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headbomb

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    The Elder Scrolls V: Skyrim

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  1. No. From the videos, the Steam integration is awful. Can't even do basic things such as managing the load order, it goes by alphabetical order. Or "advanced" things like selecting which of many .esp you need to install. NMM, as beta as it is, looks a thousand times more functional than the Steam Workshop. Or do anything non-CK-approved (such as re-textures). Could be wrong about this, but that's what the videos showed.
  2. Alright, I apologize for not being here in the last few days, I got banned on account of a misunderstanding, and after my unbanning I got busy with other projects (such as my guide on how to make successful mods, link in signature). I'm doing an update for WAF, and then we can resume these talks of intermods coordination. One thing I apparently was wrong about i thought LAotB and MC were supposed to complement each other. If they are both supposed to be standalones, then a lot of my advice would need to be changed :P.
  3. You might want to add How to Make a Successful Mod to the list.
  4. Yeah, I just got massive FPS boost from the 1.4 Beta. I'll keep looking for new version of SkyBoost, but I have a hard time imagining how it could get better than this. Stuff is still tied to the CPU, obviously, and the engine is still crap, but as far as optimization is concerned, I don't see how much better it could get. Of course, I'm always happy to be proven wrong with this sort of stuff. Credit given where credit is due, Bethesda seems to have delivered a solid patch this time around.
  5. I've always been a fan of moments like http://static.skyrimnexus.com/downloads/images/4745-1-1325052262.jpg or http://static.skyrimnexus.com/downloads/images/4745-2-1325052265.jpg
  6. The only thing that seems different from other book that Flags = 4 thing.
  7. I'm trying to find a way so spell books don't disappear after you read them. Here's an example record for a book There is a flag that tells the game if a book is a spell tome or not. DATA (Book Settings) Flags: 4 Flags 2: 255 Flags 3: 0 Skill To Increase/Spell To Cast: 0005D175 If I change this to 0 (regular old book), the book opens like a regular book. However, it does not teach the spell. Does anyone have an idea of what to do to have spellbooks that remain behind?
  8. Re: TemperWoodcuttersAxe . The one with FormID 832060 should probably be named TemperWeaponWoodsmansFriend, is what I mean. I also just noticed an existing vanilla Recipe without fixes. TemperArmorDA03Masque (FormID 108ff5), which is obviously for the Masque of Clavicus Vile (ClavicusVileMask). You should probably that one instead of making your own (TemperArmorClavicusVileMasque, FormID 832015). If the name inconsistency annoys you, you can rename the vanilla EditorID without consequences.
  9. The Armguards/Wristguards situation is a total mess. Which is why I suggested for MC to take care of them. But if we can agree on how to solve their crisis of identity, maybe it would make more sense for LAotB to take care of the Tempering, and MC to take care of the crafting. The big thing to remember is that things having Armor Ratings is not indicative of them being Armors. Several clothes-types of items do have armor ratings, and this is not a mistake (Shrouded Hand Wraps, e.g.). Some properties hint at them being intended to be clothes. Others hint at them being intended to be armors. I honestly have no idea what is the intended behaviour (and I have no idea how to resolve the situation in WaF). If we go by EditorIDs (ClothesJarlGloves and ClothesJarlGloves02), they should be clothes. If we go by the fact that they have armor ratings, they should be armors. However several pieces of clothes have do have armors ratings, and they really ARE clothes. If we go by keywords, we have a mess. * For the Guilded Wristguards, you have ArmorLight, ArmorGauntlets, VendorItemArmor (and no ArmorMaterial Keyword). > Looks like a typical Armor * For the Fine Armguards, you have ArmorClothing, ArmorGauntlets, and VendorItemClothing (and no ArmorMaterial Keyword). > Inconstant, but a lot closer to Clothes than Armors. Keeping in mind these two items have the same in-universe purpose, this makes them very weird/special items, at least as far as vanilla goes. And IMO, weird/ special items are in the scope of MC. For the Diadem the situation is clearer, but not very clear. The Diadem is a circlet and is clearly mage-centric, and several mage builds are actually harmed by armors (Mage Armor perk need you to not be wearing any armor). ALL other circlets are consistently tagged with the proper keywords (ArmorJewelry, ClothingCirclet, JewelryExpensive,VendorItemJewelry) but this one is just a mess (ArmorHelmet, ClothingCirclet, MagicDisallowEnchanting,VendorItemArmor) [for one, it should only have one ArmorHelmet or ClothingCirclet, not both, and lacks either the ArmorLight or ArmorHeavy keywords]. By in-universe function, this is not a helmet (armor), this is a circlet (clothing). I really doubt this one should be temperable, so to play on the safe side, I would lump it into MC's "Craftable Artifact" section, if it needs to be tempered. WaF will make it a true circlet, when I get to it. For the Amulet of Articulation, it's almost open-and-shut. None of the keywords are related to armor (JewelryExpensive, VendorItemJewelry), and in-universe this is certainly not armor. Forge Skyforge Steel stuff, Vanilla has Skyforge Steel Armors. I don't see why those Skyforge Steel weapons would be considered special (althought they certainly do need to depend on the SkyforgeSmithing perk). Wow that was long. But yeah, you can see I did think about those issues at a great length. :P
  10. But NMM isn't completely reliant on an internet connection. Just disable the "check for updates on start up" and the "check for new mod versions" etc.. and you're offline.
  11. Alright, I sent a few peoples some PMs so we can coordinate each other on what our mods should and should not do. As of writing, six major mods are of concerned. * CA -- Craftable Arrows (link428) -- Adds recipes for creating Arrows * LAotB -- Lost Art of the Blacksmith (Impulseve) -- Adds recipes for creating and improving items one should have been able to improve/create in Vanilla * MC -- More Craftables (AeonVita) -- Adds recipes creating and improving items one shouldn't normally able to create or improve in Vanilla * SPO -- Smithing Perks Overhaul (Headbomb) -- Makes sure every material type can benefit from double-improvement due to perks, and that the perk-weapon type assignment makes sense. * VCM -- Val's Crafting Meltdown (Valdosa) -- Lets player break down items into their core components * WaF -- Weapons and Armors Fixes (Headbomb) -- Gives Weapons & Armors the correct material properties, on top of other things (like correct damage, weapon types, etc...) I think the above presents a nice summary of things, and reflects what people would expect in terms of compatibility / complementarity / modularity. However, this leads to certain problems, which is why I made this thread. These mods kind of overlap into each other's scope. For example, MC adds keywords to certain weapons and armors so they can be double-improved with relevant perks, which is in the scope of WaF or SPO (depending on the exact keywords). LAotB adds crafting recipes for wristguards (which are clothes, rather than Armors, despite having an armor rating), which to me, seems to be something more in the realm of MC than in the realm of LAotB's. Likewise MC adds tempering recipes for Nightingale Armor stuff, which to me seems to be in the scope of LAotB more than it is in MC's. And my own WaF fixes a few recipes (although it does not add any), which dips into LAotB's territory. This stuff makes it very hard for users to pick exactly what they want, because everyone is dipping their toes into each other's pool. So assuming we agree on the scope of each mods, here would be a potential road map for optimal compatibility / not stepping on each others' toes. Details can be discussed, of course. A) Smithing Perks and Overhaul * No change required, but pay attention to this for which perk creation recipes should depend on, if you want to add a perk pre-requisite. B) Craftable Arrows * Arrows are marked with ArmorMaterialFoobar keywords, those should probably be switched to WeapMaterialFoobar keywords. * What about Draugr/Falmer/Forsworn/Nord Hero Arrows? * Maybe make the crafting depend on the appropriate Smithing perks? * Conflicts with Val's Crafting Meltdown, but that's OK. Maybe add a notice at the top of your mod saying there's a conflict, and that VCM already includes Craftable Arrows? C) Weapons and Armor Fixes * Remove recipe fixes (or make sure they are the same as LAotB) D) Lost Art of the Black Smith & More Craftables Transfer responsibility from LAotB to MC Transfer responsibility from MC to LAotB E) More Craftables & Weapons and Armor Fixes & Smithing Perks Overhaul Transfer responsibility from MC to WaF * All erroneous Weapons & Armor materials Transfer responsibility from MC to SPO * All weapon materials changes so things would benefit from double-improvements F) Vals Crafting Meltdown * I cannot open the file with SkyEdit. I get an this error: After inspection with TESVSnip' date=' the .esp seems to be very non-standard and it looks like it needs to be re-created from scratch. What tool did you use to make it? Did you use very early versions of SkyEdit at any point? Conflicts with Craftable Arrows, but that's OK. Maybe add a notice at the top of your mod saying there's a conflict, and that VCM already includes Craftable Arrows? G) Additional Remarks * I note that LAotB has two recipes named TemperWeaponWoodcuttersAxe * I note that MC has two recipes named TemperAeonNightingaleBoots. Additionally, TemperAeonShroudedArmorCowlMaskless should probably be named TemperAeonShroudedCowlMaskless. Alright that was long, but hopefully clear. Does this sound like a plan to you? Comments? Changes? Questions? Also keep in my those mostly reflect my opinion of what the scope of the mods should be, and that while I have suggestions, you really are in no way obliged to follow them, and there might be other ways to resolve conflicts and make things more compatible with each other.
  12. Or you know. Use the NMM to specify load order and view order ID, etc...
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