MeltingAsh Posted July 30, 2017 Author Share Posted July 30, 2017 While I was looking into WICO, I seen it had 3 download options. 2 were UNP, and UNP nude. I found the UNP mod, and was wondering, is it to make peoples bodys look more realistic? Or is it just for half naked and "sexy" mods? Is it a taxing mod for a pc? Or a rather light mod? Thanks! WICO has three versions: UNP, UNP Nude, and Vanilla (VNL). You can use the vanilla if you're not into body mods, which is what I use. To your question, body mods can make the shape into anything you want, and are also required for nude bodies. You can go for more realistic, buffer women in-keeping with Skyrim's environment, or make one look like she's from Playboy. The main reason I don't use body mods is (1) I don't need to see them naked, (2) any custom body might not play nice with default armor and clothing, so you can get gaps where the head, feet, and hands join the body. If using a body mod, Bodyslide is recommended. I don't want to mess with all that, so I stick with vanilla. To your other question, it's not taxing in that they are only different meshes for the bodies to use. Thanks for the help! Link to comment Share on other sites More sharing options...
telemark87 Posted August 13, 2017 Share Posted August 13, 2017 Do I even need Static Mesh Improvement if I have Skyrim Graphic Overhaul? Link to comment Share on other sites More sharing options...
nightscrawl Posted August 13, 2017 Share Posted August 13, 2017 Do I even need Static Mesh Improvement if I have Skyrim Graphic Overhaul? I don't use SMIM because I find it to be too huge of a mod. There are also things that, to be perfectly honest, I don't notice if there is a change, so why bother using it? That's not to diminish the awesome work, and I do use some parts of the mod (farmhouse wood post fixes), but most if it just isn't for me. Some people consider it to be one of the more essential Skyrim mods. To your question, Skyrim Graphic Overhaul is just for textures. SMIM, as the same says, Static Mesh Improvement Mod, deals with meshes. For example, the wood posts on the farmhouse models have bad UV mapping so the textures look blurry. This is for all wood post textures, regardless of what you use. SMIM fixes those. It also adds real 3D ropes to farmhouses and also in rope-heavy places like Riften docks. Chains are now real 3D chains, and many other things as well. You use this to compliment a texture mod to make all of Skyrim look glorious. Link to comment Share on other sites More sharing options...
telemark87 Posted August 14, 2017 Share Posted August 14, 2017 Do I even need Static Mesh Improvement if I have Skyrim Graphic Overhaul? I don't use SMIM because I find it to be too huge of a mod. There are also things that, to be perfectly honest, I don't notice if there is a change, so why bother using it? That's not to diminish the awesome work, and I do use some parts of the mod (farmhouse wood post fixes), but most if it just isn't for me. Some people consider it to be one of the more essential Skyrim mods. To your question, Skyrim Graphic Overhaul is just for textures. SMIM, as the same says, Static Mesh Improvement Mod, deals with meshes. For example, the wood posts on the farmhouse models have bad UV mapping so the textures look blurry. This is for all wood post textures, regardless of what you use. SMIM fixes those. It also adds real 3D ropes to farmhouses and also in rope-heavy places like Riften docks. Chains are now real 3D chains, and many other things as well. You use this to compliment a texture mod to make all of Skyrim look glorious. thanks for your help :) Link to comment Share on other sites More sharing options...
zumma Posted August 18, 2017 Share Posted August 18, 2017 Skylight is not a sanctioned port. The author of SkyUI has not given permission for anyone to release any ports of the mod anywhere, this is why there is only a guide for editing 2.2 yourself, since that's fine. Yet ... i'm using the 'unsanctioned' SkylightUI ... which is a major improvement to the 'sanctioned' SkyUI 2.2 with my own 'sanctioned' edits. Skylight is practically SkyUI 4.1 ... right before they re-worked crafting and alchemy menu ... in version 5 ... which i don't even liked too much. Do you suggest ... that i should delete the SkylightUI and revert back to the SkyUi 2.2? IMO ... you should give the OP ... all the facts ... and let him decide what it is 'fine'! Perhaps he will manage to find the Skylight ... somewhere ... Beyond ... the permission issue ... the SkylightUI team ... actually proved that SkyUI doesn't need SKSE64 ... to be made compatible with SSE ... which of course we already suspected to be so ... and with just a little effort ... the SkyUI original team ... could had made it compatible with SSE ... as show some measure of respect to the SSE players ... for praising, endorsing and donating a lot of money (i assume ... i wouldn't know) over the years. There is a lesson here ... Next thing you will tell about how Nexus Mod Manager is the real deal ... and Mod Organizer is just something ... very crappy ... unsanctioned perhaps? ...:) And lastly ... i hate monopoly anywhere and everywhere ... i hope that with the next Elder Scrolls people / modders ... will develop and support alternatives ... Two monoply ... like SkyUI (QD is nice ... but its development stopped) and SKSE (we actually had Script Dragon before SKSE) had gone terrible wrong ... and one of the reason is because they didn't had any competition on the niche ... and stopped developing anymore ... after addicting more than half of the market ... the two very populars 'mods' ... have single handedly ... split the modding community ... and practically destroy its advance and progress. Not me ... thought ... i wouldn't give 2 cents on any of the 2 ... overrated mods ... and imo can be easily circumvented. I just have to admit the toxic effect they have over the moddom ... if it was in my power ... i would erased them history ... like they never existed ... just to save the greater good ... which is ... the modding community has to move forwards not backwards! One one other monopoly that will certainly cease ... with the next elder scrolls ... is the Nexus Site monopoly over mods ... there will be many more sites in the future ... and one will be mine! Competition is good for the soul ... arrogance isn't ...:) Have a nice day! Link to comment Share on other sites More sharing options...
nightscrawl Posted August 19, 2017 Share Posted August 19, 2017 The point is that the SkyUI team has not given permission for people to create ports and upload those ports. That's what unsanctioned means. You either respect the mod author's wishes -- which the Nexus does and has removed numerous unauthorized SkyUI ports -- or you don't. I don't care what the Skylight team did to the mod. The did those edits without permission from the SkyUI team and uploaded it without their permission. That is stealing. Yes, it is stealing even if they gave credit and linked back to the original mod. They didn't make it. SkyUI is not open source. Furthermore, the main reason a SKSE-compatible SkyUI is needed is not for the function of the Skyrim UI itself, it's for the Mod Configuration Menu used by dozens (hundreds?) of mods. SKSE absolutely IS required for that to function. Link to comment Share on other sites More sharing options...
zumma Posted August 19, 2017 Share Posted August 19, 2017 (edited) The point is that the SkyUI team has not given permission for people to create ports and upload those ports. That's what unsanctioned means. You either respect the mod author's wishes -- which the Nexus does and has removed numerous unauthorized SkyUI ports -- or you don't. I don't care what the Skylight team did to the mod. The did those edits without permission from the SkyUI team and uploaded it without their permission. That is stealing. Yes, it is stealing even if they gave credit and linked back to the original mod. They didn't make it. SkyUI is not open source. Furthermore, the main reason a SKSE-compatible SkyUI is needed is not for the function of the Skyrim UI itself, it's for the Mod Configuration Menu used by dozens (hundreds?) of mods. SKSE absolutely IS required for that to function. Nexus policy is ok ... and the site shouldn't have unsanctioned ports and uploads. I always assume that whatever is on the nexus ... it is sanctioned ... and i remember even downloading a version of SkyUI 2.2 with the edits included (just for comparison purposes) ... just to find out NOW that it wasn't sanctioned ... it shouldn't had been on the nexus then. But ... i'm obligated to inform you (as i have some knowledge in the legal field) ... that not everything (your example being ... going against the modder wishes or doing something without his permission) ... is 'stealing' ... from the legal standpoint. 'Stealing' it is specifically addressing to removing some good from another physical or juridical persona's patrimony (property) ... also applying to intellectual products and taking credit for it ... as a whole or just for parts of it. It doesn't apply here ... they just did something without permission ... it isn't stealing. It is good that you offered this information ... which actually came as news for me ... but apart from that ... i think that people are free to use any product they want ... sanctioned or unsanctioned, official or unofficial ... and they are 'fine'. The permission is addressing 'the right to publish' ... not the 'right to use' ... if you want to address 'the right to use' ... the said product ... have to be properly registered and licensed ... and pay the specific taxes ... according with the national commercial law .... from the creator's country of origin and the international copyright law. Skylight team on the other hand ... even if they broke the permission (which is not stealing) ... you have no legal procedure ... to make them accountable ... since these products are not commercial and properly registered and monetized ... they are not protected by the commercial law. But ... we are getting ... way to technical ... SkylightUI ... is by far the best Interface option for SSE ... even if it is unsanctioned by SkyUI's official team ... which has no plan or show no interest to make SkyUI compatible with Skyrim Special Edition. These are FACTS! The rest is up to the each gamer ... i will certainly not tell them what to do ... but that they are fine ... either way. The mods ... that were depended on SKSE / SkyUI ... for the MCM configurator (most of them i agree) ... have been long ported by now ... as MCM being merely a configuration menu tool ... had been easily circumvented ... with alternative methods ... via scripting, message windows / pop-ups, spells, shouts ... easy fix ... but even if the in-game delivery in not so elegant as with the MCM ... the absence of this SkyUi / SKSE feature ... didn't affected the mods functionality in the least. There are of course other mods ... that require extended SKSE functions to work ... additional key bindings and such ... that could also be made to work ... without SKSE64 ... but the modder ... have a lot more work and re-tinking to do ... it is up to them! Most modders had re-work their mods ... and are also ported ... there only a handful of modders ... that just don't want to invest any more time in their free 4 all products (i count SkyUI team among those). And finally the only a half-dozen mods ... that it is nearly impossible to port without SKSE64 functionality ... i did said ... nearly ... and i count here ... Dual Sheath Redux ... Race Menu ... or HDT physics mods! So as a modder myself ... i say that it will be very hard to see these mods on SSE without SKSE64 ... everything else is possible ... and SKSE64 ... it is not really a requirement ... but just something to make the life easier to modders ... Even an simplified version of Race Menu ... can me remade ... for SSE! So i think ... that SKSE64 ... and SkyUI ... shouldn't be such big issues ... as ppl made them to be ... and the modding community should move forward ... and learn few lesson here ... like making their mods self-reliant ... and not fully-dependent on 3rd parties (if they don't have to) ... especially when they don't have the open source and full permission. Otherwise ... SSE ... is a great gaming platform ... for both playing and modding the game. Don't let the two ... unprofessional teams behind sky ui and skse ... to bring the modding community down ... at their whim! And if it was after me (i would had any decision capacity at Nexus) ... modders with this type of attitude and changing ... will not be allowed to upload any other product on my site ... in the future ... because i would feel obligated to protect the integrity of the community ... as a whole ... not just the individual permission issues ... and the current Nexus policy ... it only addressing the small picture. Having only sanctioned products on nexus is fine ... but having professional modders that respects the community ... it is also ... fine! Edited August 19, 2017 by zumma Link to comment Share on other sites More sharing options...
Akulakha Posted August 25, 2017 Share Posted August 25, 2017 I see you've already chosen some of the Populated mods. You might also try Populated Forts, Towers & Places. Like the others you have, and those you are about to add, it also plays well with Immersive Patrols. I don't know where you got them all, but Tonycubed2 has released the populated series for SE in individual modules, or in one big mod, depending on which would be easier for you. He also has a mod allowing for you to be ambushed during fast travel, one that does random enemy spawns in dungeons, and things to make the game more dangerous. There is a newer mod out, called "NPCs travel," which adds yet more small "patrols" of the various factions, including stormcloaks, Imperials, vigilants, mercenaries, bandits, forsworn, even spriggans. I use it, along with the populated mods and immersive patrols, and they all seem to play nicely. If you're already using campfire, I have a mod on my page that allows you to craft and carry 9 different storage containers. It requires Campfire to use, and the containers are placed/ used the same way the things you're used to using in Campfire. You can make multiples of each, leave a set home, carry the other set, access all your items in each container type, from either set. You can also stack them inside each other. It also allows you to use gathered wood to create and place barricades, pick them back up and take them with you. I am using an older version of AFT, which I ported to SE for personal use only. I have no problems at all with it, though I believe some of the features I never use may not work on SE, like the dance animations. Forcing followers, using multiples, controlling their inventory, teaching them spells and setting combat styles all work as they did in Oldrim. Hope it helps some. Quick question to this: If you use too many npc mods doesn't that cause "floating npcs"? Or npcs, that if too many are in an area they just stand there half the time and do nothing or am I wrong? I've used alot of npc mods before and had these issues. Link to comment Share on other sites More sharing options...
Ceasirius Posted August 25, 2017 Share Posted August 25, 2017 I see you've already chosen some of the Populated mods. You might also try Populated Forts, Towers & Places. Like the others you have, and those you are about to add, it also plays well with Immersive Patrols. I don't know where you got them all, but Tonycubed2 has released the populated series for SE in individual modules, or in one big mod, depending on which would be easier for you. He also has a mod allowing for you to be ambushed during fast travel, one that does random enemy spawns in dungeons, and things to make the game more dangerous. There is a newer mod out, called "NPCs travel," which adds yet more small "patrols" of the various factions, including stormcloaks, Imperials, vigilants, mercenaries, bandits, forsworn, even spriggans. I use it, along with the populated mods and immersive patrols, and they all seem to play nicely. If you're already using campfire, I have a mod on my page that allows you to craft and carry 9 different storage containers. It requires Campfire to use, and the containers are placed/ used the same way the things you're used to using in Campfire. You can make multiples of each, leave a set home, carry the other set, access all your items in each container type, from either set. You can also stack them inside each other. It also allows you to use gathered wood to create and place barricades, pick them back up and take them with you. I am using an older version of AFT, which I ported to SE for personal use only. I have no problems at all with it, though I believe some of the features I never use may not work on SE, like the dance animations. Forcing followers, using multiples, controlling their inventory, teaching them spells and setting combat styles all work as they did in Oldrim. Hope it helps some. Quick question to this: If you use too many npc mods doesn't that cause "floating npcs"? Or npcs, that if too many are in an area they just stand there half the time and do nothing or am I wrong? I've used a lot of npc mods before and had these issues. I have had the same issues myself, however what I found out was, that as game-time progressed, these issues started slowly disappearing - not completely, but to a large extent :) Link to comment Share on other sites More sharing options...
Akulakha Posted August 25, 2017 Share Posted August 25, 2017 I see you've already chosen some of the Populated mods. You might also try Populated Forts, Towers & Places. Like the others you have, and those you are about to add, it also plays well with Immersive Patrols. I don't know where you got them all, but Tonycubed2 has released the populated series for SE in individual modules, or in one big mod, depending on which would be easier for you. He also has a mod allowing for you to be ambushed during fast travel, one that does random enemy spawns in dungeons, and things to make the game more dangerous. There is a newer mod out, called "NPCs travel," which adds yet more small "patrols" of the various factions, including stormcloaks, Imperials, vigilants, mercenaries, bandits, forsworn, even spriggans. I use it, along with the populated mods and immersive patrols, and they all seem to play nicely. If you're already using campfire, I have a mod on my page that allows you to craft and carry 9 different storage containers. It requires Campfire to use, and the containers are placed/ used the same way the things you're used to using in Campfire. You can make multiples of each, leave a set home, carry the other set, access all your items in each container type, from either set. You can also stack them inside each other. It also allows you to use gathered wood to create and place barricades, pick them back up and take them with you. I am using an older version of AFT, which I ported to SE for personal use only. I have no problems at all with it, though I believe some of the features I never use may not work on SE, like the dance animations. Forcing followers, using multiples, controlling their inventory, teaching them spells and setting combat styles all work as they did in Oldrim. Hope it helps some. Quick question to this: If you use too many npc mods doesn't that cause "floating npcs"? Or npcs, that if too many are in an area they just stand there half the time and do nothing or am I wrong? I've used a lot of npc mods before and had these issues. I have had the same issues myself, however what I found out was, that as game-time progressed, these issues started slowly disappearing - not completely, but to a large extent :smile: Really? That's very good to know thanks. :D Link to comment Share on other sites More sharing options...
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