statmonster Posted April 17, 2013 Posted April 17, 2013 I first thought of allowing the distance to be set in MCM. This would work for the PC but not really be practical for NPCsThe problem is how it actually works. You can't move objects via script... you need a separate item mesh that's offset. Interesting.BTW, I tried the Skyforge Shields which I discovered through your compatibility patch - I think it's pretty good and fills some nice niches. The patch works well too.
WilliamImm Posted April 17, 2013 Posted April 17, 2013 The Book of Silence is going to be updated with the Skyforge Weapons included - therefore, when that is release, I will update the instructions for this mod to also include installation of the Skyforge Weapons patch.
Neovalen Posted April 19, 2013 Author Posted April 19, 2013 1.5 - Shields will now dynamically move based on cloak/no cloak. This should prevent most clipping. Packs hosted on this page have been updated. Mesh fixes: Ebony Sword, Shield of Solitude. Bug fixes: Swapping one shield to other should be more reliable, some NPCs added by mods should now be detected properly (such as Vilja).
Neovalen Posted April 19, 2013 Author Posted April 19, 2013 1.5 - Shields will now dynamically move based on cloak/no cloak. This should prevent most clipping. Packs hosted on this page have been updated. Mesh fixes: Ebony Sword, Shield of Solitude. Bug fixes: Swapping one shield to other should be more reliable, some NPCs added by mods should now be detected properly (such as Vilja).
Neovalen Posted April 19, 2013 Author Posted April 19, 2013 Hey guys, do we have an "Included in STEP" graphic for my mod page at all? Just out of curiosity as I just got added to GEMS and got a nice little plaque.
statmonster Posted April 19, 2013 Posted April 19, 2013 So we need new patch packs for anything with a shield in it - Skyforge Shields, Immersive Armors and B-D-Y-E-B Shield Mod if we use them? (I think I've decided I like Skyforge Shields...)Â Seems to work correctly for the Skyforge Steel Light Shield anyway. What about staffs? Looks like Vilja has her shield on her back now. When I put on a fur backpack it kept the shield on my back and clipped it (which I think looks OK but not great) - is that how it's supposed to work. I couldn't remember how you left this. Did not try out the cloak feature.
Neovalen Posted April 19, 2013 Author Posted April 19, 2013 So we need new patch packs for anything with a shield in it - Skyforge Shields, Immersive Armors and B-D-Y-E-B Shield Mod if we use them? (I think I've decided I like Skyforge Shields...)Â Seems to work correctly for the Skyforge Steel Light Shield anyway. What about staffs? Looks like Vilja has her shield on her back now. When I put on a fur backpack it kept the shield on my back and clipped it (which I think looks OK but not great) - is that how it's supposed to work. I couldn't remember how you left this. Did not try out the cloak feature.Yeah new patch packs required for any shield mods. I updated the two on my page already. (IA / SFS) I haven't touched staffs at all, glad to hear Vilja works for you now. Nothing with backpacks yet.
Synixtrix Posted April 19, 2013 Posted April 19, 2013 Re:ALSO IMPORTANT: There is a conflict with Guard Dialogue Overhaul and the aMidianborn patch from this mod. To resolve this, either load GDO above the aMidianborn ESP or create a patch between the two mods using TES5Edit. 1. Does above mean before in load order? I have Guard Dialogue Overhaul.esp loading at ModIndex 56 and aMidianborn_Skyforge_Weapons.esp at ModIndex 57 at the moment. Is this correct? Thanks for any help.
TechAngel85 Posted April 20, 2013 Posted April 20, 2013 We should provide details on how to create a patch if we're going to be including mods like this.
Synixtrix Posted April 20, 2013 Posted April 20, 2013 I was going to ask if there was a Guide to creating a merged patch for conflicting mods - the video on TES5Edits Nexus page is not as clear as it could be. I would much rather create a merged patch than mess with my load order. But is my load order above correct?
Vond Posted April 20, 2013 Posted April 20, 2013 I was going to ask if there was a Guide to creating a merged patch for conflicting mods - the video on TES5Edits Nexus page is not as clear as it could be. I would much rather create a merged patch than mess with my load order. But is my load order above correct?https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited#aMidianBorn_Book_of_Silence guides you on how to make a patch (not a merged patch ala FO3 etc though) for this specific issue (and other issues for the specific set of mods included in Skyrim Revisited)
TechAngel85 Posted April 20, 2013 Posted April 20, 2013 I don't know. I haven't installed this one yet. I don't care for the complexity involved.
Neovalen Posted April 20, 2013 Author Posted April 20, 2013 I don't know. I haven't installed this one yet. I don't care for the complexity involved.Complexity? Install, run patch, activate new esp, play. It really is that simple. Unless you mean needing a skeleton? Not any harder than AV, SkyRe, or the like.
mobias Posted April 20, 2013 Posted April 20, 2013 I'll just throw my two cents in... I've been plugging away slowly with this huge STEP endeavor, and as much as I applaud all the hard work that's gone into it- it isn't easy...even for me, whom spent more time messing with morrowind mods than i did playing [or finishing] the game. I told myself i'd not do that again, but to find a simple, essential list of mods to clean everything up and make it look pretty. Well here i am again. I have to keep a friggan notepad to keep track of the dozens of things I need to remember to configure this project correctly, and even with all that, i'm sure i'll have messed something up. Its not the mods themselves, its all the utilities that come with their own in-deph configuration, the ambiguous order of operation [compress textures looks fun- one mod at a time, or all later? or at all??], the quirks and procedures that add to the fun. I'm not a developer or programmer, but it does sometimes feel like you have to be one, or at least VERY savvy. With that being said, I can see this mod list getting bigger and bigger with each release, and the mods selected seem to be just a 'tad' more complex to configure. This one might not be THAT bad...but it does beg the question....do we really want mods that require creating patches and/or known conflicts with other STEP mods etc? Like i said, less is more, and this mod is cool [no disrespect to the author], but if we have to keep a journal of what needs to be loaded in what order, because there's like 15 different mods that require such attention...maybe we need to wait till they are a tad more polished, or finalized... It's going to be really hard to not look at the change log when I'm finally loaded up, to see all the bugs i should be fixing, and trying to update the mods. [contrary to recommendation i know]. Anyways, sorry to rant in this one particular mod's thread. perhaps i should place this somewhere else?
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