EssArrBee Posted November 21, 2015 Posted November 21, 2015 Well, I added them all back in this morning because the compilation was never confirmed to be accepted for this release or not. So you might have to remove them again, if we add in the compilation. I've updated the Launching STEP:Skyrim section with the LOOT rules. EDIT:That's about all I have time for before work. If you guys release today, the rest will be up to you two (Ess & DY). I'll be available again around 8:30cst tonight.Not sure I need to get the compilation accepted. It's a compilation of accepted mods already. I just add them into one package.
TechAngel85 Posted November 21, 2015 Author Posted November 21, 2015 That's not what I meant. Added... Didn't know if we'd decided that the compilation would be added this release.
EssArrBee Posted November 22, 2015 Posted November 22, 2015 What do you guys want to do about Farmhouse Chimney's CRF addon? I think we may have to drop it for the time being and try to get a hold of Scarla when she returns. I messaged SP to see if we could get that addon updated since he has done some chimney stuff for that mod before.
TechAngel85 Posted November 22, 2015 Author Posted November 22, 2015 That would be best. Mator's tool works very well, but that just complicates things more for users.
EssArrBee Posted November 22, 2015 Posted November 22, 2015 Let's finally drop No NPC Greeting. We dropped Fast Travel Timescale Fix when we added it to the STEP Plugins and should do the same for No NPC Greeting. I think HQ Paper is missing too. I think the wiki may be a little weirded out.
EssArrBee Posted November 22, 2015 Posted November 22, 2015 Some of the new mods from Kajun are missing too.
TechAngel85 Posted November 22, 2015 Author Posted November 22, 2015 Sounds good to me. Users that don't use the Patches might be out, though. My personal patches use the STEP:Extended patch as their base so it's all good from both angles for me.
TechAngel85 Posted November 22, 2015 Author Posted November 22, 2015 One more to add to the LOOT list: Meta Rule InstructionsComplete Crafting_TrueWeaponsLvlLists.espLoad after:Weapons & Armor_TrueWeaponsLvlLists.esp Also, on the CCOR wiki page, the hotfix is no longer needed with the new update.Added and fixed. Thanks for the update! But Ruins Clutter Improved and Realistic Smoke and Enbers still seem to be missing. Additionally some of the new mods from 2.2.9.2 are now missing:Skeletonhagravenwispmothergiantmage outfitI'm not re-adding anything until Ess confirms he's not deleted them for the compilation. EDIT: just read some of the other posts. Seems the wiki is being touchy.
DoubleYou Posted November 22, 2015 Posted November 22, 2015 I'm adding back in all the mods that were not removed in the changelog. Until I have confirmation that the Compilation is ready, we might as well be prepared to release without it. We can easily remove mods from the list if we decide to add it.
EssArrBee Posted November 22, 2015 Posted November 22, 2015 I'm working on it right now. I need to know what mods removed that shouldn't have been just to make sure there aren't any extra overwrites. EDIT: Here's what I can include: - Distant Decal Fix - Bowlegged jump animation fix - Smaller Cursor - Ruins Clutter Improved - Realistic Smoke and Embers - Serious HD - Dragon Glyphs HD - Fixed - HiRes Legible Road Signs (Extended) - The Beauty of Skyrim - Dungeons (Extended) - Visible Windows - Bellyache's Creature Pack - Bellyache's Dragon Replacer - Frost Atronach HD - Improved Foorwraps for females (Extended) - Natural Eyes - Better Circlets (Extended) - Enchantment Effect Replacer (Extended) - Finer Dust - Skyrim Performance PLUS - Better Shadowmarks - Detailed Rugs - HD Sacks - Intricate Spider Webs - Better Animal Footstep - Realistic Wolf Howls
DoubleYou Posted November 22, 2015 Posted November 22, 2015 Well, I hope it was after I made some changes. The question is, are we going to include the compilation?
TechAngel85 Posted November 22, 2015 Author Posted November 22, 2015 If it's ready, then there's not any not to include it.
EssArrBee Posted November 22, 2015 Posted November 22, 2015 Are all the accepted mods listed in the Changelog? I just need to check there is no overlap so that we can just install it at the end. Makes it really easy that way.
TechAngel85 Posted November 22, 2015 Author Posted November 22, 2015 I've listed everything that I have personally marked as accepted in the changelog. Any time I personally mark mods as accepted I fix the boilerplate, updated the changelog and OP, create the mod page, add the mod to the dev Guice, and move the mod to Anthology. If I don't have time to complete all those steps, then I don't accept the mod until I have time. This way it's all fully completed once the mod is accepted. If you guys accepted any mods and didn't do that, then I don't know.
Recommended Posts