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fingerschnipp

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Everything posted by fingerschnipp

  1. I did try to reinstall mods via Vortex, via the right button in the mods menu. The problem is there is no way to see, which mods need a reinstall, so I clicked all one by one until the issue was solved. That is definitely an issue in Vortex.
  2. Nope. NMM is uninstalled and I was just doing the mod installation so far. Usually I do run Wyre Bash at the end for the bash file, but only after mod installation is done. So, nope, I do solely use Vortex. PS: in midst of installing mods for Skyrim SE, I switched to Fallout 4 or activated it in Vortex, and started it. After closing it I went back to Skyrim SE.
  3. http://i68.tinypic.com/2w4iviw.jpg Hello, I encounter this strange issue, preventing me from doing a new Skyrim SE Installation. At some point Vortex asks to save files for being externally altered or keep the original file as mod author intends. Once I did choose to use the altered, once I choose to keep the unaltered. Both times I encountered this error. Also funny, I don't know why the heck something should have altered those files, as I didn't even start Skyrim SE once yet while installing mods. The idea of Vortex seems good, but I definitely have some issues still with it.... PS: ...the log files don' show this issue neither.
  4. I'm glad you mentioned EGM. Though it IS very well compatible to Vanilla Combat Enhanced, and also recommended.
  5. Good news, and bad news. Good news is, despite the massive mod list, it is not a mod fault. Bad news, it is a skyrim engine limitation even PC gamers meet due the console restriction on light sources. The engine, or shader code, passes only up to four light sources on objects, the rest is dropped. Nothing anyone could do about this yet. Maybe that enb is making some cool magic someday, but I doubt this. So, lets wait for the next Elder Scrolls in 64Bit DX11. And hope it will be the Big Bang in the ES Universe.
  6. Well, if modders weren't, there would be a lot we all would be missing. Bethsoft would have really big problems figuring out what new cool features their new ES title should definitely have No more endless browsing on cool websites like Nexusmods, and using all the spicey tools like NMM We all would spend more time in vanilla game, actually unhappy about many shallow moments in gameplay No more new records in game folder sizes, nor total expenses in hours for the installion of a fully modded game Acutally, much less PC users would be aware of their outdated hardware We all would have more of :sad: and less of what we need for :laugh: . Thank you,
  7. Hello Wrinkly, the new solution is just a wonderful invention by Bethesda. Unfortunately this makes the new system necessary. But I have a question, as i hear there is a new synchronization between two files essential, the loadorder.txt and the plugins.txt. A redundancy. Would it not make sense to put the inactive plug-ins in a bashedpatch_loadorder.txt file, only them? As the bashedpatch.esp of WB is the only tool I know to use inactive plug-ins, wouldn't it make sense to have only a list here, which contains the inactive plug-ins in the right order? in fact no synchronization would be necessary between plugins.txt and bashedpatch_loadorder.txt ( the name is just used by making it functionality obvious). I may lack knowledge about other tools currently using inactivated plug-ins, and I do apologize if so. PS: Why couldnt Bethesda allow to inactivate plugins by a simple ";" or "#" (modern programming conventions do it this way in general)
  8. I would doubt that he only refers to combat animations, but a complete combat overhaul. And there is still reason for this, since Skyrim is the first RPG to offer a possible base for this. And there are no local damage zones yet. A perfect combat simulation would consider force, protection, and the angle of the attack. Dunno how far this is already in mind of the well known modders, but Spooky was into that already with Oblivion. His mod Duke Patrick Combat Archery had local damage zones. This was not for pure graphic effects like in deadly reflex, but improved the combat itself. I would recommend you to contact Spooky, since he is a medieval combat arts expert. As far as I know he is no animation expert unfortunately, though he wanted to get into this stuff. Somehow he expected Skyrim to offer this new possibilities. anyway, I am looking forward to your contributions, well, it is very fun, but also hard work. Good Luck!
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