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z929669

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Everything posted by z929669

  1. I am talking about something like spawning 100 werewolves in the middle of Riverwood or something like that. Creating that save game with a bit of instruction on houses to enter and exit in Riverwood to achieve the cap and induce the crash. EDIT: Well, maybe something more benign that werewolves :P
  2. OP updated ... needs a mod page please (just follow the wili link in the OP)
  3. ... and that is the primary reason why I will not use mods that have unresolved questions associated with them. It just muddies the testing waters with more uncertainty. I don't think it is blacklisted for STEP, but I certainly would rather we try to reduce glitches and associated issues as much as possible until Skyrim mods mature more. We'll likely come back to this mod and others like it at some point. Plenty of worthy candidates to keep us busy in the meantime!
  4. Given that this apparently only protects breakage of major linear quest lines, I suppose that it is a necessary evil. I admit my lack of knowledge about the intricacies of the Skyrim quest system. Challenge retracted ... for now :ox:
  5. Yep, accepted by proxy
  6. We should be pointing them to the key posts on this thread that outline the problem and the theory behind its cause as well as the simplest way to reproduce ... e.g., what is an easy way to max out RAM using only vanilla assets? This would be a good confirmatory test to verify that it is not mod related.
  7. OK, Accepted unless one of the admin objects before the update. Neo, torminater or any of those on this thread with appropriate XP: would you create the mod page please? ;)
  8. Yep, that is my experience, so this mod must address some specific and clumsy quest breakers ... I'd prefer that we report those bugs and let the USPs get to them when they can.
  9. Yes, where there are big spiders, there will certainly be little ones too --and they would also spin webs-- however, as Kelmych states, it is probably a necessary limitation that Skyrim only acknowledge the big guys (unless someone makes a spider mod that adds little guys and web variation). I think we are good sticking with ISW ... but I will wait for one of the admin to confirm.
  10. Exactly. Skyrim doesn't prevent users from taking actions in dungeons that can ruin later quests. The mod isn't intended to be lore friendly as much as it intended to prevent quest bugs that Bethesda could have eliminated but didn't. I suppose we could submit all of these known quest bugs to the USKP team and that eventually we wouldn't need this mod, but that will take a while.... and this is the only reasonable solution, IMO. Users can choose to follow the available pathways of the game, or they can deviate and risk breaking a quest (which should not even be possible).
  11. The true fix for this would be to add the logic to check the status of those dependencies and modify the quest. Alerting the user to the quest before ever receiving that quest is just as broken, IMO. How does every other open-world RPG handle this (e.g., Morrowind and Oblivion)? IIRC, it doesn't break anything really, you just wind up getting --and fulfilling-- the quest all in the same conversation (among other options). Lots of ways to handle it really, depending on the possibilities, but this mod takes the easy way out and breaks the game for everyone (most notably those that are actually role playing the game in the "correct" fashion).
  12. I would add that the spiders creating these webs weigh at least 30 lbs (~12 kg) by the size of them. Aside from the fact that such weight for a creature with an exoskeleton is not possible in our reality, it would seem that the webs created by such a massive spider would be much thicker than what we are used to. Did anyone see The Lord of the Rings where Froto fights Shelob? Those were sticky, thick webs that really looked believable to me, and are reminiscent of ISW.
  13. Since SRO is no longer used, we don't need this in Section F anymore. It really should be in Section K, and if alphabetized, it will come before Ruins Clutter Improvements, which is what we want. Propose we move back to Section K. Anything I am missing? Do we know that these are better than vanilla for example? Screens would be nice for this thread to confirm ... there have been several complaints that this mod is not very good (search "Detailed Chests") EDIT: NM, I see now that we want Detailed Chests to overwrite Ruins Clutter Improved, and we also want meshes in the latter to be overwritten by SMIM, so the former should stay in Section F.
  14. I challenge the inclusion of this mod into STEP. Nobody should know that a dungeon relates to an event in their future. This mod is an artifact of play style ... people that don't allow the RPG experience to flow along the multitudes of possible avenues designed by the game developers are thus not interested in "following the trail" laid for them so-to-speak. This is not intended by the creative writers of TES games, and is an artifact of a willy-nilly style of play (not that there is anything wrong with that ~JS). One's actions can open or close future doors that one may be ignorant of at the time. This is true in any reality.
  15. I challenge the inclusion of this mod into STEP. Nobody should know what a book effectively relates to before it is even opened except what the original title describes. This is a fact of life and one of the key 'mysteries' of an RPG.
  16. Did you install any of the HD DLC Optimized mod options? So you aren't running ANY 4x textures at all? Can you give me a quick tutorial on how to do this in TO?Yes, I did HD DLC Optimized Hybrid (1024 + 2048) option.  Currently, I am not running any 4k textures, though as Flytrap said you can have a select few (I think only 4k texture he has is the HD Vurts Pines cause he likes them).  I would also like to note that both Flytrap and I initially downloaded the largest/best textures each mod had to offer and THEN resized them to 2k, and we have both noticed that a 4k texture resized to 2k looks better than some of the native 2k option downloads some mods offer.  Here's how I did the resizing: If I wanted to keep some mods as 4k, would I just do what you did, resize the ENTIRE textures folder down to 2k, then just re install the 4k/8k mods in wrye bash to get those res textures back?Just resize all and manually copy over the interiors 4K (or use DDSopt and the built-in filter, that app also has % reduction or clamped reduction options)
  17. I have not played it yet, so I'll tentatively accept this one unless other site admin/mods object. Need a mod pare before it gets in though.
  18. I like Webs from Neo's compares, but since he prefers ISW, I'd like more info for sure ... @Neo Could you post a screen of the 'plastic' look you refer to?
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