phryxolydian Posted May 15, 2014 Posted May 15, 2014 That is such an awesome improvement from Brumbeck, that man deserves a medal. Ess, how do I merge these esps into my patch? They have STAT records that can't just be "copy and override into" cause it would need to add them as masters. I tried doing the same trick as with Game Settings, Add > STAT - Static > typed any number with first two digits being the patch's # > copied Editor ID from SMIM > paste on newly created STAT but of course I can't drag and drop because this has a new Form ID as well. Same for the Placed Objects on the Worldspace Sub-Blocks. A bit lost..
EssArrBee Posted May 15, 2014 Posted May 15, 2014 You have to use the CK (not recommended) or you have to use the merge script. For the merge script, you merge your current patch and the SMIM plugins, but without the BDS one if you don't use that mod. Or, just wait a bit and I'm going to update the 2.2.9 patches in a moment to the latest version with the plugins included.
phryxolydian Posted May 16, 2014 Posted May 16, 2014 Just dropped BDS so yeah, I'll wait for your patch, Ess.
TechAngel85 Posted May 21, 2014 Posted May 21, 2014 Yet another update. Brumbek is on a role again, it would seem.
redirishlord Posted May 21, 2014 Posted May 21, 2014 I'm hesitant to apply the update (I downloaded it when prompted by the Nexus tracking page) as many of the mods in my profile have compatibility or patches with SMIM. I'm thinking I should wait to update all at once, right? I'm holding off on the USKP 2.0.4 update for the same reason.Am I being overly cautious?
TechAngel85 Posted May 21, 2014 Posted May 21, 2014 Nah, I only update SMIM once every two to three updates whenever Brumbek gets on his updating kick.
EssArrBee Posted May 21, 2014 Posted May 21, 2014 Nah, I only update SMIM once every two to three updates whenever Brumbek gets on his updating kick.This is only okay if no plugins are added during the update. If Brumbek adds or changes a plugin, then you should update.
TechAngel85 Posted May 22, 2014 Posted May 22, 2014 This is only okay if no plugins are added during the update. If Brumbek adds or changes a plugin, then you should update.I assume this is because you are merging those plugins into the STEP Patches? If it's merged into the STEP Patch and I'm using that updated patch then, yes I would update; however, if it's not merged or I'm not uses the updated patch (which I'm not) then there is no reason to update. New plugin just means new feature unless it's a bug fix for something in the previous version. Even then, unless it's game breaking I probably wouldn't update. Bad habit? Don't know but it's never caused me any issue so far. LOL! I'll update all my mods and the patches when I get into testing again which will be next week most likely. Right now, I'm still polishing the Soul Gems Differ FOMOD and then I told Saerileth that I'd check out her FOMOD to make sure it's working.
phryxolydian Posted May 23, 2014 Posted May 23, 2014 (edited) Yep. Well, all minus the BDS one,, since I no longer use it. I think they'll all be included with Ess' patch, minus the BDS one as well, if you want to wait for it but, nothing to fear if you want to do it yourself. Edited May 23, 2014 by phryxolydian
EssArrBee Posted May 24, 2014 Posted May 24, 2014 Brumbek is on a roll lately. Update 1.69 is out:Version 1.69-Edited SMIM-FarmhouseFlickeringFix.esp so it matches the USKP exactly to avoid confusion over conflicts. Reminder: you don't need this .esp if you use the USKP, but it won't hurt anything to load it with the USKP, too. -Removed Strings folder for SMIM-FarmhouseFlickeringFix.esp since I updated it. New translation files will be needed if you use it with another language. -Ever so slight fix on loadscreenreagent01.nif for Nirnroot UV mapping to remove ugly line on the petals. -Increased UV mapping size on all epic green dungeon pillars (cavegepillarXX.nif, over 150 placements) to greatly reduce the ugly. Thanks to Octopuss for pressuring me into fixing this! -Also a minor UV fix on cavegepillar03.nif for two misplaced triangles. -Also fixed the vertical UV stretching error on cavegepillar04.nif. -Vertex color fixes and UV seam fixes for cavegebalconycurve01.nif. Eliminated seams on both bottom and top surfaces. -Vertex color fixes for cavegebalconycurve02.nif. -Vertex color fixes and UV seam fixes for cavegebalconycurve03.nif. Eliminated seams on both bottom and top surfaces. -Vertex color fixes for cavegebalconycurve04.nif.Here is the interior cave wall fix he made with the UV mapping corrections: I'm beginning to think that vanilla textures, the HRDLC ones at least, were quite good and it is just a case of bad meshes that made part of skyrim so bad.
Kelmych Posted May 24, 2014 Posted May 24, 2014 For that example it's a much bigger improvement than the differences between some of the texture alternatives we've considered. I wonder if it also makes some of the previous cave wall texture comparisons obsolete (suppressing a loud wail of "say it isn't so").
phazer11 Posted May 24, 2014 Posted May 24, 2014 For that example it's a much bigger improvement than the differences between some of the texture alternatives we've considered. I wonder if it also makes some of the previous cave wall texture comparisons obsolete (suppressing a loud wail of "say it isn't so")./me eye twitches = phazer11's eye twitches/me lets out a snarl of rage = phazer11 lets out a snarl of rage/me hopes he still has the 80+ save files for said compares = phazer11 hopes he still has the 80+ save files for said compares
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now