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soupdragon1234

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Posts posted by soupdragon1234

  1. You can still buy Skyrim + DLC on Steam but you'll have to buy them separately as they don't sell them packaged as "Legendary" anymore and you'll need the address of the pages as links were removed. You won't find them in the Steam sales either so I wouldn't bother waiting for them. You might be able to pick up Legendary in a box in a store and it might very well be cheaper.

     

    Putting it simply Bethesda want you to purchase Special Edition and make it as difficult as possible to acquire classic without actually removing it.

  2. Because the children in the load screens are static objects that do not reference the child models used in the game whereas the clothes they wear do.

     

    Theoretically you could replace the models used in the load screen with ones of your own if you can get them into a suitable pose and then make them static as well. Mannequins use a script to freeze regular actors into a position/pose but I've no idea if that would work on a load screen, I suspect not.

  3. Obviously I'm not worried about the phishing email itself, the email and password are unique. What is concerning is that it seems the Nexus servers have been compromised, leaking account information, and even more worrying is that this appears to have included passwords which at best have been decrypted - at worst they may not have been encrypted to begin wtih.

     

    Nope. It states clearly enough in the email they used a keylogger. This records every keypress you make and from that they extracted your username and password.

     

    I've had credit card details lifted like this in the past (keylogger trojan).

  4. I have evolved my thoughts on this. To me, drag and drop is a complete non-issue. The rules are working fro me. But if I did want to drag and drop, all would I need to do is turn off auto-sorting and do my drag and drop in WB. Vortex won't mess with your LO, as long as auto-sort is off.

     

    And in having to resort to using Wrye Bash to accomplish this, you have invalidated any reason to be using Vortex for games Wrye Bash supports. So why bother? You already have the feature you seek in Wrye Bash.

     

    Well except FOMOD, Profiles and VFS? Symlinks? Whatever the technical term is you can quickly deploy or purge mods without having to clutter the game's Data folder. Yes, that is helpful as mods are never actually in that folder only links which can easily be removed and the separate mods folder purged. And unlike MO/MO2 it actually works OOTB with tools like SSElodgen, the CK, papyrus compiler etc. Its a simple and very neat solution. The installer is instant. Its just its load order mechanism that needs work. WB despite its useful and unique tools is outdated these days.

     

    So this is moot. Please finally understand that the fear of breaking a game because the load order has been changed is nothing but paranoia and completely unfounded. It would be nice, if people would just accept that as a fact. I have the feeling that this whole discussion about automatic vs. manual load order management here has been really polluted by that fear.

     

    Then just what is the problem with just letting people simply drag 'n' drop mods around?! Why do we have to mod with our hands constantly tied behind our backs?!

     

    This argument is so circular its hilarious.

  5. I’ll jump in and add my two cents at this point:

     

    Now more to the point: I can't remember anyone ever suggesting that they were asking for a "temporary" manual move, but it doesn't really make sense anyway. Either we have the feature or not, if we did implement manual ordering, would you actually want us to enforce (with a timer or something) that it's only temporary? Of course not, so from our perspecitve it doesn't make a difference whether you only want to do it temporarily or not, we'd still have all the drawbacks.

    Not really, a temporary move is just that, temporary. The reason is quite simple, you think there may be a conflict between Mod A and Mod B that LOOT doesn’t already handle, or maybe it does but in an incorrect manner, so you manually shuffle around a few mods to test your theory.

    Now ok I can hear you say, that’s what Global rules and Groups are for, and that’s fine for a permanent fix after you’ve figured out what the issue is but for a temporary measure its clumsy and tedious.

     

    One reason I'm refusing to build in the option is, as Greston said: The moment you start moving plugins manually you have to keep controlling them manually. I think this is part of the same misconception that makes it a surprise that a "load plugin a after plugin b" rule can move plugin b instead of plugin a: LOOT orders the entire list concerning itself only with the rules, not the original position of the plugin. Hence you can't do some changes manually and still use LOOT, it's one or the other.

    From my personal perspective its only ever a local condition and never affects LOOT’s load ordering, whenever I re-run LOOT I fully expect it reorder the load order in whatever it thinks it should be and wipe out my temporary sort, and that’s 100% fine. I simply don’t run LOOT until I’m ready to let it do its thing. If I do discover that LOOT made an error or otherwise means it needs permanently overriding then I’ll add a custom rule (Global, Groups, etc) to it.

    But I think Dark0ne summed it up perfectly its not something that currently worth spending their time on and I can understand that, even though it is frustrating. No mod manager is perfect i.e. WB which I otherwise use to manually (and temporarily) change my load order stubbornly refuses to support FOMOD so I totally get the we’re-not-interested-in-going-there stance of Vortex.

     

    I keep hoping someone will come up with an add-on for Vortex that allow you to do that as its way beyond my abilities currently to write.

  6. COD players and people who keep requesting Multiplayer mods for Bethesda games as far back as Morrowind.

     

    Precisely. FPS shooters (COD, Gears of War etc) are very popular with gamers. They rarely have mods however so they rarely get talked about in this Bethesda-centric site. Bethesda probably wants a slice of that lucrative pie.

     

    Todd saying they will allow mods is surprising as online shooters rarely permit them as they potentially give an unfair advantage to those that use them, unofficial ones will get you a VAC ban on Steam's servers for that reason. At a guess I'd say those'd be on private servers only.

     

    lol. zanity is still ranting. That's impressive. It takes a lot of focus and energy to rant for weeks.

     

    He reminds me of a crazy guy who used to stand in the corner of the local park on top of a soapbox and rant all day long, every day. No-one took any of notice of him either.

  7. Don't use the CK for generating LOD its unreliable and outdated. For generating object (.BTO) lod and tree (.BTT) lod use SSElodGen, for generating terrain lod Oscape used to be the go-to tool but it hasn't been updated for a long time and its 32bit only. There is a new version of xLodGen for generating terrain LOD its still in beta and the official support forum is on S.T.E.P.S under Dyndolod section. Sheson will answer questions there if you run into problems (please read the instructions/manual first)

     

    http://forum.step-project.com/topic/13451-xlodgen-terrain-lod-beta-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr/

     

    n.b. for billboards use the vanilla tree billboards that are available under TES5LodGen (they work just the same in SSE) or Indistinguishable Billboards for Skyrim SE

     

    you can also generate your own billboards from your existing tree atlas (tamrieltreelod.dds file) with SSELodGen hold down Shift key while double clicking SSElodgen.exe to start it. In the bottom right corner will be a hidden button available "Split LOD atlas" will generate billboards from a tree atlas in a BSA in your load order or loose files if existing (loose has priority)

  8. You seems to miss one thing about downgrading a mod from SSE to SLE and that's SSE uses 44 Form while SLE uses 43 Form and from what I understand 44 Form can only used with SSE.

     

    Thats why you load 'n' save it from the LE CK it re-saves everything as Form 43.

     

    There is also record changes for SSE and the last part here mentioned the record changes in SSE.

     

    There is some stuff to be fixed up notably water records as LE doesn't have the extended flow data and meshes aren't typically backwards compatible thats probably the biggest issue. There is also BC7 texture formats at least those can be resaved easily. I havn't come across any SE script specific stuff (yet). Obviously some things are out of the question i.e. weather mods as volumetric lighting isn't a thing with LE and as a result the whole mod's lighting needs rebalancing... not worth it.

     

    I want sse talengard village from arthmoor

     

    I keep meaning to get around to that one his Rorikstead mod backported ok it needed a replacement mesh but I found one in a modders resource pack and npc's needed facegen generated, but otherwise it's working ok. (I also regenerated LOD with TESLodgen but thats not strictly necessary)

     

    (N.B. before anyone starts throwing out dire warnings of death and destruction this is in all honesty a lab test to see what if anything breaks, long term it could cause issues as its impossible to know whats going on under the hood but in the short term it "just works". I guess I'll see what happens)

  9.  

    ... you deserved to get blocked honestly... this whole thread is you getting mad because someone else thought (rightfully so) you were being a jerk. on top of a flimsy argument about not being allowed to use profanity. wow... just wow

    The intention of this thread wasn't to get validation on whether I should've been blocked or not. If it were, I would've posted the story initially, and titled it that. I didn't. And I preemptively said I admitted my response was untactful, to say the least. Yet, in my opinion warranted. If you're rude to people, you're going to get rude responses.

     

    Blocking someone for being a "jerk" is subjective nonsense. I don't think gamers should tip-toe around MA's in fear of being blocked. I would like to think that "blocking" someone from not using ANY of your mods EVER (nor further correspondence), should be based on extreme circumstances. Most everything else? Stiffen up. Be like "Hey thats not necessary!". Something. Instead of cowering behind a block button. Being a member of deviant art for over a decade, I've had my share of rude comments on my work. I've never in my life blocked someone.

     

    So I'll say again, the initial, and consistent reason for this thread is to express my disdain for the over-ease of the block button, the lack of repeal of said thing, and the warning that further escalation could get you permanently banned. And as a side note, yes, my observation of the terms, specifically, profanity and its hypocrisy considering the subject of some of the mods and the game itself.

     

     

    So let me get this straight, you don't want to "tip toe" around author and have the freedom to speak you mind but you want to remove the same freedom from mod authors to block you from insulting them and their mods?

     

    Double standards much?

     

    Speak your mind, fine. But don't be surprised when authors exercise their right not to have to listen to you anymore. Seems perfectly reasonable to me.

  10. Its a generational thing. They weren't around when they were young so its something only younger people do. When todays kids get old it'll be accepted. Its a game, in essence no difference from card games, the only difference is the medium and the level of interaction.

     

    The same thing happened with other forms of entertainment, novel fiction is a perfectly respected art form today, it wasn't always the case there was a time when it was regarded as a worthless activity and not worthy of serious attention.

  11. Question: To change esp to ESM by changing header line recordID to ESM the only thing I need to do? The reason I'm asking is when I do this it is still listed in the data folder as esp. The header does change to esm and stays that way.

     

    No thats fine all the Unofficial Patches are ESM flagged ESP's the game treats them just the same.

     

    Is there another step needed so that the slave files can access the custom assets and inventory from master linked chest? Is the file now a ESM to the slaves from just changing the header?

     

    If you did it via xEdit then you don't need to do anything else, if you did it via Wyre Bash it sets the header only, xEdit fixes up other stuff underneath the hood as well. So use that instead.

     

    How do I make the homes slaves to the inventory link chest master file?

     

    Load the new master file in the CK as well as your house mod and then make any edits you need then save, it will now be dependent on the master you created. Its as simple as that.

     

    n.b. you don't need to keep the original file a master you can make it a proper .esp again just like another by reversing the steps you made in the first place and the slave .esp's should continue to work - just so long as you don't open them again in the CK. :thumbsup:

  12. Exactly. Yes SSE

     

    The Open cities patch is the issue only, the others report they are ruining the correct form version.

    It's still in form 43 and if convert it the mod stops working altogether.

     

    ESMify all the masters the patch requires in Wrye Bash then load 'n' save the patch in the CK. Should be ok now. Then ESPify the masters again afterwards.

  13.  

     

     

    I do notice SSE lacks the Sun flare and god ray.

    Think of that as a wonderful benefit rather than a deficit.

     

    Lol. Did you read I turned those off in FO4? I mean it is cool to have as an option, but in FO4, it wasn't the best, and it taxed the performance heavily. So naturally, or pragmatically, it should be off. I remember losing 10-20fps just for Godray. And if it's not at best quality setting, it is jagged (something to do with SSAO and/or AA). It's way more immersion breaking with pixelated godray than no godray at all.

     

    Thats the built in godrays in the game, nothing to do with ENB. Its sunrays have always been superior and performance impact is minimal.

     

    Did you know that crank starters for automobiles gave you an amazing set of exercise options over those second edition electronic ignitions?

     

    What on earth does that have to do with anything?

     

    Best thing is that Boris has now upgraded the ENBseries with Subsurface Scattering like in Oldrim, bringing it up to par with the ENB presets you can get in Legendary Edition. No longer will you have to skimp on rich visual quality, you can now have your cake and eat it.

     

    And missing water, weather, parallax... but apparently missing features is now a bonus feature! Amazing.

  14. They need to be clear of other objects i.e. don't place them too close to the wall, don't have other furniture butted up too close, etc It may take a bit of trial and error to find the sweet spot but thats basically the issue they need some space.

     

    (Yes they are a PITA)

  15. I have a question because I'm deeply ignorant about NPC AI and the way that different mods change it, and I note that people here have a good notion of what they are talking about.

     

    My main question goes around mods like Immersive Citizens that claim to change the NPCs AI. How they do that? how can they be sure that's not going to mess other mods?

     

    Ok I'll try and explain. All NPC's have something called an "AI package" that basically defines their default behaviours. Every regular NPC has a usually collection of packages that tell to perform routines at certain times of day. For example sleep 12-8, sit and eat meal 8-9, go outside and work the forge, 5-6pm head indoors and eat meal, before heading to bed at night. This gives them the illusion of being "alive". All regular NPC's have a set of default packages added directly to the NPC.

     

    There are things that can override default behaviour one is being in a combat situation, thats handled by the game engine mostly, the other is quests. Quests can have their own AI packages and they always override default packages. Thats so NPC's can leave their regular routines and head off on a quest, follow the player, etc. Immersve Citizens uses this approach to add an overlay of new behaviours as its considered bad practise to directly modify default AI packages. How can it be sure it won't mess with other mods? It can't, it can only attempt to limit the problem.

     

     

    For example, Immersive Citizens seems to do the same that "Guard dialogue overhaul" and "Run for your lives", yet the mod author states that they are not incompatible. On the contrary, the interiors and city modification mods seem to be the incompatible ones. How's that possible? Is a problem of Navmeshes? Does that means that mods that alter NPC behavior become redundant or they keep being useful despite being overwritten by other behavior mods?

     

    I'm from a social science background, so I don't understand several concepts about this.

     

    Actually it doesn't, GDO modifies guard dialogue it doesn't modify their AI packages. So anything that modifies their AI ought to be compatible. The problems with IC come not from its packages per se but rather the fact that it adds objects to cities i.e. Brenuin now has a bed and a shelter where he sleeps etc (there are also other things like invisible markers added that will be overwritten by city mods but I won't go into that). Partly its navmeshes too, yes as IC includes though too. Basically any two (or more) mods that attempt to remodel cities will probably conflict and with IC and since its not obvious what it modifies its harder to explain why its a problem.

     

    Does that mean other mods that alter behaviour become redundant? Not really, unless they cover exactly the same NPC's and the same areas. Bethesda set it up that AI behaviour modifications can co-exist comfortably with each other, anything that directly modifies that same worldspaces not so much.

     

    Now theres one other thing to understand about quests, they have priorities. An AI package on a high priority quest will always override packages on a lower priority quest. Thats how Run For Your Lives works it''ll override IC's packages in addition to an npc's default packages. When the threat is over the quest stops its packages cease to run and the NPC's will default to their lower priority packages and return to what they were doing before.

     

    Not exactly "incorporated". In the IC page, it is said that the author utilizes another method by basically rewriting all the NPC AI packages individually (or that's what I understood), that why NPC added by mods (Interesting NPCs, new lands, etc.) use vanilla behaviors... Or at least I think that should be how they work, but I'm not 100% entirely sure.

     

    IC doesn't "know" about custom npc's so it can't give them new behaviours by default, however it does attempt to dynamically attach some packages to unknown npc's if it finds them.

  16. Submarine strike. Happens to whales more often than the navy likes to admit. Its a pity that while animals that exist are being driven to extinction people are lost in imaginary worlds of fictional creatures that they wished existed rather than doing anything for the ones that actually do.

  17. When I was a kid I thought under was better so was on a mission to turn around every toilet holder in the house to under whilst my mother (the habitual distributer of toilet paper) sought to put them over-side. Thereby started a battle of toilet paper orientation that lasted until was old enough to leave home. She eventually gave up against the mysterious toilet paper disorientater and placed them in the under position, upon which point I decided that over was better and promptly turned them all the other way.

    Maybe she should have just gone with the flow earlier but then she never did grasp the concept of reverse psychology.

  18. Bit jarring though of a change but it is for the better

     

    Better for whom? Mobile phone users? For them certainly but for regular PC users thats debateable. I'd say we're being retrofitted for something that isn't optimized for us. C'est la vie.

     

     

    works great for PC, have no issues with it thus far aside from a few minor issues that are primarily aesthetics related and really just nitpicks.

     

    Which is to miss the point entirely.

  19. I'm not of the correct place to post this but I have a problem with a mod of mine Smart No More Stupid Dog Comments the "Upload new version" button is non-functional on any of the files listed there. I wish to upload some new versions but its impossible to do so. Click the button and nothing happens. I've tried it with both Firefox and Chrome with the same result, nada.

    image

    n.b. I tried uploading a bug report to the git hub nexus issues page but its decided to flag my account and has hidden the post apparently! It says to "contact admin" but its not clear exactly who that is.

     

    Clicking that button will auto-fill the text fields below, making it easier to upload a new version, soupdragon. I agree it's not very intuitive, as the least it could do is move your screen focus to the form itself.

     

    D'oh! I didn't even notice it had changed underneath, thanks, its off the bottom of my screen.

  20. I'm sorry I just cannot understand why removing manual sorting of mod load orders would be considered a good idea. Its one of of the main reasons I stopped letting Steam handling my mod order list/install mods and switched to NMM in the first place its Plugins column is simple, visually clear and straightforward to use, and intelligent enough to not let you move plugins above any dependencies in the LO.

     

    Not letting you manually sort order instead relying on a LOOT style meta-load-before-or-after some other mod is utterly counterintuitive and I've never been able to figure out its rules anyhow, I just let LOOT do its thing and then manually sort any mods that I need to with NMM afterwards. If I'm working on a mod its at the bottom of my load order regardless because I don't want any of its records overwritten by any other mod thats one conflict I can do without. I want control.

     

    It is however part of a trend in computing these days however the nanny-knows-best attitude. Microsoft is the same with its force-every-windows-update-on-you-whether-you-like-it-or-not, it treats users as idiots that can't be trusted to do the most basic things with their machines and I don't like it and its one of the reasons I'm still on Windows 7, for now at anyrate.

     

    Honestly if this is the future for Vortex then I'll have to learn to use Wyre or MO2 or anything else instead that lets me do what I want with my own load order, because manually rearranging the plugins.txt load order list with Notepad is beyond tedious.

     

     

    Before this thead turns into a mutual incomprehension fest, there is a simple solution for people who want to use Vortex and still do manual load ordering. It doesn't require any software changes at all. Interested?

     

    You just launch Vortex and NMM at the same time, use Vortex to do all the installing and enabling, let it do what it likes with the load order, then drag-and-drop the plugins around in the NMM plugins tab. The changes are instant and Vortex updates its plugin window to reflect your changes.

     

    Job done.

     

    Except that for every newer title that comes along it'll be left further and further behind my (very old) copy of NMM doesn't recognise Skyrim SE for example.

  21. Well there a couple of ways I can think of, 1st would be an OnUpdate() event that fires every twelve hours or so and flips a script through one of two states, one an "on" state that disables the "fire out" campfire and enables a "fire lit" campfire, the other doing the opposite.

     

    A more elegant solution would be an AI package thats attached to an NPC that makes them head to a marker next to the campfire surrounded by a trigger box that once the NPC enters it either enables/disables the lit/unlit campfire depending on time of day.

  22. Preliminary benchmarks courtesy of WCCF (take with pinch of salt obviously):

    https://wccftech.com/nvidia-titan-v-volta-gaming-benchmarks/

    Firestrike: Stock GTX 1080 Ti with 28,300 vs Stock TITAN V with 32,773

    A 15% performance increase over my 1080ti but at nearly 4x the cost? No thanks. :tongue:

     

    Nvidia love doing this. People shelled out for TXP's only for them to be spanked by 1080ti's on price and performance a few months later. Volta is coming people...

     


    Dark0ne isn't going to buy a cheap little toy like that. He's probably already got, one or more of the $150,000.00 DGX-1's blowing the doors off his gaming experience. All packed neatly into the business machine learning from all the people posting in the forums.

     

    Last time he mentioned it he said he had a couple of 980ti's in SLI iirc.

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