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Rubbermatt

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Everything posted by Rubbermatt

  1. Seriously, I really don't get all the hate and negativity. It will be free. It will be a separate game that you will be able to install alongside your existing modded Skyrim. You will be able to play your duct-taped-together-Xbox-180/P**s4-level-graphics-with-a-ton-of-mods-to-make-it-look-like-a-2011-game and you will be able to check out the looks-like-a-modded-game-out-of-the-box remaster to see what mods you don't need anymore. Did I mention 64 bit? No more Shesons memory patch, no more EnBoost, because it will use all the memory you have available without needing third party executables to get around the 32 bit memory limit. That alone is worth the price of the free download. If you decide you don't like it after actually checking it out? Hey, no worries, because it was free. Stop cutting off your nose off to spite your face, look at what the modding community has done with the crippled last-gen console version that we have now, and try to imagine how far we can push a full 64bit version.
  2. Unless your mod won't work on consoles, then it might be worth putting something in there to make sure it can't be ported to console so people won't bork their game with a stolen copy. Because some mouth breather is going to port your mod, stick it up on Bugthesda, ask for donations, then direct all complaints to you when the fecal matter hits the fan. Why should mod creators have to put up with endless cries of "you're mod broek my game!!111!!1!!" when it could never run on consoles in the first place?
  3. Well it's going to be free and a separate game so yeah I'm installing it as soon as it becomes available and giving it a whirl. All we've seen of the Remaster is a couple of minutes of not very good quality footage of what it looks like on the console versions, so I'm interested in seeing what it'll be like on PC, going to take a wander round all the holds and see how much of my current mod list has been made redundant. Will grab the revamped CK as soon as it is released and take a look at what is needed to port mods over. If it is as easy as open in new CK and resave then any non-SKSE & non SkyUI dependent mods are getting converted as fast as I can. Why force the mod authors to do it when I can do it myself? The updated SKSE is done when it's done, someone will eventually step up to the plate to create a new MCM for the Remaster, until then I've still got my existing modded Skyrim and an incentive to get off my arse and improve my own modding.
  4. Don't know the article of which you speak but there's this article https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129 on Steam about moving your Steam install. Which you need to do because you can't move just the game. Boggles the mind that Steam chose Program Files for the install location in the first place, what with Windows UAC and all that.
  5. All we know right now is that it will be 64 bit, DX11, most mods should work when they've been imported into the new CK & saved and the new SKSE has been built. That's it. Anything else is pure speculation.
  6. Would just like to point out that Nexus has a zero tolerance policy when it comes to piracy. Enjoy the inevitable ban when a mod sees this.
  7. I would love for there to be a mod where I can turn to Nazeem and say "Why yes, I am on my way to the Cloud District right now for lunch with the Jarl, then I'm going to bang Irileth's brains out again." But Delphine is the NPC I loathe and detest the most. After completing the Paarthurnax Dilemma I set the obnoxious cow to non-essential then shout her off the top of Skyhaven.
  8. Oh good grief, the STEP page here on the Nexus http://www.nexusmods.com/skyrim/mods/11/?
  9. I'm guessing they rage quit the STEP page instead of going to the files tab & scrolling down the the Misc downloads section to get the 4.3 version of Ruffled Feather. (Damnit I just updated a bunch of mods, re-ran DynDOLOD, rebuilt Bash & FNIS patches and started a new playthrough ...... more updates. I really need to start listening to that little voice in my head that says 'just wait a couple of days just in case')
  10. It doesn't matter how shiny and new or overclocked your video card is, Skyrim is a 32bit DirectX 9 game and DX9 is not capable of what you want. Until the remaster is actually released in October we will not know what it will be capable of. All we know is that it is supposed to be 64 bit & DX11 and that's it. That's all the information we've got.
  11. First playthrough should be the vanilla quests with the caveat that you install a bunch of game fixing mods first - Unofficial Legendary Patch, Cutting Room Floor, Run For Your Lives, When Vampires Attack, Point The Way, The Choice Is Yours, Guard Dialogue Overhaul etc. These mods - fix a metric s**t ton of game bugs, restore axed/unfinished side quests, fix NPC behaviours, ditto, add signposts, stop NPC dialogues from being unavoidable & forcing unwanted quests on you, NPC dialogue reflects your status & skillset .... there's more but you get the idea, they make the game more enjoyable without changing the gameplay & major questlines. Pretty sure the ones I mentioned don't require SKSE and so should work on consoles.
  12. Can someone translate the above post into English please? I can't understand a word.
  13. All we know is that it's going to be 64 bit with DX11 graphics, non SKSE mods 'should' work fine, we'll need a new 64 bit version of SKSE & ENB and there's going to be a new Creation Kit. Other than that we'll probably have to wait until it comes out at the end of October.
  14. You have to have a weapon equipped to use a weapons rack.
  15. yeah we need to find out if it's a game engine limitation. if not, then there might be hope for an SKSE fix oh and u guys saw the Sexlab patch made for this problem recently? it lowered the string count by 50%. from 2000 to about 1000. we need something like it for Interesting NPCS and Legacy of Dragonborn Interesting NPCs has something like 6000 scripts, that's not getting changed in a hurry. Let's be realistic here, the best we can do is let modders and mod creators know that this limitation exists in the game, it's hardcoded into the game and at this point the best known work around is using json. Provide as much information on string count in as many mods as possible so that modders can make an informed choice of which mods to use for their playthrough. (e.g. someone may decide that a high impact mod is something that they can't live without, but knowing that there is a hard limit to strcount they then round out their mod list with low impact mods.)
  16. Just a thought but it's been reported that Run For Your Lives and When Vampires Attack have 0 strings. But was that on a brand new game? Because dragons don't start attacking until after you've started the main questline and gone to the Western Watchtower, and Dawnguard vampire attacks don't start until you hit level 10. So if you could keep an eye on those two and let us know if they trigger strings later in the game?
  17. Well it's how SKSE & Enboost already work, applications running in parallel with Skyrim, shouldering the memory load. Now it'll be SKSE, Enboost & JSON doing the heavy lifting and making optimal use of your system memory & VRAM. Hell if creators are only able to reduce the string counts of their mods by 50% that still means we've just doubled the amount of crap we can shove into our load orders :dance: Until we hit the json limit anyways.
  18. Sheson found something of a solution when he made the beta scripts for DynDOLOD - they shunt the load off into json, reducing the string count of that mod to a tenth of its former size. Without access to Skyrims source code this may be the only solution available, the task now is to persuade other mod creators to use it.
  19. As stated DB is buggy as hell, you really need the Unofficial Legendary patch. It's not just DB, vanilla Skyrim is just plain buggy, USLEEP fixes pretty much all of the bugs in the main game & the DLC. Even if you want to play an unmodded vanilla game I would still consider this absolutely essential simply because it doesn't alter the game, it just picks up where the last official patch left off and fixes the bugs Bethesda left untouched.
  20. The beta papyrus scripts are here http://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-dyndolod-147/page-224?do=findComment&comment=158665
  21. *stands up* Uhhh hi um my name is Matt and ... I um .... I'm a hoarder. *sits down* My last playthrough I started using SPERG, no longer needed Ars Metallica because now I could salvage even more from low level loot! And seeing as this meant I now had a near endless supply of iron ingots I no longer needed to smelt iron ore but could instead use the transmute spell to turn it into gold. So I filled Breezehome to the rafters with my ill gotten gains that I was going to breakdown/transmute later. Definitely. When I had the time. At the moment I'm learning Blender so I can transfer his'n'hers gimp suits from Poser into Skyrim.
  22. Combining Enhanced Landscapes winter module and DynDOLOD means that Skyrim is winter all the time. Because Nords are stoic & hardy and all that. "Wife we go to Summer Palace near Falkreath, where it is baking hot ten below freezing!" "But husband we will surely cook in that heat." "Ah but we take off mammoth hide cloak, heat not problem then." "But husband ..... people will be able to see my ankles!" "Da!" "Oh husband, you are so .... daring." Plus it just looks cool all snowy and icy, like Narnia (before those pesky kids ruined everything). With dragons.
  23. i'm worried it will conflict with my current weather mods, i switched from COT to the ELFX weathers beta which is surprisingly good as it does far better with nights and random weathers than COT, so does enhanced landscapes come with different weathers or is there another mod i can use to work with it. Here is my current eniroment and graphics mods. -Cinamatic Fire -All ELFX mods -Enhanced Distant Terrian -Skyrim HD Lite -Real Shelter -Realistic Water two -Skyfalls and Skymills -SMIM meshs -Static Mesh Improvement Mod -Vivid Landscapes for Dungeons -Wet and Cold -Wet and Cold ashes Pretty sure all you have to get rid of is Enhanced Distant Terrain, EL is compatible with all the rest. Just make sure Enhanced Landscapes & EL Winter come after them in your load order. BTW I highly recommend using Mod Organiser if you aren't already, you need to set the plugins (esps/esms) in one particular order but have the mods (meshes/textures) load in another order for best results. for the life of me i can't figure it out, the drop down menu isn't working. You've got DynDOLOD and the vanilla billboards from TES5LODGen installed? Also you need the latest version of TESVEdit, older versions don't have the LODGen function built in.
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