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Notanon81

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Everything posted by Notanon81

  1. It's all fun and games until people start hiding mods in protest and breaking load orders as a result, like other debacles in the past which have lead to the same thing happening. That sort of behaviour is what makes this place a joke at times, to the point where I have come close to wanting to make a video on YouTube specifically calling that out. Then again, it gives me a fairly good excuse to go through and reorganise my mod collections, so there is that weird incentive as a side-effect...
  2. It's been reuploaded as a separate redone version here: https://www.nexusmods.com/skyrimspecialedition/mods/21403
  3. Well perhaps I'm getting fed-up with the constant negativity regarding updates to the game, so I opt to try and counter the overwhelming negativity that people spew out when this happens. Let's face it, SKSE64 is not really a necessity unless you're installing certain mods that require it, so the fact that people are whinging when an update breaks it and threaten to never buy another Bethesda product again when it's a third party application that probably gets updated in a day or two on average speaks more of an entitlement mentality than anything else. It wouldn't be too hard for Bethesda to add in the additional functions, references and so forth courtesy of an update to the Creation Club. Simply put, perhaps the SKSE team should work with the Creation Club to add their work in natively as a free piece of Creation Club content as a Function Pack. Then future updates would be Function Pack 2, Function Pack 3, etc. This would also open the door for PS4 and XBOX modders to utilise those functions that have been so far confined to the PC version.
  4. More to the point, what have they added to the Creation Club this time?
  5. Yeah, pretty sure it is part of Falkreath Hold as well.
  6. I'm pretty sure there are pauldrons for the old Legendary Edition, but they don't appear to have been converted over. From memory, I think someone tried to make a mod to introduce greaves by separating the greaves from the existing armours, but ran into issues regarding clipping. Don't recall seeing any mods that add additional bracers apart from the existing leather ones.
  7. I'd rather they add in content that they ran out of time to put in originally and modders have consistently failed to add to this day, such as the steel plate shield that is referenced in the official guide book (including stats), and other things like a leather shield to round out the currently incomplete leather armour set, and perhaps make them available for free, along with maybe perhaps an expanded silver weaponry set to complement the existing sword and greatsword along with tempering recipes. In other words, fill in the gaps in existing weapon and armour sets to round them out. Yes, I know silver weaponry mods exist, but I'm yet to find one that I'm properly satisfied with or doesn't end up doubling up with things added from other mods such as Legendary Skyrim Crossbows SSE, thus resulting in clutter in the crafting menus. Hell, why not spears as teased in the Game Jam video from over 6 years ago? Surely that can't be too hard to add as a Creation Club module and should've been on the initial list of releases from the start.
  8. Yep, now to see what magical goodness the Creation Club will bring this time.
  9. Seems to be an issue with the Creation Club, according to some complaints on the Steam Discussions and Bethesda.net forums. Having the same issue at the moment.
  10. Unfortunately, through what I've been able to determine, the ability to raise the damage of weapons via the grindstone is limited to non-ammunition type weapons and seems to be hard-coded into the game itself. There is the possibility of developing a script using SKSE to adjust the damage, but it's relatively uncharted territory.
  11. SSE is the way forward from here. Most mods will be ported over, it's only a matter of time, considering the SKSE team have cracked how to get SKSE working with SSE. I don't miss Oldrim crashing left, right and centre after so many hours or having to limit how many mods were installed at one time. It was beginning to be a bit long in the tooth tinkering with SKSE's memory settings constantly.
  12. I suppose there could be an option to have the updated mod be compared to the pack containing the not-yet-updated mod and search for conflicts, though it'd probably require something like an inbuilt version of Mator Smash or something similar that purposely looks for conflicts. If there are no conflicts, the mod in question updates. If not, it prompts the user about the potential conflicts and asks them how they want to deal with it (i.e. remove the conflicting mods and apply the update, search for and apply an accompanying compatibility patch, and so on). This could also apply with the search for conflicts with scripts, such as what steve40 mentioned. If a mod detects that a script is built in that searches for specific files, it would just unpack any affected mods and run them as separate plug-ins to eliminate the chance of conflicts occuring. That said, it could be something that is specified by the mod author by tagging the specific plug-ins as being ones that a script searches for. The more I think about it, the more it would appear that I'm thinking of something that would be a very advanced version of NMM/MO/Vortex, in a nutshell. It'd be something that first-time users wouldn't really use, but more experienced users would love to get their hands on.
  13. I reckon something like a curated mod pack using the Nexus Mod Manager could be done. What would happen is that you download individual mod files, then have an option to group several together into a merged mod, but still retaining the original mods in a separate folder. The Nexus Mod Manager would search the Nexus first to check for existing compatibility patches for the mods that are being combined together, grab them and include them in the merged mod, and potentially search for additional clashes and ask the user how they would like to address them (i.e. discard mod A's changes in favour of mod B's). The merged mods would essentially function like a playlist file that refers to different music files, but notes the order of installation to eliminate dependency clashes and maybe also checks for and downloads files that might be needed for one of the mods to function. You could then share the curated list to Nexus Mods via the Mod Manager for other people to utilise. What would happen for them is that downloading the list will trigger the Mod Manager to download all of the required files if they don't have them, along with compatibility patches and use your settings to create the merged mod plugin. The bonus would be that so long as the individual mod authors make their mods available on the Nexus, this could neatly side-step the copyright and permission issues involved with combining different mods into mega-mod packs for re-downloading off the Nexus. That all said, perhaps a future version of Nexus Mod Manager could check what is installed and active on someone's version of the Mod Manager and check for compatibility patches and download and implement them automatically. Would be nice instead of trying to hunt through some mods and trying to work out which ones cause conflicts with others.
  14. Got a Samsung 850 EVO 2TB on order, should be able to pick it up tomorrow if all goes well. Going to be using that for my Steam, GOG and Origin game libraries and demote the 2TB HDD I currently have to media and non-critical apps. Plan on getting a 1TB M.2 SSD when I go for the next major setup upgrade, mainly depending on how much a gain Coffee Lake CPUs are over the Kaby Lake ones (got an i5-3570k), but also as mSata ones above 240GB aren't worth hunting for for the current setup.
  15. Been considering something similar, but replicating the exploding arrows DLC from Morrowind more in the sense of 3 tiered levels of exploding bolt (i.e. Cruel, Dire and Dread, with Cruel corresponding to the base exploding bolt/arrow, Dire doubling the damage and Dread lengthening the effect five times), along with added additional effects such as poison, ash paralysis and so forth. Would be linked to both alchemy and smithing levels to prevent the easy abuse of these. Still in the planning stages as I haven't had much time to sit down and tinker with the Creation Kit as of late.
  16. I'm probably going to mainly go with SSE, particularly as I deal a lot with bolts and that requires Dawnguard. I might occasionally recreate one as an original edition, but would depend also on improvements to the original edition Creation Kit or if there is an option with the new Creation Kit to export to Steam for the original edition. Other reason is that the original edition Creation Kit is getting to a point where I'm getting fed up with it constantly crashing and Bethesda haven't lifted a finger to patch it at all in several years.
  17. I think a handful of developers have early access to it, but it's allegedly going to be released this coming week, provided there aren't further delays. I'm more keen for the newer Creation Kit than anything, have had enough of the current 32-bit one crashing on me left, right and centre that I've halted modding for the time-being.
  18. I'd say a future version of ENB for the Special Edition will end up utilising DX12 as the logical next step in progression, considering DX11 usage by the Special Edition renders it a bit redundant.
  19. I guess you could say somebody's feathers got really ruffled for that to happen... /boomtish
  20. Pretty much took the words straight out of my mouth with this. F*** this elitist crap. I will be sharing my mods when the time comes, without SKSE.
  21. Get started now. Seems to me that it will be easy to transfer from the Legendary Edition to the Special Edition. The only caveat would be if you want your mod/s to be published for consoles down the track, in which case you'd probably need to determine if it will need SKSE or not as there will most likely not be support for SKSE for quite a while, if ever, for consoles.
  22. Just to consoles only, AFAIK. Would be pointless for PC, considering that RAM on the PS4/XBOne would be more limited by default, hence necessitating the limit. Was the early hours of the morning when I posted that, so wasn't thinking 100% clearly at the time.
  23. According to what I remember of the Reddit post he made before he deleted it, jonxor had lost his job and felt that Wyrmstooth would distract from retraining and updating his qualifications to maintain his employability. He said it was an extreme measure, but he felt he had no other choice. There was a subsequent one he made before it got deleted as well, but I didn't get a chance to read it.
  24. I just want a 64-bit version of the Skyrim Creation Kit, most of all. Getting sick of the standard 32-bit version crashing constantly.
  25. Considering that the Fallout 4 Creation Kit has provisions for bolts. effects such as radiation fall under magic effects, and so forth to the point of really just being an upgraded 64-bit version of the Skyrim Creation Kit, it really wouldn't be too much of a stretch to be able to redo Skyrim using Fallout 4's engine as a base to build upon from a 64-bit perspective, which would in theory allow for reduced instances of memory-related game crashes and higher audio and texture quality without needing to resort to Sheson's memory patch and ENBoost. Main thing would be to adjust things like the skill trees and other hard-wired aspects that would lurk in the executable file (i.e. shouts, werewolf/vampire lord transformation, experience gain for each skill, etc) and other non ESM or BSA files, and adapt them for the 64-bit engine. The remaining assets are already in place (Skyrim.ESM, Dawnguard.ESM, etc.), so theoretically the ESMs and BSAs from the original could just be transferred across with some minor tweaks here and there (namely higher resolution textures and possibly higher bit-rate or lossless audio), provided the necessary hard-wired changes are made in the executable and so forth. The only trade off could possibly be the 2 GB limit for mods to cater for consoles, but there could be ways around that if it's not a cumulative limit (i.e. having a master mod with several dependent mods chaining off of it). Either way, I'd settle for an upgraded 64-bit version of Skyrim's Creation Kit, as I'm getting fed up with the standard one crashing left, right and centre on me.
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