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KainThePheonix

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Everything posted by KainThePheonix

  1. It is not about that or being negative to people looking forward to it. It is about posters like **t*r***I* that keep arguing, and arguing, and arguing some more. Or the fact most people could simply go to Silverlock.org and see the update. Frankly I don't blame the team, they have lives and yes you can look forward to it all you want. By all means tell others, engage in conversation but quit whipping the dead horse trying to rush them. It is disrespectful to the team saying "Give your work to others, you aren't rushing fast enough" (slight paraphrasing there) as opposed to simply stating they look forward to it. The entire thread should hopefully be just team updates or posts. I go to read updates, not scour pages trying to see through silly attempts to rush them. If I was one of them and read it? I wouldn't be in such a rush. It is one thing to look forward to SKSSE64, it is another thing entirely to post that they should give their work to others when the ones that say that cannot even be bothered to read the current updates.
  2. Please, a dedicated part to actually saving the mod as an ESP correctly and altering the INI if needed to compensate. I don't understand this part at all. Thank you. Can't wait to see it up.
  3. You need to be aware of too many scripted mods. Just for kicks I've thrown it all in, including the kitchen sink and yes it gets to be too much. You forget you're playing Skyrim because deep down it is a deeply flawed but excellent game with a nice Heroes Journey included. With all the work people put in, it's amazing at the state even Oldrim is in now. If you like the game, this is the time to play it.
  4. I was trying for a mix of loose files like textures and letting MO handle the plugins. I'm trying to not duplicate textures in the loose files so no need for overwrite and no saves become bloated. I had saves as large as 28 MB and I was mostly playing around with MO then. Now I would like to devote more time to putting together a exceptional Skyrim experience without adding in bunches of merges and weapon or armor mods. I have noticed comparing the two that my load times increase in Mod Organizer, with over 200 hundred mods, even visual this leaves to possible slow down in general with running the game. I read recently from a mod author that the textures information baked into the save - so attempting to uninstall them kept the save bloated with redundant and game breaking bugs. I'm upgrading memory soon so this is an issue too. And a heat sink. And a motherboard. And a processor - it will be nice when it's done finally. After some obvious first time mistakes initially using MO specifically the saves were far larger than saves from other games and mod managers. My FOMM saves are smaller, same with NMM but the MO saves exceeded reasonable size with excessive bloat and I did not have anything beyond 145 slots taken in my normal game load order. It fluctuated but I had several test profiles and one for main Skyrim gameplay that had lesser plugins. My normal not heavily modded game saves were smaller in file size. Thanks for the tips IsharaMeradin - I'll try it in reverse like you suggest - BSA's and ESP's in the Data folder and tweak it along the textures loaded in MO.
  5. After playing a long time with Mod Organizer I realized that the virtual install folders cause me at least longer loading times on the desktop and CTD's depending on the number of mods used in Oldrim. Right now I am looking at using a mix of loose files in the common/Skyrim/Data folder mostly texture files obviously and allowing Mod Organizer to use load the ESP's and BSA's. I understand how Mod Organizer works and I can test and fix the Mod Organizer side of things but I am interested in putting the correct mixture of loose files into the Skyrim Data folder and also using Mod Organizer to play the game. I have noticed an astounding amount of slowdown and loading times using Mod Organizer by itself especially if you have 400 + files in Mod Organizer. I am looking to mix the loose texture files such as Landscape and environmental textures into the data folder to reduce those larger files and to hopefully reduce 50% or so of the loading times I notice with Mod Organizer. The Skyrim HD 2K FULL texture pack unpacked into Mod Organizer increases the initial load up time for Mod Organizer and I am thinking it would speed the process up to utilize the Loose textures in the Skyrim/Data folder while allowing Mod Organizer to handle the ESP's. - armors, CACO, WAFR, CCOR and SKSE plugins. My question is for anyone that installs mods manually what ways of testing have you used to ensure that the proper textures show in game? I am looking to mix the Skyrim HD2K texture packs alongside the Vivid series of landscape textures. I want a good mix and basically I know that I want the Vivid series of texture mods displayed in game along side the Skyrim HD2K mods but I have no idea the folder structure within the Skyrim Data folder. It would be easier to have an idea of the folder structure within the Skyrim common/Data folder too. Would anyone have a "map" of the folder structure of that for the various textures used in game? I'm not a mod creator but I figure the people working on the texture side of things might know so that I can avoid errors if possible - moving the wrong textures into the wrong folder for instance. I am hoping the combination will allow Mod Organizer to load up quicker and perhaps reduce the CTD's without dirtying up the Data folder with many ESP's and certain BSA's. Could anyone familiar with this give me some tips? Thank you.
  6. In response to post #48508347. #48512922 is also a reply to the same post. Well there are some simple advantages of Mod Organizer over NMM. But this could be used in NMM too in my opinion (I'm not a programmer) but the ability to see what is over riding what file was more useful in MO. In the left pane the colored green and red showing what specific mod is overwriting which. Simply because you could hide the file and easily eliminate the compatibility issues that way. I would very much like to see that type of interface work for NMM too. I do not see why the better parts of MO idea wise could not be integrated into NMM. After all the modders win no matter the preference and making modding easier seems to be a good goal all around no matter the preference. You would have the more complete list of games that NMM covers with the excellent hide feature of MO.
  7. I see. I'm not certain but I have had issues in the past with windows update but I am not sure if that would be the cause or not. I see there is a file just released for old Skyrim called HKXCmd Powershell UI NMM#83200 - would this provide a tool or workaround for his issues? http://www.nexusmods.com/skyrim/mods/83200/ Thanks Fore. Edit: I did receive a similar error once before actually. When I installed it incorrectly and ran it from the steamapps/common/Skyrim/Data folder. But I did not receive the HKXCmd error which seems more like a system problem and not the utility itself. Consequently I installed it away from Program Files (x86) and installed it on a completely separate drive. So far every utility I have used has had no issues. Pardon me please - I for the life of me cannot figure out why the error is popping up. It seems to not be reading the animations from the Skyrim data directory (if I understand correctly how FNIS runs).
  8. Fore knows best. But there are a couple things you could explain further. Where do you have Mod Organizer installed? Are you using Mod Organizer 1 or the newly developed Mod Organizer 2? If it is installed have you installed Mod Organizer into the Special Edition/Tools folder? I reinstalled both Oldrim and SSE but I installed them in 2 distinct folders separate from each other. I have 3 secondary hard drives and I installed Skyrim and Skyrim SSE into 2 different folders on the same drive. I also installed FNIS into the steamapps/common/Skyrim Special Edition/tools folder and a redundant install both from within Mod Organizer 2 (which is also located in the Tools folder) and within the steamapps/common/Skyrim Special Edition/data folder. I did so because I'm unsure how FNIS will react if installed in Mod Organizer 2. I'm likely wrong but when I ran FNIS I had no troubles if it was installed in the new Tools folder.
  9. Actually, I have a question for Arthmoor, you are obviously more experienced than most. Instead of merging mods, for personal use would it not be useful to create a mod from several different mods using the CK to bundle the assets of say several weapons mods (for personal use, not reposting) as a way of pushing the 255 limit by just repackaging mods? So instead of needing to push the limit of 255 plugins you could instead have several larger mods - essentially adding a DLC sized mod of say weapons packages? Or environmental mods? Like texture based mods but repackaging them so there are no needs for overwrites? Thanks!
  10. I have read that for some Merged Plugins mods that are merged, specifically BSA's that it can be helpful to unpack the BSA and repack it according to the merged file name. But this is fairly specific and I'm not entirely sure. I have used MO and Oldrim and found that even merged files with BSA's work well with merges and I have not noticed any other issues. When I was modding SSE 2 weeks ago I barely had 98 plugins so it doesn't seem that merging may become a big thing just yet.
  11. DynDOLOD should hopefully be out sometime this year. If you played Oldrim then hopefully you're familiar with DynDOLOD and it still is one of my favorite utilities. Until then you can use TESLODGen to generate LOD for your game. Look under utilities and LOD. Hopefully this might correct your issue. Edit: What Mod utility are you using? Mod Organizer 2 or Nexus Mod Manager?
  12. It is almost worth simply playing Vanilla. I was surprised at how nice it looked and when I first played through vanilla without an unofficial patch even I was surprised how fun it was. Then I sank into the quick sand of adding mods and never looked back. But with a few visual improvement mods and the patch. I think you can still have fun playing vanilla SSE.
  13. @grc472 - I call it as I see it. I find the comment about "hand it over for someone else to work on" and variations of this comment offensive. No, little kids is referring to people much younger than myself is not an insult. There is simply no reason for people to be petulant. The work will be finished when it is finished. It would be better if the thread were locked instead of 5 pages of one person arguing about handing the work off to someone else.
  14. @grc472. It was sarcasm. If anyone was insulted I cannot help that. But have you even though perhaps it is insulting to modders like behippo or ianpatt to see so many people needlessly complain and say things like "If you aren't going to do it give it to someone that will"? How again can that NOT be construed as ignorant rambling or insulting to them? It goes both ways. Please try not to moralize with me on this I disagree heartily. I call it as I see it. I never once called someone a name or said "Give the SKSSE64 work to someone else". That is more offensive than what I said and I have read every response over 55 pages, you should consider the same and get some context to what is said rather than simply the latest page friend. I'm out. This thread is too negative. But I am willing to wait for SKSSE64 - you and everyone will need to as well despite what is said. There simply is no other choice and venting by not reading the thread or the April 1st update does NO person posting any favors to the ones that have read the thread.
  15. While I do agree. You must understand they are still recreating and modding many older TES games. Including building from scratch a new Morrowind engine. Skyrim modding is not going anywhere and it is sarcasm. A point many missed out on.
  16. Good question. But no you can not use it on SSE - yet. DSR actually relies more on JAVA and the SkyProc patcher which was a separate utility in and of itself. The actual Java patcher would need to be worked on and updated for SSE. I really wish Bethesda had just taken a community poll. I am sure one of the things at the top would have been, create a secondary mesh for the back so people can dual wield their swords. It would literally take them no time at all to simply create a secondary mesh for the back - compared to a community modding project and I may indeed be understating how quickly they could do it. Why they did not is beyond me. Similarly the music issue was corrected with an update. This could be as well IMHO.
  17. I agree Old Nick - most of the people complaining are just acting like little kids. I don't believe this topic is still going. The update happened on April 1st. People just cannot get it through their heads this is going to take time. In my mind it is completely disrespectful to say "If you aren't going to work on it give it to someone that will". READ the pages, quit calling for someone else to do the work and just chill out. I'm sure if some of these people complain enough this will make the team work quicker on it. Perhaps if they stomp their feet and threaten to hold their breath this will make the team work quicker too! /Sarcasm It's a game, just a game. Go play something else and read the comments that elucidate the issue. I wish this topic was cleansed of comments and any comment by the SKSE team including behippo or ianpatt could be stickied just by themselves without the 49 pages of "Boo Hoo we can't play SSE without SKSE". Kudos Old Nick, keep bringing the truth to these youngsters. ;)
  18. The thread is pinned and he answered Friday. This is why they do not update. If a mod can just sticky the 5-6 comments or behippo and or ianpatt's it would likely save time.
  19. What makes the above comment dumb is the sheer ignorance of their responsibilities. No one is stopping you from playing anything other than your own expectations. When someone has also put in the time and work into doing this already and someone says "Just give it up and let someone else do it" Isn't a great way to inspire them to finish it any quicker. Tact, managing expectations call it whatever you will, but no one is stopping anyone else from doing this and stating recriminatory statements such as "Hand the work off to someone else that is invested more than you" screams 20 something 30 something. There are far better arguments above than mine to show someone that it is more than just a simple matter of "handing it off" to someone else. Badgering the team won't make this happen any quicker. I'm thankful I saved The Witcher Series and FO:NV. Those will keep me plenty busy until SKSE64 is released.
  20. CBBE is available. Even using it as an old standby it is an excellent one and matches the Skysights male textures nicely.
  21. This was the DUMBEST thing posted in this thread. "SKSE64 dev team - any thoughts about handing the project over to people who have time for it?" Be glad they updated us. Some people are never satisfied. :huh:
  22. @ianpatt - Thank you for the update. Since I am unsure what those classes are or how they fit into the project are there any things that members of the community could help with? It sounds like (and I may be incorrect) that you need to verify that the classes have not changed going from 32 to 64 bit Skyrim. If anyone could help is this a possibility? Even something such as number crunching to alleviate some of the load. Simply a suggestion. Thank you again for the update. I look forward to this.
  23. @onandaga. I actually just set up SSE today and played about 7 hours. I'm getting antsy too. There is a long time even before all the specifics are ironed out too. It will take time but that is after Beta, when modder's actually have a hold of it and more advanced modders start releasing mods.
  24. I actually tested some of the aMidianborn stuff last night and the textures seem to work with little if any issues. Some of the SWF files for menus work as well without needing to be ported.
  25. At this point I'm all for using the Whitehouse petition site and ask Bethesda to just create the second mesh on the back already. You think this would have captured their attention in 6 years.
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