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hellanios

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Everything posted by hellanios

  1. Qot hasn't replied to my PM yet. How should we proceed?
  2. I'll send him a PM. The problem is that it seems he hasn't been around for quite some time. He doesn't reply to posts on the nexus and hasn't updated the progress for the next version of the mod.
  3. I hope that the rest of his patches are ok.... :p EDIT: I believe the lines from 3 should be like this based on the other lines. Although I'm not so sure about thay I think they should be added between the lines: AND Non-playable
  4. Ok, so I did a comparison among three files, stats.xml 2.2, stats.xml 2.5 and stats.xml from qotsafan. 2.3, 2.4 and 2.5 are identical so no changes among them. 2.2 and 2.5 have differences. Differences that exist in qotsafan's xml, too. 1) 2.2 and qot's: 30 12 2.5: 26 13 2) 2.2 and qot's: 1.5 2.5: 2.0 3) 2.2 and qot's miss these lines while 2.5 has them: Radac Necrolyte Necrowitch Astrid Greybeard Moth Priest Nocturnal Azura NOTICE: These lines can't just be pasted in qot's xml. They need editing. I say this because the other dreamcloth exclusion lines that exist in all three files are different in qot's xml. 4) 2.2 and qot's miss this line while 2.5 has it: Ballista 5) 2.2 and qot's have this line while 2.5 doesn't have it: brokenmod.esp
  5. TBH, no but if you check when they were last modified you'll see there's a difference. qotsafan's stats.xml 2013-8-02 and tendo's 2013-8-12. I don't know I may be wrong.
  6. I'm concerned that qotsafan's stats.xml is outdated. His last update was on the 2nd of August. Tendo has updated the reproccer 3 times since that date. 2.3(12 August), 2.4(13 August) and 2.5(10 October).
  7. I agree with everything you said. It can become such a great mod but it lacks the right person. I'm not trying to say that Grimeleven, who has alredy done a great job, is incompetent, it's just that he doesn't have the proper knowledge. Maybe someone could help him to make the project better and finish it. IMO this mod should replace the vanilla enchantments, not add new ones.
  8. https://skyrim.nexusmods.com/mods/41875/? Its predecessor is Animated Enchantment Effects It doesn't replace vanilla enchantments but adds new ones. The visuals are the only difference. Not all weapon types are covered because the author lack the knowledge in mesh editing.Â
  9. Hey Nearox,it's me again. :p I have another mod to suggest. Forgotten Magic Redone https://skyrim.nexusmods.com/mods/35339/? The best part of is that it comes with a SkyRe patch! Edit : Also, will you replace ASG with smart souls?
  10. new version of enemy RotE has been uploaded
  11. Hey dude unofficial skyre patch has been updated. one of the updates is synchronization with unofficial patches.
  12. That's really great!! One question that I have also asked qotsafan but hasn't replied yet. Shouldn't SkyRe be compatible with the unofficial patches?
  13. OK, thanks for the quick reply. I imagine the pack is compatible with ASIS.
  14. Oh I see. Nearox is suggesting the slight version of Enemy AI. I'm asking if we can use any of the other two version of the mod without any problem while using his patch.
  15. 1.I would also like to see Improved sneak detection in the list. It seems pretty interesting and Gopher uses it without problems so far. 2.Another mod that I suggest is Obis. 3.Can we use the other two versions of Enemy AI OverHaul---Revenge Of the Enemies---No Scripts Version or will there be any incompatibilities?
  16. Hey man you seem to know a lot of stuff about SkyRe. Maybe you could continue the work of Iroha by updating his guide for Skyre https://forum.step-project.com/showthread.php?tid=2252
  17. I have read so many things about tweaking grass settings and there are a lot of grass mods that I'm confused about the subject. Grass can affect your performance very much especially if you don't have a very good PC. So, I want to start this thread to gather all the pieces of info and suggestions you guys can provide. From ini tweaking to mods.
  18. Nationality:Greek Country:Greece Age:19 Occupation:Student
  19. I have another question concerning the DDSopt and the Bethesda Hi-Res DLC Optimized. I have only 1GB of VRAM. Thus I followed the DDSopt guide and used 1024 and 512 resolution. Since I optimized the textures with DDSopt, is it really necessary to use the Bethesda Hi-Res DLC Optimized mod? Which one will give better performance and visuals?
  20. OK, I see. How long will the guide still be in WIP? Are you close in finalizing it?
  21. That's great news! From what I understand this is easy for vanilla-bethesda's textures(the ones I had in mind). I'm looking forward to it.
  22. Is there a way to make a command line or a new batch file which will separate the ''indoors'' (e.g.caves, dungeons, houses) textures from the ''outdoors'' textures? I would like to use different resolution limits, 1k for ''outdoors'' and 2k for ''indoors''. Of course this should only be done(if it can) while keeping your current work intact.
  23. Discussion thread: Stable uGridsToLoad by Altimor Wiki Link Based on the feedback this mod does help solve the ugrids problem!! I think everyone should try it out!!Accepted for 2.2.8 MT: We especially should be testing these *.dll/SKSE code appendages together (Player Physics, Safety Load) I tested STEP:Core 2.2.7 without (left side) and with (right side) Safety Load, Stable uGrids, and Player Pysics. Here is SPM output from running the intro cart ride + fast travel to 9 different parts of skyrim, including Solthsiem + approx 30 second wait without mofing at all. The peak is the cart ride and returning to Windhelm from Solthsiem in both cases. Very little difference and no issues with either run. This does not really support for use in STEP:Core, but it does not refute it either. The true test is with STEP:Extended or Core with several demanding Packs installed and hours of gameplay with and without. Edit: Stable uGridsToLoad was dropped after the release of 2.2.9.2 due to concerns regarding a potential memory corruption issue that was never fixed. STEP does not recommend changing the uGrids setting. With DynDOLOD, there should be no need.
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