z929669 Posted April 4, 2013 Posted April 4, 2013 Just looking for a definitive confirmation from Farlo or anyone else familiar enough with the *problem*
torminater Posted April 4, 2013 Posted April 4, 2013 Well I'm quite familiar with this issue. The problem is the following: When riding around Skyrim (especially the riften and falkreath hold) cells/grids are continously loaded into the engine. If the data from these cells/grids is very large, as it is the case with a well-modded Skyrim, it temporarily floods the engine which then (to keep the game smooth) focuses on the cell changes only. This leads to the sudden stop of the extra "gimmicks" (usually scripts) like varying horse step sounds (even PC footstep sounds). As soon as the data is loaded, the gimmicks are reactivated, making the pause even more awkward. Same goes for all scripts, by the way. Gopher has encountered this issue, when trying to get rid of the crosshair during the ranged kill cams. If too much is going on, the script which should deactivate the crosshair gets put behind the other data which needs to be processed just like in a line at the supermarket. Will test this mod today. Update: only esp conflict is with Skyrim.esm. Didn't encounter any issues, so from me it gets a go.
z929669 Posted April 5, 2013 Posted April 5, 2013 Thanks once again torm (@ community, this is how MT is done ;) ) I agree and am comfortable approving this one tentatively.
z929669 Posted April 8, 2013 Posted April 8, 2013 Could one of the persons testing this mod create the mod page please? TIA
z929669 Posted April 11, 2013 Posted April 11, 2013 OP updated ... needs a mod page please (just follow the wili link in the OP)
WilliamImm Posted April 11, 2013 Posted April 11, 2013 While I was really waiting for someone else to do it, I created the page myself. I don't think this should belong in D - Fixes (pretty sure it should belong in L - Sound instead), but I set it to D first to follow your suggested order.
Omolong Posted April 11, 2013 Posted April 11, 2013 I do agree with WilliamImm, I think this would be better suited to being in L - Sounds.
z929669 Posted April 12, 2013 Posted April 12, 2013 Yep, should be sounds... must have been on crack in the moment I was posting that
TI_21 Posted June 28, 2014 Posted June 28, 2014 (edited) Apparently the missing step sounds have been fixed in the latest version of the mod by raising the priority. :)(That's how I interpreted the Read Me included in the files)If it works without problems the wiki needs an update, can't tell it myself since I'm still installing STEP. Edited June 28, 2014 by TI_21
lazygecko Posted June 28, 2014 Posted June 28, 2014 What priority values are they set to? AFAIK anything above 64 is going to make things very unstable and prone to crashing.One thing I did not like about this mod is that it seemingly doesn't differentiate between front and back hooves like the original sounds do, nor are there different sounds for different speeds like trotting and galloping.
TechAngel85 Posted July 11, 2014 Posted July 11, 2014 The notes for this mod needs to be updated. How so? There currently are no notes and only one file to download. Pretty straightforward...
EssArrBee Posted July 11, 2014 Posted July 11, 2014 How so? There currently are no notes and only one file to download. Pretty straightforward...I removed the note since there is only one main file and no optional files.
TheDane Posted September 11, 2014 Posted September 11, 2014 Currently this mod loads before AOS.esp in the STEP setup, but it must be loaded after AOS.esp to have an effect in-game. If you agree, I could update the mod note with a LOOT rule
TechAngel85 Posted September 11, 2014 Posted September 11, 2014 LOOT has sorted my IHSS.esp after AOS.esp... There are only 4 conflicts and they are all have to due with NPC horses. It's nothing major or game breaking.
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