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Everything posted by TechAngel85
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FEEDBACK v2.3.0 - Feedback & Bug Reports
TechAngel85 replied to TechAngel85's topic in Step No Man's Sky Guide
Yep. A lot of mods will need to update. Luckily the main tool is already updated to support it. The Step Guide is broken until I can verify all the changes and the mods within it are all updated. Many are already being updated, but we all know that Hello Games will often fire off small bugfixes at a rate of one or two a week after major version updates. They already have a new experimental branch and log in the pipeline. The Guide will be updated as I am able to get the work done. Personally, I'm limited to a few free hours here and there until my free days (Wed & Thur). You can still play the game, but just unmodded or with limiting to the mods that have updated. Keep in mind they restore the "DISABLEMODS.txt" file every update so it'll need to be removed again if you want to play with limited mods in the meantime. -
ACCEPTED Faction Fixes SE (by acidzebra)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Dragons are the enemy of everyone and everything, Cultist and Dragon Priest perhaps being an exception. This mod doesn't touch any animal or creature factions, though.- 10 replies
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ACCEPTED Faction Fixes SE (by acidzebra)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
I can say that I have seen more interesting interactions with fights after installing this. It basically just corrects the aggro and says who should attack who via factions.- 10 replies
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It won't be that long. We'll drop mods from the Guide if we have to. However, we will wait a while to give authors time to update.
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FEEDBACK v2.3.0 - Feedback & Bug Reports
TechAngel85 replied to TechAngel85's topic in Step No Man's Sky Guide
Thanks. Yeah, I need to updated those few things. Sounds like you did it right, though. -
ACCEPTED Majestic Mountains (by T4gtr34um3r)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Yeah. One user reported that one of the places was good. I haven't had time to check the other.- 86 replies
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GOG Version of Skyrim?!
TechAngel85 replied to ButchDiavolo's topic in General Skyrim SE Discussion & Support
https://www.nexusmods.com/news/14753 -
ACCEPTED Majestic Mountains (by T4gtr34um3r)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
Updated instructions for latest version of the mod.- 86 replies
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We've talked about just dropping this mod, because it really doesn't add any value to the game. It's just a village with nothing to do so it's just filling space. I think Helarchen Creek is the same; it's just generic content that fills space. No real reason to go there.
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ACCEPTED Skyrim Landscape and Water Fixes (by Wizkid34)
TechAngel85 replied to D1Z4STR's topic in Skyrim SE Mods
Yes, the changes make since, but not for this mod; totally agree. WizKid has told me, himself, that he is aware that mod's name doesn't match what the mod is today. I wish they would just rename it to something that makes sense and document better. As to dropping the mod, I will admit that my main issue is the mod covering a lot more than what is advertised or suggested by its title. Combine that with sparsely detailed changelogs and you end up with a mod that makes a lot of changes that users simply aren't aware that it is making. These changes aren't discovered until compatibility stuff crops up. It just rubs me the wrong way, for some reason. Anyway, if we keep it, I would say we drop the ownership bloat from the FOMOD (now that it's optional). Also install the RS Patch, as long as it's an ESL. If not, I will simply provide one on the RS page. Right now, the patch is incorrectly...well, patched; which I've notified them of. If they return that their edits are intentional, then I will make a proper patch and put it up on the RS page. -
ACCEPTED Skyrim Landscape and Water Fixes (by Wizkid34)
TechAngel85 replied to D1Z4STR's topic in Skyrim SE Mods
Going back and looking more closely, it looks as though this mod is flipping the interior...the reason is unknown until the author gets back to me. If I had the time, I would say just drop this thing and let roll any actual fixes into our own mod. It's just become a dumping ground any any arbitrary fix from this author, which may or may not be actual fixes. Many are just "changes", not fixes. -
ACCEPTED Skyrim Landscape and Water Fixes (by Wizkid34)
TechAngel85 replied to D1Z4STR's topic in Skyrim SE Mods
I'm going to have to ask to author. I have no idea why they're moving around a bunch of items in that interior. It's not documented besides saying the patch is needed for a fix they did, however, I don't see any issues with the interior in the CK or game...scope creep on this mod is ridiculous. Honestly, looks like the author is basically using as a dump for any "fixes" they've deemed appropriate. At any rate, that patch is reverting a light back to vanilla for some reason, which is why I have to ask...why is this mod even touching lights...or interiors for that matter... I'm still 100% for dropping this bloated mod. -
ACCEPTED Skyrim Landscape and Water Fixes (by Wizkid34)
TechAngel85 replied to D1Z4STR's topic in Skyrim SE Mods
I'll have to look. No idea what this mod would have anything to do with RS. -
Ah stairs. That, I'm not sure of. I've been having a hard time getting some NPCs in a house of mine to use stairs, as well. I haven't figured out why they refuse to use them, but will use the vanilla placed ones (as you've shown) without issue. I'd certainly like to know what is happening, myself.
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Just make sure the borders are connected (should be a box around the borders) and that you have finalized your navmesh on both sides of the cell borders.
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Always good to have cell border toggled on so you can see where you're working. It's one of the first things I do when working in exteriors.
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ACCEPTED Realistic Water Two SE (by isoku/SparrowPrince/TechAngel85)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
LOOT generally sorts it correctly by placing it neat the end, but there will be a few mods that LOOT will sort after it. Notably map and worldspace-type mods. Some patching will likely be required.- 72 replies
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ACCEPTED Realistic Water Two SE (by isoku/SparrowPrince/TechAngel85)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
That's an error in their master list because it's setting these mods to do the same thing, but can't due to the rules that are set. You'll have to contact LOOT. They'll have to fix whatever is causing it in the master list.- 72 replies
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This is a little off topic (I'll split this out if it's becomes a discussion), but I'm curious which of the AE content you feel aren't lore friendly and why? I'm always diving into lore for my modding adventures so I'm genuinely curious.
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ACCEPTED Hunters Not Bandits (by Raccoondance)
TechAngel85 replied to D1Z4STR's topic in Skyrim SE Mods
Sound good! Yeah, we have to remember that the CR Patch is both mod and patch for us. I kind of started that so if it doesn't jive with you or how you'd like to work, then feel free to roll whatever works for you. -
ACCEPTED Realistic Water Two SE (by isoku/SparrowPrince/TechAngel85)
TechAngel85 replied to TechAngel85's topic in Skyrim SE Mods
I see this has been answered, but correct. The CR Patch already had this. I added it on the last RWT update since that is official content via AE. If you want to remove them from the CR and use the patch, that is up to you. It's just two records. I also noticed the RWT load order issue with the CR when I was working on the RWT update. I corrected it on my end during that development, but I guess I forgot to mention it. Honestly, I think there are conflicting records that should have RWT as a master of the patch, but it's possible nothing unique from RWT is forwards so it may not actually require it. RWT should be a master of all the patches. Doesn't matter so much on the PP Patch.- 72 replies
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ACCEPTED Hunters Not Bandits (by Raccoondance)
TechAngel85 replied to D1Z4STR's topic in Skyrim SE Mods
Don't tag me if you aren't going to wait for a response. But, yes, you just need to remove them. They're likely old and have become redundant with mod updates over time. -
Terrain Clipping - Are Others Seeing The Same?
TechAngel85 replied to mooit's topic in General Skyrim SE Discussion & Support
It's vanilla issue. Everyone is going to have it. You'll have to edit the landscape to fix it. -
No disagreement, but how are you "turning these on and off"? MO actually counts them as original content so there aren't any toggles for unticking these files in MO. You must be going beyond the scope of the Guide and setting them up as individual mods in MO or not downloading them all, which has lead to the confusion. We instruct to download all the CC content in the Setup Guide, which is a prerequisite to completing any of our Guides (granted it's only mentioned on that one instruction line so it could be easy to miss). It's also mentioned at the top of the Guide that the AE DLC is required. Nothing about those two instructions say any about them being piecemeal. I think it was your own assumptions that were messing you up. I do see that Z updated the notice at the top of the Guide, though, so hopefully that is crystal clear now. Why am I pointing this out and asking about how these are being "turned off"? Well, we typically recommend the Guides to be installed all the way through (we also mention this in the Guide...or did in the past). This is so any user's own deviations won't cause support issues. Once the Guides are confirmed running and set up properly, users can customize them as desired. This "standardizes" the Guide installs across all users so the Staff will know, 100%, what to expect and what should be happening when support does come up. If anyone deviates from that, then it's far harder for us to know what is going on. This is why our responses were what they were, above. With that said, it's perfectly okay to deviate as much as you like (even if it's just putting that AE content within mod listings)! Just be aware that we may come back at you rather confused unless the entire situation and your own deviations are explained to us. As for mods, if any mods are installed or switched out during the Guide install (or after), then you may not get any support for those mods since staff may not be familiar with them.
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