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z929669

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Everything posted by z929669

  1. Yeah, I was into COBL a lot. That was a big resource pack and overhaul of many game systems. This is not nearly so complex, but I do think that it adds realism and is worthy of a spot in Baseline (but only if there is nothing broken within the ingredients system ... Overvalued, common, overpowered ingredients would all be examples of deal breakers though.
  2. I think that this should be in STEP. Anyone agree/disagree?
  3. Anyone care to post screen compares with HQ Beards? If this one is going to be included, that is the one to beat ;)
  4. That procedure is not really critical, but I recommend doing it, as it probably apples a few fixes that the USP may not yet be addressing.
  5. Looked at it very quickly, but it seems fine since you are pointing people to the sources. thanks
  6. Correct, this has yet to be updated. Only the first two sections of the DDSopt Guide apply
  7. I assume that if you create a giant or a dwarf that the first person view will still be default ... ?
  8. You're correct. The ENB authors will have to update their mods for the new detection methods or the lighting will be all off. I don't recommend using the new versions until the authors do their part. The only one I know that has been is Phinix Natural. SkyRealism's author claims he's waiting for a more stable and performance ready release but I think it's high time to move on to a newer version. A ton of ENBs are still using .119 because of it's stability and performance. Who is Mtichenor? IndigoNeko?
  9. z929669

    Editor issues

    Paste into top can be avoided by manually placing the cursor in the desired position, typing any character and backspacing to eliminate it. The past will then occurs at this position. It is like you need to remind the editor where you are editing... and this usually occurs beginning with the second past after already pasting something.
  10. z929669

    Editor issues

    I've noticed this and some other issues too. Basically any time I try to trim/edit a quote in wysiwyg mode, it ends up leaving empty quote boxes. I have the best results if I edit any quotes in source mode, then flip back over to wysiwyg to finish my response. It also does some weird things when trying to format text. Try this for example: Type a line of text. Highlight that text.  Click strike-through Go back to your line of text and hit enter twice. Click the strike through button again. It doesn't close the strike-through tag, it removes it from all of the text. Same thing with italics. Bold and underline though, when you hit enter it closes the tag for you. All of this is on chrome. Haven't tried other browsers yet. I get the expected behavior in Firefox .... Stopping created the MyBB CKeditor plugin from source, and he was planning a big update since the release of CKeditor 4.0 (I think)
  11. That was an inconvenient typo on my part: Wiki is the true source! I corrected the above posts
  12. I tried this and ended up clouds (?) flickering, and lantern lights in Riften flickering.  Reloaded, same thing.  Reverted the Vanilla and no more problems. Specifically, I only did the "Skyrim - Textures.bsa" file.  Here's what I did. 1. Downloaded DDSopt 8.0pre3 from Nexus. 2. For Input, selected "Skyrim - Textures.bsa" from the Skyrim Data directory. 3. For Ouptut, selected "Skyrim - Textures - DDSopt.bsa". For the pass, I continued on with: 4. Configured it as per Z's post #430 5. Filtered for *.*, Apply, Select All (green arrow) 6. Filtered for *_n.dds, Apply, Deselect All (red X) 7. Process For the second pass, I continued on with: 8. Configured as per PCG4m3r's post #450, using the 512x512 for the two resolution limits 9. Filtered for *.*, Apply, Deselect All (red X) 10. Filtered for *_n.dds, Apply, Select All (green arrow) 11. Process I concluded by backing up the original .bsa and renaming the generated .bsa from the above steps. I'm coming at this with a very plebeian understanding of graphics, textures, etc.  Try as I might, I keep getting some form of corruption (:img images in books, purple blacksmith irons, or in this instance, flickering lanterns). The recommended settings are not NOW on the wiki (see OP). You will need to go into your textures folder(s) and isolate the textures containing the anomolies and post screens and texture names here. I don't have any of these experiences ... perhaps your lighting/ENB mods are bringing this out? I have heard of issues with RCRN and DDSopt-ed vanilla textures.
  13. Yep. I know just the reason behind that intro period. New blood often burns out quick, and leaves quite a bit of noise in it's wake. No reason to upset the core with some new upstart that isn't going to last. They also tend to point out quite a bit of work without doing much themselves. ^-^ I have no idea how long I will stick around past getting a friendly instruction set for my Dad (and myself), so I'm going to error on the side of caution and say that I'm not likely to stick around past the polish of this major release. But I plan on being as helpful as I can while not being a nuisance while I'm here. If I turn out to take a liking to the project, you'll likely know before I will. Good to know. You have already provided several tidbits of useful info and spotted a coding issue RE the wiki as well, so I think that you are on the fast track. You will want to stick around at least until after the 2.2.3 release though, as 2.2.1 is really just a beta release of the wiki version of the guide. The next release will bring lots of added goodies like STEP Packs, Guide versions, new (and old) mods qualified with performance data, and lots more ... all requiring as much time to conceptually create as it does to document and to implement. If you want to learn some useful background, then I suggest ramping up on your understanding of Semantic Mediawiki. Farlo was our initial wiki guru, and Stopping has really taken the initiative with SMW dev (and has done an amazing job understanding and implementing this markup ... which is really a lot like object-oreiented programming). See Project:Data Dictionary on the wiki to get an idea of our unique SMW implementation.
  14. Ditto the others. Welcome to the project. There is a ton we have accomplished and much more to do. I expect that the new wiki venue will dramatically increase STEP user understanding, and non-STEP users easily and quickly understand what STEP really is. We have a few talented individuals in terms of creativity and technical know-how, and we could use administrative/dev help from those willing to commit some consistent time to the project ... 2 hours a week, Fe, is fine, as long as it is pretty consistent. Otherwise, stay a member of the community and contribute as much or as little as you like. Either way, there is a bit of an unspoken "introductory period" whereby we observe things like "level of presence" and "levels of contribution" (not to be confused with "levels of posting", which can get annoying, depending). The new version (2.2.1) will bring a few announcements with it. Cheers
  15. Yes, I will loosen that up somewhat ...
  16. I think that we can try reducing to 10 s and see how that goes. Not that MyBB serch functionality as any good in the first place really
  17. SIG = Skyrim Installation Guide SG = STEP Guide The former should not be protected, but the latter should. Anything that is a functional component of the SMW-dependency "pathway" needs to be protected. If you mean the orangish text on the MP and the SG, then that one is: #E6B69E I also use: #F7C7AF ... as a brighter variant for accents.
  18. Added a couple of ENB enhancement options (Presets). Someone should add more like these.
  19. I don't have an issue with the wiki being open in general just hope personal user pages have a bit of protection from random edits. After all, why else have user areas? That is a good point; however, the original wiki developers did not see it that way :P Regardless, ***holes rarely get into a wiki and mess around with things. To get edit access, a user needs to have registered to the forums, and our community is pretty mature. We have set up a lot of stuff out there too, but I am confident that all will be totally fine, especially given that we can monitor all edits and roll back anything if necessary. Don't fear. We will all protect each other's hard work ;)
  20. We will not be allotting sysop status to any of our users outside of admin (sorry); however, we can tweak permissions individually if necessary. RE the "openness" of the wiki: As Farlo has stated in the past (and many others), the wiki will benefit ultimately from many editors. This is how new information gets added and updated. It will be the job of a select few to (voluntarily) take the initiative to add coherence and consistency. Ultimately, I don't think that any pages should be locked down from community edits (accept the SMW engine and pages that functionally drive the wiki). Remember, changes are not lost, so anyone can ultimately revert another's changes.
  21. Yep, we will do that. Thanks ;)
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