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z929669

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Everything posted by z929669

  1. Oh, duh. I forgot about the Main File, since we don't use it
  2. These patches were not removed. They are still there under Misc Files with the others. Huh? If the intent is to remove them... why??
  3. I will need to check all changes in the update. This adds a few days to the timeline, but these will be in the Step Patches, I think. TBD. Correction: These will NOT be in the Step patches, since they add unique records. We're currently using CACO_Survival Mode_Patch.esp, but I agree that we should be using CACO_Survival Mode_USSEP_Patch.esp, since it encompasses all of the former plus more. Also, we've never used the USSEP__CACO patch (CACO_USSEP_Patch.esp), since that file description says it's not needed when using CACO_Survival Mode_Patch.esp. Never mind that the same logic applies to CACO_Survival Mode_USSEP_Patch.esp BUT, only CACO_USSEP_Patch.esp provides the following Constructible Object: UDBPDLC2RecipeFoodBoarCooked Technically, we should be using USSEP__CACO if we want that to be available in crafting.
  4. I think we can just let that go, since it's specific to post processing only. I'd rather retain its old name, since it's not fundamentally different, IMO.
  5. Yep, I pulled the old switcheroo. Will correct this.
  6. Our Flowchart definitions let NGIO fit into all of these ModGroups, but the 'flow' itself matches 19-Utilities first. GCH matches 02-Extenders first. Lighting and Weather as well as Post Processing mods are exceptions to the 'flow', but we do have a number of mods outside of those optional ModGroups that break from that flow (particularly in 09-Fixes and 16-Interface) GCF NGIO --> produces LO-specific output that is itself used in another mod and provides hard-coded INI settings (should probably be in 09-Utilities, since it matches that MG first) GCH --> produces LO-specific output that is itself used in another mod via script and dynamically adjusts INI settings (should probably be in 02-Extenders, since it matches that MG first) NGIO GCF --> provides dummy grass cache files and provides hard-coded INI settings (produces no output)... so is effectively 03-Resources in this respect, but it also adds a plugin to make changes, which precludes it from 03-Resources (but this is still the best MG) We're evidently letting 09 - Fixes and 16 - Interface override the flow if the mods perform a fix or alter the interface. In other words, 'function' overrides 'form' for these (like Gameplay mods). We should probably update the Flowchart to reflect for consistency.
  7. Tagged 'accepted', since this works well and is replacing GCF
  8. I have tested with NGIO under 1.6.1170, and it works very nicely.
  9. This is redundant now with Grass Cache Helper in play. I have tested GCH, and it works quite conveniently with NGIO. Tagging as 'testing' until it's seconded to drop GCF in favor of GCH.
  10. Note to check the USSEP patch. Also, if we drop Oakwood, the RBB-Oakwood patch won't be needed.
  11. Tagging 'Accepted' for 2.3, and considering this an update to ELFX Fixes.
  12. Agreed and adopted. ... in my own instance
  13. Fixed. Thanks for reporting
  14. SLaWF should have lower priority as it is in the guide. We may well drop it in the next update... TBD. That mod only just released a MM patch, so it's never been used in our guide. All it really does is revert MM changes, so I don't recommend using it with MM. You can test it with/without and share some screens to see the impact of that patch to confirm.
  15. Customizing the Step build is a commonly-used option. You would need to understand what each mod is doing (replacing assets, changing game records, or both), and patch according to the result you want using xEdit. I don't know enough about those mods to provide any additional recommendations. To 'freeze' the game, you only need to use MO and NOT update any of your mods... and prevent Steam from updating the game (another topic). Back up your SSE game directory when you're done with the build. You can also use MO to back up your mod/plugin list/priority.
  16. Tagged as 'dropped'
  17. I agree, but the question was whether or not the BP is 'working'. It's just merging them without really using any sort calculation or bias. This is how I've merged these particular LLs: I.e., ignore the vanilla iron helmets. Arguably, we could add one of them for variation rather than 3-4, but I think the goal of AMB is to improve upon the vanilla iron helmet add variation to the iron helmets, and the goal of WAF is to substitute a variant into the mix, so I just excluded vanilla and went with the AMB variants, which use a sublist (so even more variety). ... and there's the vanilla ones, so now I know why I didn't include any of the vanilla iron helmets in that list:
  18. Tagging 'dropped' for 2.3, since we're picking up Difficulty Persistence Fix, which incorporates this mod.
  19. Discussion topic: SkyUI SE - Difficulty Persistence Fix by Torwak Wiki Link This is necessary for now under game runtime 1.6.1170. I've been running it for a while now with no issues. This mod also includes the Flashing Savegame Fix. Tagging as 'accepted', given it's required for proper SkyUI functionality.
  20. I've confirmed that the AddItemMenu functionality of this mod doesn't work under 1.6.1170 version of the game. Vote to drop for 2.3, since we have accepted Stay At The System Page NG
  21. I must agree and vote to drop this mod if for no other reason than we then don't need to consider umpteen-gazillion other mods that make analogous changes.
  22. This is what I'm doing for 2.3. Nice to find this topic, as I came to this same conclusion independently (after having totally forgotten this convo ;))
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