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Posted

I just uninstalled it and cleaned my games of it according to author's instructions. Then reloaded each save. No issues of corrupt saves. I'd just rather not deal with the constant disabling since I'm going to be testing for STEP.

... and that is the primary reason why I will not use mods that have unresolved questions associated with them. It just muddies the testing waters with more uncertainty.

 

I don't think it is blacklisted for STEP, but I certainly would rather we try to reduce glitches and associated issues as much as possible until Skyrim mods mature more. We'll likely come back to this mod and others like it at some point. Plenty of worthy candidates to keep us busy in the meantime!

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Posted

I've done further testing on the save game(s) I've been having problems with as described previously. I'm still having some problems with them after removing Player Headtracking and more testing. Player Headtracking is likely not the cause of the problem even through removing it reduces the problems somewhat.

Posted

I'll keep it on hold though until we know more. You may need to test with vanilla + PHT on a new character (or an early save of your same character).

  • 1 month later...
Posted

It's been updated apparently because of Mod Incompatibilities

 

Version 3.3 - Resolves incompatibilities with lots of other mods. There was a bug when this mod got installed or a new game with this mod enabled got started while there was any other mod active that attached a script directly to the player. This caused the inner variables of an Actor Array of mine to be of the type of the script of the other mod which was attached to player. Since my Actor Array is used to store headtracking targets, any other actor that did not have the same script attached as the player from the other mod couldn't be headtracked anymore. This bug is now fixed.

Posted

Ditto, but I uninstalled it do to testing for STEP. I was tired of uninstalling it every time I tested something so I'd be testing on a pure STEP installation. Did the same thing with Harvest Overhaul.

Posted

I would love to but there is two main issues that popped up last time:

 

1) A small select few reported it caused save game corruption.

 

2) It's a 3rd person only mod, which would suggest it belongs in a pack rather than in main STEP.

Posted

I would love to but there is two main issues that popped up last time:

 

1) A small select few reported it caused save game corruption.

 

2) It's a 3rd person only mod, which would suggest it belongs in a pack rather than in main STEP.

 

Theres already 3rs person only mods in step tho no?

 

 

Sent from my iPhone using Tapatalk 2

Posted

I would love to but there is two main issues that popped up last time:

 

1) A small select few reported it caused save game corruption.

 

2) It's a 3rd person only mod, which would suggest it belongs in a pack rather than in main STEP.

Theres already 3rs person only mods in step tho no?

 

 

Sent from my iPhone using Tapatalk 2

There may be ... can anyone confirm? (yes, I should know, but I have been focusing on other stuff lately as per the announcement).

 

All third-person mods should be relegated to a Pack IMO

Posted

After looking at it in more detail I am not having any problems with it.

 

We have added some mods lately like Dual Sheath Redux that affect 3rd person views as well as NPCs in first person views. It seems like the criteria we have been using for inclusion in standard STEP is whether the mod also affects 1st person views.

 

We haven't had much time lately to pursue STEP Packs. Perhaps we can identify names/focus areas for a few initial packs and at the beginning add slowly to them. There hasn't been much time to focus on creating Packs and simultaneously populating them with 5-10 mods while we are trying to keep the basic STEP list evolving at a reasonable rate.

Posted

Agree. this is why Packs are not around yet. STEP sort of needs to be more finalized before we go about adding modules that sit atop this kernel. ... and that means that the mods need to evolve a bit more in general (particularly lighting and weather).

 

As long as NPCs are affected, any third-person mod should work out fine ... it's just that mods that are only apparent in the third person seem largely redundant for many users (I personally could not imagine playing in third person ... I want to BE the character, not the puppeteer).

 

A third-person pack is thus ideal for those player types, as anything affecting first person affects third as well, but not the other way around.

Posted

I guess I sort of feel that way about first person view! :)

 

I prefer the way the game looks in 3rd person - like I'm the author/director telling a story perhaps. I also find first person disorienting a bit as you don't have real immersive clues to what's going on like peripheral vision, quick glances to check surroundings... to give you the sense of being in the midst of the action. Seeing it unfold as the story I am directing makes more sense, at least to me.

Posted

Fair enough ... maybe I should try it more often I suppose.

 

I think that our first formal Pack should be a 3rd-person Pack then, as lots of people play this way, and many mods are specifically created for 3rd person; however, 3rd person will be more performance intensive as well as more plugin intensive, so it makes sense to make it an option rather than core.

 

I think we should accept this mod for the 3rd-person Pack and ask the community to help us isolate all of the best 3rd-person specific mods out there that would work nicely with STEP.

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