Jump to content

Skyrim Revisited Pre-Release Feedback


Recommended Posts

When you finish your shield on back mod an interesting (and probably ridiculously complicated) extension would be to have shields (and maybe bows and quivers) carried by horse riders shown as being carried on the side of the horse.

 

Interesting idea... but your right probably horribly complex.

 

My mod is going well as stated before I have to do meshes for some of the weapons yet but having trouble with some of the weapon placements on xp32 skeleton so I may have to make a modded version to include with it. Luckily the permissions on the skeleton are wide open.

 

Mainly my concerns are on the male side of things as female appears fine.

 

Script is perfect except trying to get NPCs to transition properly when the user disables NPC shield on back. I should have that fixed soon however. I have a few ideas on how to do it.

Link to comment

You write:

 

"This mod needs a small translation from German.

...

Select MVABasic.esp then click [OK].

Expand "Worldspace" and select the "0001A26F" node.

Drag the "FULL - Name" record from Skyrim.esm to MVABasic.esp.

Click the [X] in the upper right hand corner, uncheck "Backup plugins", and click [OK]."

 

However isn't Himmelsrand for Skyrim in 000003C the same translation issue as Weisslauf for Whiterun which you correct above?

Link to comment

You write:

 

Regarding Soul Gems Differ - Full and Empty you write

"Open TES5Edit.

Select all Bethesda ESMs, Unofficial Patch ESPs, and Soul Gems Differ - NS - E.esp then click [OK].

... select the "0002E4E4" node.

Drag "OBND - Object Bounds" from Unofficial Skyrim Patch.esp to Soul Gems Differ - NS - E.esp.

Repeat this for the "0002E4F4" node.

..."

 

Why do you do it for these two nodes but not 0002E4E2 and 0002E4E6 which seem to have the identical issue of not carrying changes from USKP forward?

Link to comment

You write:

 

"This mod needs a small translation from German.

...

Select MVABasic.esp then click [OK].

Expand "Worldspace" and select the "0001A26F" node.

Drag the "FULL - Name" record from Skyrim.esm to MVABasic.esp.

Click the [X] in the upper right hand corner, uncheck "Backup plugins", and click [OK]."

 

However isn't Himmelsrand for Skyrim in 000003C the same translation issue as Weisslauf for Whiterun which you correct above?

 

Because the worldspace is already covered by the General Patch.esp

Link to comment

back to SkyUI guys :) i wonder if anyone get it running with Wet and Cold... skyui nexus cross post follows:

 

Skyrim 1.8 with respective SKSE, SkyUI 3.3 (havent tried 3.2 yet), using 21 MCM related mods

 

First try mods:

Achieve that!

Auto unequip ammo

Better fast travel

BFS effects

Deadly dragons

Dynavision

Frostfall

iHUD

Lock overhaul

LoS

Player headtracking

Shooting stars

SkyUI

The dance of death

Thieves guild req.

Unread books glow

*******************************************************

Second load mods:

Convenient horses

Minty's lightning

Predator vision

Realistic needs

*******************************************************

Not working in MCM with any trick etc found here:

Wet and Cold

 

-- this happened with an older save where only iHUD and SkyUI 3.1 were present, so all the other mods were completely new for registration. when tried with even older unmodded baseline after-helgen save, all mods registered at first run except wet and cold, but i got one time onscreen messages for frostfall, horses and get snowy so wet and cold scripts are obviously running

 

with 3.2 SkyUI, all my mods loads at first run (with unmodded save) including wet and cold. so as a quick and dirty solution for wet and cold, i have overwrited 3.3 SkyUI with old 3.2 ski_configbase and ski_configmanager files which works for me now, so i have 3.3 fixes with 3.2 mod registration. every mod from the list above works now in MCM

Link to comment

Yeah this SkyUI fiasco is a little tiring... hope they sort it all out soon.

 

Lucky for me, my personal mod was unaffected and it didn't stop my progress.

 

Mod scripting is now READY FOR RELEASE. Only thing left is meshes (weapons and skeletons).

 

If anyone is a good NIF expert out there, I could use your help. Send me a PM (make sure your PMs are enabled please!). I can do most of the weapons but a few of them confuse the crap out of me.

Link to comment

another topic came to my mind - am i right (i believe i saw it somewhere) you are using EFF? or is it AFT? anyway, i am sticked to EFF in big hopes it will be the first follower mod to use MCM, and i am almost sure i don't have to use "my home is your home" as EFF residence is the same functionality... just want someone to confirm that for me :D i am closing to 230 esp/ms now (even with doing compatibility patches into one file and joining several older small mods together) so every removed esp helps :D

Link to comment

So, here's a rough spot I ran into going through the guide. Might be just my bad, but I present it in case other people get confused:

 

When I get to the Tools section of DDSOpt, a link to Settings and INI are provided, but my eyes passed right over them as the directions to use them were not as explicit as much of the rest of the guide is.

 

The other, also related to DDSOpt, are lines like the following:

"Click the [browse] button near the top text box and select the temporary vanilla directory(i.e. C:/Working/Vanilla)."

 

I did not realize that "select" meant "Use Folder" as appears to be laid out by the Settings link. It is possible that making this more explicit could be useful to people.

Link to comment
Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.