  2. Yep, but the update to 2.2.6 has been pushed to approx May 12
  3. Ahhhh ... thank you for that explanation. It is all clear now to those of us less versed in the art of scripting/savegame behavior ... i.e., 'me'. (thanks to kryptopyre as well for the background). For persons like me, this tool would almost never suffer a "rollback" savegame with SkyTweak (I like that term, BTW ... it would seem that this should be formally coined in terms of script-based GMSTs). Meaning, I never use quicksave and navigate the menu often. So to clarify one last important point explicitly (and correct me if I am wrong): SkyTweak GMSTs travel with the save games, and only actor-related GMSTs will fail the rollback within a savegame upon SkyTweak uninstallation and subsequent save. These can be manually rolled back using some other method as yet undeveloped. I think that this tool is great for STEP Packs and standardization of gameplay Packs. We'll need some presets or suggested settings from the experts for various scenarios before that though.
  4. https://skyrim.nexusmods.com/mods/18957 Creating this one in light of our accepting Oblivion Gates Does anyone want to post screenshot compares and anything about the performance/quality impact? Does anything in particular blend better against Baseline STEP?
  5. I likie. How can we pass this one up? Accepted unless another admin denies ... Thanks guys (Eliian, I am recognizing you formally as a tester, since you are proving to be just that in these last two iterations ;) )
  6. I think relics are appropriate, but in most cases near cities, these would either be memorialized or they would be altogether removed. They should be ruins in various states of damage in the wilderness though. Mod testers: Is this what is basically reflected by the mod?
  7. OK, I'll jump in now. You have provided all of the answers, but some are implicit or contain double negatives ... my brain requires explicit terms :P According to this conversation, there are three mod types addressed that alter GMSTs: Script-based mods that almost constantly edit GMSTs during gameplay (examples ?) | Potential problem & solution?Script-based mods that periodicaly edit GMSTs during gameplay (e.g., Stealth Skills Rebalanced) | Potential problem & solution?Script-base (or non-script-based) mods that alter GMSTs at game launch or by some explicit trigger like MCM (e.g., Trade & Barter) | Potential problem & solution?Others? ... for what to happen exactly ... or to prevent what? SSR = Stealth Skills Rebalanced? If so, does it correspond to type #1 or #2 above, and is there a difference in SkyTweak behavior for #1 & #2? We can ignore with respect to what exactly? SkyTweak will pick up the T&B-modified GMST or it will not? ... to cause what exactly ... or prevent what? So Skytweak GMST modifications are not "sticky" within the save games? ... or SkyTweak actively reverts each of its GMST modifications upon exit? Does it use a diff? If so, how is this stored? (not looking for technical detail here) Unrevert is confusing ... do you mean revert (i.e., unapply) its own changes after having already applied them? Does this mean: 100% probability of reverting back? TIA
  8. Sounds good. Thanks for the detail I think this gets into STEP, given that we seem to have all info.
  9. Looked same to me, but it may look different in-game
  10. This seems promising. Has anyone compared the default with the retex in game? 008 looks good, but the default textures may be just fine too.
  11. I like the sound of it, but will wait on more testing and verification before commenting further ;)
  12. OK, thanks. What is the suggested installation for STEP? As I recall, this includes several fixes in addition to gameplay enhancements. Will this work without issue for an existing character, or is a new game recommended?
  13. I'd still like more feedback on this mod and the messages from someone that has been using it (and noticing the messages). It seems like a go, but since I have not been playing, I am reticent to say.
  14. So is this officially fixed by BOSS then? No need for special instructions for WB users?
  15. Thread moved to more appropriate cat. This should also be split out to address the specific issues covered within the thread. It is too general as it is.
  16. I updated the Nexus to reflect our revised release schedule to allow more time for infrastructure dev and RL priorities: STEP has relaxed to (roughly) a monthly release schedule. The versioning is as follows: {Major.Minor.Build{.revision}} - resolves to: #.#.#x Specifically, Build version updates will occur every fourth weekend (usually on Sunday evening, United States time).Build updates are optional for current STEP users, but should require very little effort.Build updates are 'safe' to apply to existing characters and save games.Minor version updates will occur irregularly as deemed appropriate, according to the more pronounced effect of cumulative Build changes (at least once every 10 months). Minor updates may or may not require starting a new game.Major version updates will occur only as a result of a major paradigm shift either in Skyrim source code, mod development, or STEP itself. Major updates will almost definitely require a fresh STEP install and a brand new game.We strongly recommend using Wrye Bash or Mod Organizer for mod management. The ability to easily re-order, add, and remove mods will be essential to keeping STEP up to date and getting the best results.
  17. Thanks Tech, looking forward to it!
  18. The poll was a wash due to the bad lighting. then when I went in with the proper lighting, I made some changes :P If you go to the description on the Nexus site, it states this 'hint', but the wizard.txt file includes all recipes at the top of the file. The BAIN installer is really the only good option right now, and given the recipes, it should be pretty simple to install using MO.
  19. As I said, sorting by name sorts as string not number. If you want the name sorting to work, then instead of: D_1... D_11... D_12... You could use: D_a... D_b... D_c... But it hardly matters IMO. It should be enough that sections will sort themselves out. Then all you have to do is select all of the D_... (holding Ctrl and/or Shift) and move them (right click > Move to ...) to whatever number the first package in section D begins (it should be zero or one, unless you are using unpackaged vanilla BSAs or other optimized vanilla textures within WB). Keep selecting each block and moving to the first position after the last of the previous section through Section M, and when you are finished, sort by the order column, and you should have all of the Sections in order for the most part. Then you can move them around (highlight, hold down Ctrl and use the arrow keys to move up/down in the order sequence). You can spend time renaming them or ordering them, but either way, you will need to do a bit of manual sorting. Just don't forget that moving packages spatially only works if sorted by order. It is pretty simple really.
  20. This is assumed to be a custom alternative to the default in Silence, is it not?
  21. It's not. Look at this picture. Only the fur colour is changed. I think gray or even white fur is plausible, but the gray leather would be pretty unusual I think. Either way, vanilla uses brown fur and brown leather, and this would be much more plausible except for highly unique suits of armor.
  22. Best to leave out notes that are not relevant to STEP, so that is why they have not been added.
  23. Thanks Wormheart. This is great confirmation that Skyrim.ini does not hold the iShadowMapResolution setings
  24. This is a good compare though I would liked to have seen the SkyrimPrefs.INI screenshots too. One more person care to confirm using the same method?Agree, we need to see all of the data and a clear indication of what you think is better Wormheart (thanks for doing this, just a little bit more for the finish ;) )
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