
johnnyboy88
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Problem with loot priority not going above 127
johnnyboy88 replied to tadams2tone's question in Other Utilities Support
Must be due to changes in new LOOT https://loot.readthedocs.io/en/latest/metadata/data_structures/plugin.html -
SKYRIMLE Lush Trees and Grass by SparrowPrince
johnnyboy88 replied to DoYouEvenModBro's topic in Skyrim LE Mods
Yeah ULO is my favorite so far but you're right it is rather heavy. Lush is lighter but looks silly. So I'm just using SFO v179e. I haven't tried 182b/183 yet. -
SKYRIMLE UFO - Ultimate Follower Overhaul
johnnyboy88 replied to Ichigo2012's topic in Skyrim LE Mods
I used AFT for a while as well. But recently switched to EFF and totally like it better. Oh, and if you use AFT and decide to remove it for whatever reason, AFT leaves a lot of junk in you save files I found out. If you check your papyrus logs after removal you'll see what I mean. They might be benign warnings about not finding scripts, but there's a lot of them so it shows you just how "intrusive" or script intensive AFT is. -
SKYRIMLE Lush Trees and Grass by SparrowPrince
johnnyboy88 replied to DoYouEvenModBro's topic in Skyrim LE Mods
I used this one for a while as well, but have to agree that some of the trees did look off, or silly as was mentioned. What I did like what how it filled them out though. It made the trees look more full which was nice. -
Unique Grasses - Nature and Landscape Enhancement by Josh Ezzell I see some grass mods being mentioned lately so I thought I'd mention the latest one. It's looking pretty nice so far. It has good compatibility with other grass mods as well. It adds 22 grass types and increases density for those that can handle grass mods. Image list of the added grass types Compatibility - It works great with Vurt's Flora Overhaul. It is not recommended to use my mod with Vurt's 'Overgrown' edition, they are incompatible. Vurt's Summer Edition should be fine. Let me know. - Compatible with ULTIMATE LUSH OVERHAUL by SkyrimENB - Compatible with Lush Trees and Grass by SparrowPrince. - Compatible with Glorious Grasses by jack254 - Compatible with SkyRealism - Grass by IndigoNeko - Compatible with Grass and Grass by MannyGT - NOT COMPATIBLE with Dat Grass (which has been hidden by it's author) - NOT COMPATIBLE with Beautiful Landscapes - Skyrim Grassification Project by Skyrimaguas - NOT CURRENTLY* COMPATIBLE with Grass on Steroids by Skyrimaguas *A version for 'Grass on Steroids' will be made soon.
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Profile Manager https://skyrim.nexusmods.com/mods/10345//? and ENB Switcher https://skyrim.nexusmods.com/mods/33319/? These are kinda useful. The only problem with the profile manager is; if you use it with MO the saves don't show up in MO's save tab list to check which mods you need. The only thing you can do at the moment would be to create a profile for your character in MO as well. Then, when you need to make some mod changes you could just manually move your save files back into the default save directory to check them if you needed to; then move them back to the profile manager directory when done. Or use the console in game and prefix all your saves, then there is no need for the Profile Manger I suppose. But if you haven't been using a prefix or unique save name every time, then this will sort your saves based on character name. The ENB Switcher currently only works with the wrapper and not the injector enb version.
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Which is why I provided the link to the utility in the first place. I understand going to the site is not everyone's cup a tea. Just because something is being openly discussed doesn't make it any safer either really. And could actually be more dangerous. Let me put to you a scenario. Let's say someone creates cool new program X. totally legit version 1.0 and puts it up on a well known forum/site. People are all like cool this is great. It needs internet access for whatever reason so people let it through their firewall. Okay cool no biggie right? After all, everyone says it's a great utility. Well, now the creator releases version 1.5 with cool new feature Y. Only what isn't told is that bad/malicious feature Z is also packaged with it. Now, all these hundreds of people download the latest bleeding edge update. Oh, it needs internet access like last time, lets just click my firewall's allow access button again. Now they've given malicious code Z access to their computer and internet. Because it's brand new there is no virus definition for it. So the only way they'll ever know is if someone notices the malicious behavior in their administrator logs or has really good HIP protection. Oh yeah. Did I forget to mention that it requires you to right click and run as admin too? No biggie. Everyone knows half the software out there needs to do that to get it to work. It's so common that most people just turn UAC off. Now, let's say that someone does notice and reports it to their anti-virus company. It takes a little while for their anti-virus company to write a definition file and distribute it to other companies software databases. And all those companies use the same database too right? That's why there's different companies and software choices right? They're all equally effective right? Of course not. So not everyone is going to get that definition file. So this person also lets the site admins know about it. The site admins take it down and ban the offender. But how many people check all their mods pages and posts to see what's going on? How many mods do you have? Do you check them all every day? Meanwhile, The malicious creator is just creating another account via proxies and starts again with cool new utility T. That may be an extreme scenario. However, I find that far more dangerous and worrysome than a random file. If a random file like that were to be malicious, The author would know it wouldn't reach very many people. Therefore, would probably not try as hard and probably reuse other malicious code. In which case your anti-virus software would have a better chance of detecting it. Anyway. It's just an attempt at a mod merge utility so not many people are going to be all that interested in it anyway.
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I can. Though I don't really see the difference. If someone is going to download it it's not going to change anything. I mean someone could just as easily put it up on Nexus and it doesn't make something new any more "safe". Not only that but this has the source code if you're that concerned. But whatev's, no biggie, here you go -- https://www.loverslab.com/topic/17632-prototype-mod-merging-utility-skymerge/
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If you use MO everything has to be run through MO. So in other words point it to MO so you can launch SKSE from MO. I would also point the INI's to your MO profile INI's as well. Though that's not really necessary as the INI's are there mostly for reference. Just be aware of what they are pointing to if you use those bottom two tabs.
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Convenient Horses has a script latency meter that might help you with testing if you're interested. But I have to agree with some others here. I've tried a lot of different papyrus settings and I've never seen any noticeable impact one way or another.
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If you're having problems with DDSopt. Give Optimizer Textures a try. I've found that it works rather well personally. Also, halving your normal maps can be rather beneficial as well. I've made most of my textures 1024 diffuse with 512 normals with some of them 2048/1024. Most of the time you won't notice a normal map that's half the size of the color map.
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FPS-limit, best setting for 75hz?
johnnyboy88 replied to Southman's question in General Skyrim LE Support
Yes. And in your very second post this is what you wrote. I directly answered your questions. So, I was just trying to clear things up by providing concrete information about how vsync, frame-rate, and physics work together and interact. A lot of people just throw things out there as tweaks and fixes and things you should try without really knowing the reasons why. It's just something they heard. With my links, I provided you the info on why things work the way they do. It's up to you if you find it useful or not. -
Ran across a new mod merge utility some of you may be interested in. Requires NET framework 4.5 Skymerge: Known issues: 1. Due to limited testing some record fields are probably incomplete when it comes to updating references. 2. NAVI record could probably be more efficiently merged. 3. Threading code used in the UI doesn't always get completely removed after program exits, so sometimes a reboot is required to use the program again. 4. Search was disabled because of UI performance issues, needs to be reworked. I don't know how different it is from this TES5Edit script: https://skyrim.nexusmods.com/mods/37981/? But I figure some of you may want to play around with it. From my understanding this is the final version the author is making. But the source code is provided if someone else wants to work on it. Apparently the author was successful with limited script merging as well. It was successfully tested with two spell mods with scripts from what I gather.