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boycad

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Everything posted by boycad

  1. ooo New Vegas is getting better. The consequences of different ammunitions was very complicated to mod, and unavoidable, last time I was there.
  2. Some stuff about "The fix is in!", from the "Calientes Texture Blender" forum. From Ozef below: For those Using MO - Install TexBlender anywhere you want - Go to texblend installation folder / open Config.xml - Uncomment <TexOutputPath> and put MO overwrite folder path like C:\Mod Organizer\overwrite\ DON'T Forget the f***ing last anti-slash - Save Config.xml - Add the TexBlend.exe in MO executable - Launch via MO and your good to Go. This way the modified files should go to your overwrite folder instead of directly modifing the original texture
  3. Regarding how this interacts with CACO, which displaces 101Bugs but recommends "Lepidoptera of Skyrim (CACO)": CF should overwrite Lepidiptera, w/o Monarch Wing or 101bugs fixes; see forum reference.
  4. Im just looking at 'children' this evening, and there's been a whole raft of patchs released for Skyrim Children Overhaul just last month https://www.nexusmods.com/skyrim/mods/73932/? Have you seen them or tried them? SCO has a more far interesting look, I'd say, but its not a Gamwich mod. You may be confusing SCO with the Rustic Children Overhaul, which is certainly trademarked Gamwich.
  5. ...perhaps some suggestions about which files to remove and disable, if we still wanted to use this mod, with a more recent STEP-type installation, circa 2.2.9.2, would be helpful. Maybe thats something even lowly punter I could do, editing back once I get there.
  6. Im curious about how people evaluate textures. Keeping in mind its a matter of personal taste, would you care to elaborate? ...Maybe these textures do seem a little crude, and I think he mostly adds quite a few hanging things to the landscape. But then, Im not always sure I know what Im looking at.
  7. edit: linked again; see above. It was supposed to be to the Gamer Poets ELfx video, where he says... "the only two mods that are known to be officially 100% incompatible are..." This is regarding Neovalen's post on Relighting Skyrim https://www.nexusmods.com/skyrim/mods/17609/?. I get the impression that the conflicts here are because Relighting Skyrim changes the location of light sources *mainly*(?); while among other things, ELfx also does a little of that... This would mean that its a soft conflict, where some locations wont pan out as well as they should; too many light sources, or at worst, object overlaps. If Relighting Skyrim changes things like making the fireplace the light source instead of some random interior point, and ELfx doesnt because thats a whole lot of leg work, then RS should be preserved, alongside ELfx. nb. to duplicate that link above... https://youtu.be/G0Y08_6TpCM?t=10m11s
  8. Well, Drigger did get back to me, and he (or she) was very helpful. So that means I could use it, and I would probably know if it changed anything from SMIM by the display of a conflicting file in MO; but then again, I might not. I could include SMIM in the SMC operation, but although Drigger has choreographed the merge with the importance of this mod in mind, assigning it "a very high priority", I would still drop below the minimum control threshold I established, as I wouldn't be able to scrutinize SMIM, which is my touchstone or benchmark (in the surveying sense). To continue then, that means that despite the potential here, and it looks like there is some, the number of ways I can actually use this mod are getting fewer and fewer. I guess if I actually used it for a combination and tried to work with the output, then that envelope might start to open up a little. The bottom line is the author seems to be talented or skilled or however you say it, and the installer is overpowered relative to the task. That means its nifty to use, but its proper application is limited to the scripted install of a large selection of HD textures and other material; basically the fruit of the authors own Nexus browsing and tinkering sessions in a high-octane package. Theres absolutely nothing wrong with that, of course. But its so close to being something more. A basic category and tag system would instantly make it more versatile; better documentation and tool-tip type info would be great as well. It already recognizes mod containing scripts, and some other attributes; that's apparently from manual tagging in the .ini, but still... its really nifty, but like a sports car in a well-policed city. Anyways, theres lots of good HD selections here, so thats something to start with. Personally I have no trouble browsing and selecting mods myself, and actually kind of enjoy it. Ive moved it much further down in my install sequence, and thats all for now. -bc
  9. "Custom Placed Trees Megapatch" https://www.nexusmods.com/skyrim/mods/65534/? Its accompanied by nice clear instructions. I used SFO 2.4 and so skipped the SFO 1.91 and SFO 2.3, god help me. No real testing to report, but it looks good, as far as I can tell :)
  10. Ive had similar questions. The link above should tell you what you need to know: You dont need to install everything in STEP Extended to be eligible for the STEP Extended multi-patch. Similarly, you can install more and other than STEP Extended lists. >For the Extended Patches you have to answer, "yes" that you did install Realistic Ragdolls & Force. They also require the following plugins to be active in your load order: (see list) Also, I caught EssArrBee on Reddit a few weeks back, re. this topic @ https://redd.it/45v5ey Theres still quite a few questions, such as CACO not needing by reason of inclusion 'Realistic Ragdolls', so ...? But in general, it seems to be coming in to focus. I've fired it up, but haven't pulled the trigger yet.
  11. So, Ive been 'researching' this for a few days, and some of the results are: -The tool looks good, is well documented and up to date. It offers a way to trade some control for better speed and convenience in the build process. -Based on this, I have an idea of how I want to use this, and also how it might fit in to STEP, which is to say... i) an alternative build path ==Only For Textures==, and textures of a certain sort, i.e. passive, straight-up uncomplicated non-modded and uninvolved attactive window dressing -type textures. We'll see how that rule goes. ii) meaning, used after STEP 2g, after SMIM, but before the Extended Multi-patcher, meaning its supposed to take a good chunk out of STEP 2f, 2g, 2h, and 2k, while adding more flexibility (vis a vis strictly following the step guide) and maintaining dependability. Theres quite a number of "Detailed Instructions" within those margins which will hopefully be automated to satisfaction by the SMC texture-bot. There are also quite a number of SMIM patches in the texture universe, and the *main* thing Im hoping to achieve is having all applicable textures properly patched back to SMIM, without having to do it myself. iii) Im also putting the operation after CACO and its food and potion textures, Radiant and Unique Potions and Poisons, because Im focusing on Alchemy and want to use the CACO-STEP patch after this. ELFX is also after this operation. iv) It might make a good guide. Ive also pm'd the mod author and the gentleman from Yamm about this. A working guide would mean sorting the stuff from the above sections which is able to be covered by SMC from the stuff which should still be handled separately. To that end: OUT-- SMIM SFO CoT and all other weather stuff... ... anyways, Im still working on this, slowly. This is just a progress report.
  12. Yes, its still alive and being both maintained and developed. Heres a video (by Chabal) on SMC for the curious: https://youtu.be/RmVDGa4sfxE It seems to provide a function which may not be within the aims of STEP as one understanding would have it, but it may also provide a degree of flexibility to the guide which would represent the naturalistic side of the project. *ahem* sorry i hope I don't regret writing that. What i mean is that I use STEP as a rough guide rather than a rigid guide. This thing might help out, especially with textures, allowing a user to pick and choose a whole bunch of different things according to their whim, kind of like a semi-automated 'User's Choice' section. maybe. I plan to try it out.
  13. It would be a juicy bit of playing to have those giants out of their cave hot on your heels, buuut... I would prefer to have a working Civil War, or not take any risks of breaking it. Further I assume it would rule out the Civil War Overhaul, which is key for me. If the mod could somehow be limited to incidental encounters, it would be fine. alas.
  14. oh there you are. I just mentioned your patch. The instructions seem clear enough, and I love anything that ties together different but parallel works. I'll be testing it in, ahem, probably about a month from now when I'm ready to start playing.
  15. Seems like there are helpers out there. If it hasnt already been done, I introduce you to the CACOSTEP Multipatch... https://www.nexusmods.com/skyrim/mods/71222 That would make install order: CACO and the other stuff needed for CACOSTEP installed before the STEP Extended installer, and after CCOR; and then the CACOSTEP installer run after SMIM and the STEP Extended installer, I'd say.
  16. More questions on this... Im a slow tester. Apparently 1.7 replaces or obivates *all* (!!??) the .esp's from 'Cloaks of Skyrim', WiC, and Bandoliers. These mods should probably be installed first, or perhaps simply a lower priority will be sufficient, to allow the CCOR 1.7 package to dependably assume the function of these .esps (presumably through the MCM. (thats actually sort of question). Can I still stop Imperials from (mostly) having cloaks? see Smile44's guide along these lines https://wiki.step-project.com/Pack:Survival
  17. ...for example, I use it with my ps2 numberpad (cherry red). Its pretty useful for any sort of even slightly exotic keyboard lay-out or irregular user interface hardware. It worked cleanly for me, but I would like to know if any limitations or interference has been noticed.
  18. Here's a pretty good video tutorial on the subject by Chabal https://youtu.be/dwLzvnwjx5A Also, I will try merging the plugins with Mator's Standalone, so I'll get back here if theres any problems I can find.
  19. Yes, to that question from three years ago :) It seemed to work quite well. Alchemy is pretty confusing and hard to work, but just gaining the knowledge from recipes was nice. I think I would have preferred fewer recipes in the merchants inventories. I have a vague memory that the books were pretty extensive and illustrated, maybe a bit too wordy, but that was fine. The core function worked smoothly, but it hasnt been polished very much. Im also not sure about its compatibility. I'll be trying it again soon, together with the Alchemist Journal mod.
  20. Perhaps the, erm, report page for this mod should mention that it patches with Perseid's Taverns - Realistic Rooms and Rental Enhanced, and so that mod should be installed first in order for the AIO installer to allow the the patch plug-in to be add-able?
  21. I like where this is going. Theres a hundred different ways you could tease with the information according to an alchemy skill, and it would make visiting the herbalist much more important. I guess actual game penalties should be more precisely related, though. That was two years ago that you posted that, though.
  22. Seems cool. umm can I have permission to have the mod distributed to me, please? ... or should I contact the author directly?
  23. I am trying to use this. It does sound better, and its newer. I'll try and report back, but it might be a while. In the mean time, would you say which other mod in the STEP compilation (the multi-patch?) requires it, please.
  24. umm just because it looks useful and smooth and all that... is it possible and practical to use it with just ENBoost, and not a full enb active?
  25. go on... I'm listening. edit: https://youtu.be/G0Y08_6TpCM?t=10m11s
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