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NewThalos

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Everything posted by NewThalos

  1. Hello Morrowind modding community! I started playing Morrowind some time back while waiting for SKSE64, using just the Morrowind Overhaul - Sounds And Graphics by Ornitocopter Team. I'd never played Morrowind before this point, and I didn't make it too far into the storyline before getting distracted and abandoning the playthrough, but now I'm looking to take another jab at it before moving onto Oblivion (also have yet to play that game yet.) I'm looking for a solid list of the base mod list that you long-time users consider the gold-standards of Morrowind modding, because I know there are likely better options than the 2012 Overhaul mentioned above. Let's hear your must have list, with emphasis on framework and visual eye candy. Thanks!
  2. We should lock this thread, too many lazy trolling posters crying about updates. These people have no clue about the sheer brevity of how big the SKSE project really is. Lock this thread down so when I get post updates, I know they're from hippo and not just some dirty hippy complaining about why they dont have free stuff yet.
  3. NMM v2.0? Sort of wish they called it NMO v1.0 heh
  4. http://memecreator.org/static/images/memes/4454984.jpg
  5. The good news, and bad news. Good News: I got it working, its pretty awesome. Bad News: I can't distribute without permission. What this all means is that without the input and concent from the original authors, we can't distribute this content without breaking our user agreements with both the original authors and the Nexus. Even if the authors never return to the Nexus, the mod can still never be uploaded to the SE Nexus. Period. The silver lining to all of this however is that the author did login to update the main Oldrim description page a few months back, so it's possible they may contemplate updating it for SSE, and/or give others permission to redistribute. For now, you'll all have to just wait and see what develops. I'm sorry.
  6. Meh, I've been a long-time subscriber to the idea that if Bethesda put their paws too much in the cookie jar, it would be making some of the community work here obsolete, and if they start making the work here obsolete, then perhaps it might discourage modding in general. People might disagree with me but lets face it, modding is the only reason this game is still being played, so why break a system of perpetuation that isn't broken? Just my two cents
  7. I had a conversation with admin about this subject lately. The question whether or not we can use another modder's work without permission is very cut and dry. If they do not explicitly state on the mod's page that it is free to use and distribute, then you cannot use and distribute. Period. Here are some excerpts from the conversation. Please heed them well. Failure to do so will likely get you banned, because the Nexus has a rather strict zero-tolerance policy on the subject.
  8. Made some minor tweaks, making it pretty much bullet proof, however I won't be able to upload the final built unless the original authors allow me to take over support, and/or upload their edited content. Aside from that, v1.5 for SSE is ready to roll out.
  9. Oh, btw, any issues with the Temptress Race spells?
  10. I think the issue isn't so much the file, but instead just the source that it was downloaded from. One of those janky third party freee download sites. I'll use dropbox for the next uploads so people can download directly from my computer. Yeah, using UNP body is essential for it to work, this is an UNP mod. Can't work without it. I'm glad to hear it's working for you, the mod works flawless for me on my end, no issues what so ever, but I need more than just me to test and make sure it's legit enough to upload to the nexus. I think we've got what we need. And yes, she is GORGEOUS! I can't play Skyrim anymore without having her as my character preset, just can't bare to play without her, lol Other followers should be at there correct destination, and able to be interacted with as needed. Armor should all be solid too, again, UNP required of course. Thanks again for the testing, I really appreciate it.
  11. Everything is optimized already. Are you using any FNIS protocol?
  12. UFO is outdated on many different levels. That said, as others suggested, it's not difficult to port over.
  13. Yeah, I under utilize Reddit, it's never really interested me, despite the large user-base. I'll stick with Nexus for now, I sort of want to keep it within our community. Fantastic!
  14. I'm going to throw this out there because everyone keeps talking about performance but keep ignoring the real reason why increasing ugrids is not a wise idea. 1) uGrids effect not just distance visibility but also event triggering 2) The game is designed around having a uGrid of 5, nothing greater 3) When you increase uGrids, events are triggered before they logically should be. 4) When events are triggered improperly, they cause runaway scripts, broken quests, and numerous other issues. Conclusion: uGrid increases are only a good idea if you don't give a rats arse about actually playing the game, but rather are just looking for screenshots, videos, mod testing, etc. Absolutely at no point is it ever a good idea to falsify event/script triggering by increasing uGrids, despite the trendy opinion that it will increase your gameplay visual quality. It will 100% of the time eventually break your game/saves, this is not even close to being up for debate. Period.
  15. The power supply is too low, and while everyone loves to praise and highlight GPU and CPU, they all too quickly forget that without a strong enough rated power supply, they simply won't get the performance they need out of their hardware, plain and simple. Do yourself a favor and pay the extra money and get a GOLD+ rated 600+ power supply. 700+ is better, but you can squeeze out an overclocked system with a heavily modded skyrim with a 600+. Why pay the extra bucks for a GOLD or better rated power supply? Because if the power supply goes, you're risking damage to the whole system, including your motherboard. And trust me, every single power supply will eventually blow, its just a matter of time. Never rock a power supply beyond 5+ years. You're just asking for trouble.
  16. I'll drop some knowledge on you that I've accumulated over the years; the short version is that a load order consists of a rather straight forward formula that is designed to give priority to certain mods over those that they are designed to overwrite. Simply understanding what your mod does, helps to illuminate much of those pesky unknowns. the long version is that despite the best template in the world, there are always going to be complex mods that require placement in the load order that you wouldn't necessarily anticipate. Fortunately we have help from third party software such as LOOT, Wrye Bash, SSEEdit, etc. Basic Template: (some broad stroke examples included) 1) Core Files - vanilla game files 2) Bug Fixes - Unofficial Skyrim Special Edition Patch 3) Game Structure and UI Mods - SkyHUD 4) PC and NPC Appearance Mods - Bijin All in One-SSE 5) Mods that ADD or CHANGE Locations - JK's Whiterun 6) Mods that ADD or CHANGE Items - Immersive Armors 7) Mods that ADD or CHANGE NPCs - Immersive Patrols SE 8) Texture Mods - Static Mesh Improvement Mod - SMIM 9) Environmental Mods - Vivid Weathers Special Edition 10) Gameplay Mods - Alternate Start - Live Another Life 11) Wrye Bash - Bashed Patch 12) Dynamic Patchers - PerMa, etc I want to stress a couple points about bashed patches and dynamic patchers; firstly, yes, you always need a bashed patch, this is not up for debate, always make one. It not only reduces your plugin count, but you can also think about it as a universal compatibility patch. There is simply no downside to using it. secondly, dynamic patchers are really neat, and most people get these wrong, which causes them a lot of grief and/or false accusations about the functionality of certain mods. At the end of the day, these are not essential mods, and are what I would consider an advanced aspect of modding. If you're just starting out, don't dabble in a dynamic patcher, best to wait til you're a bit more hands-on. Lastly, the best advise on load order is from the mod authors themselves. Read every single mod description page for every little load order detail. If they say make sure it's before or after XYZ mod, then makesure you follow those instructions, even as far as to make a manual LOOT entry so that it automatically enforces the load order criteria outlined by the author. Eventually once you make enough manual LOOT edits, it will work itself out. The final touch however is in Wrye Bash-- because it will tell you if you have any conflicts that LOOT (or your naked eye) can't tell tell you. And to make it all super easy, WB color codes it for you as well. http://i302.photobucket.com/albums/nn91/zhalls/Nexus/Wyre%20Bash%20Color%20Codes.png If everything is in green, then you're good to go. If you see anything in red, then that means the mod in question is in the wrong load order. Clicking on the red mod will give you clues as to what it's conflicting with, and the answer is as easy as moving one or the other. Sometimes you gotta move the bottom one up or down, and sometimes you gotta move the other, it really depends on if there are any reasons why one can't be moved, but the other can. Once everything is green and WB doesn't show anymore conflicts, you're pretty much good to go. I hope this helps, cheers and happy modding. (P.S. if you liked my answer, feel free to throw me a kudos!)
  17. Bump, still need testers for this. Surely there is someone who wants to shoot flaming arrows through this before I request permission to re-upload to SE? Works great on my end, but it would be lovely to see if anyone can see something that I don't.
  18. Something I'd suggest monitoring would be the Nexus News page, because you know when SKSE64 drops, there will be a news release on it, for sure. Plus its good practice to troll the News page for info on more than just SKSE64 updates.
  19. Temptress for SSE UNP - Need Testers Could I get some testers to try out this file and tell me if it works, and/or if it doesn't work 100% flawlessly, to please provide for me detailed descriptions of what exactly isn't working as intended. Just install into MO manually like you would any other mod. Please make sure you adhere to the usual protocol and load orders you would do for this mod, including the right body types, etc. I won't be troubleshooting your load order, I just want to help testing to make sure it actually works 100% on SSE. Temptress SE v1.3 https://ufile.io/9510b (outdated, don't download) Thanks! Original Oldrim Mod: Temptress Race by Psychos1s and Brokefoot
  20. I want to also point out that when people all ask for MCM and SkyUI functionality, they need to understand what that means; it entails a framework that can read/write a great deal of assets that go above and beyond just a fancy UI and cosmetic visuals. It's a pretty large undertaking I imagine in order for it to function properly and cleanly. Regardless.. I'm looking forward to when this launches, it's going to be the catalyst that triggers an immense amount of development across the board for SE, much like it did originally for Oldrim.
  21. Technically, due to it's 64bit framework, SE is more CPU intensive than its Oldrim counterpart, which has histrically been largely more GPU taxing than CPU. This is what you're experiencing in SSE. This should be optimized in later patches, and video driver updates. I know NVIDIA has been on top of this and made aware, not so sure about other card drivers, I don't follow them.
  22. Historically with an ENB, you need to make sure that the NVIDIA control panel has an attached config for the game in question, and doesn't fall back on the default global settings. Going into your controls and making sure it's recognizing your SSE exe is essential, and from there, it's always been recommended to adjust everything to fall back onto the program's settings, and not try to override any potential ENB reliant settings that are handled by the binaries themselves. This all said however... I know we're having some minor issues getting certain ENB functionality up to full speed in light of certain limitations with the current SSE binaries. This will all more or less be ironed out in a matter of months as newer and improved binaries are released, and the SSE framework is more aptly able to handle said functions. Getting a working SKSE64 is a good start. At this point, make sure anything that is handled by the ENB is set to fall back on the program settings, and not the NVIDIA control panel, as for the the other control panel settings, I defer to others to chime in with those answers.
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