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Raygereio posted:about Skyrim Remastered and impending mod drama
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# ¿ Aug 23, 2016 18:41 |
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# ¿ May 5, 2024 07:36 |
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Funky See Funky Do posted:I'm beginning to think the person that recommended just getting a Noble Skyrim or another big texture pack was right. I'm up to N, at least 142 mods and I'm half done. Still - I've come this far! Only 113 to go! Before you start merging them.
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# ¿ Aug 23, 2016 19:47 |
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GunnerJ posted:I've been thinking about reorganizing the OP to have up-front a more detailed set of "before you mod" best practices and then have the list followed by a "last steps" section mirroring it: setting your load order, making patches, that sort of thing. Alternately, "before you mod" would be a kind of start-to-finish set of instructions with "get mods (see below)" in the middle. A lot of this is implicit in the description of tools or tucked away in more technical discussion as it stands and I think it would head off some frequent issues to have this stuff more prominent. I'd probably have to shove "Minor Overhauls" over to the second post to make room but that's whatever. Thoughts? I think it would help readability. A checklist covering all of the usual things may be helpful as well. I posted "Modding Skyrim in a Billion Easy Steps" a few months ago. I can dig it out if you thihk it would be something people would use.
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# ¿ Aug 23, 2016 21:09 |
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GunnerJ posted:That would actually be awesome. Sent you a PM.
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# ¿ Aug 23, 2016 22:41 |
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Funky See Funky Do posted:
You can edit the .bat file to pick which texture you want out of the base set. It essentially starts with everything, and then selects what the author thinks works best into a set of texture replacements for most textures in the game.
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# ¿ Aug 24, 2016 00:33 |
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Not on my main laptop at the moment. The entire SMC used to work as a simple Windows batch file that just moved files out of the /input directory and put them into the /output directory, and from there would ZIP or otherwise package it up neatly for the /data folder. I may be dating myself: look for a .cmd file.
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# ¿ Aug 24, 2016 05:27 |
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Power Walrus posted:Dear Thread, Time to add some more mods, clearly.
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# ¿ Sep 8, 2016 00:28 |
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This thread behaves just like a help desk. Drop in posters are just like users. All it's missing are howls of "This is affecting production!"
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# ¿ Sep 19, 2016 23:40 |
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Agents are GO! posted:Im impatient and every guide Ive looked at there I found it nearly impossible to find the point. TLDR basically. You...want a tl;dr for modding?
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# ¿ Sep 20, 2016 22:23 |
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He actually seems to be setting reasonable expectations.
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# ¿ Sep 23, 2016 19:07 |
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Arthmiir represents the True Flame of Modding. Act accordingly.
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# ¿ Oct 11, 2016 18:26 |
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Arthmoor: Is he a great modder, or the greatest modder?
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# ¿ Oct 17, 2016 23:19 |
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GunnerJ posted:OK here's the best bits: I can't tell where the various verbal fallatios start and end. (Please don't tell me.)
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# ¿ Oct 18, 2016 01:01 |
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Raygereio posted:Probably the biggest problem for the SKSE update will be the move from 32-bit to 64-bit. Now, this is in essence a good thing as it allows the game to utilize more memory and can give a performance boost. Is it really starting the whole thing from scratch, or just the address mapping? Or is the address mapping 90% of the work or something?
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# ¿ Oct 20, 2016 23:19 |
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Is it at all feasible to implement SPERG without requiring SKSE? I hope this is not a dumb question (but it probably is.)
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# ¿ Oct 25, 2016 16:46 |
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GunnerJ posted:The patches are an interesting case though because that's not just Arthmoor. There's a whole team, isn't there? You mean, like compatibility discussions. "My mod is fully compatible with 'that common patch'." It will be like advertisers avoiding the term "Super Bowl" and referring to it as "The Big Game."
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# ¿ Oct 25, 2016 20:41 |
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Has Shutup Milmulnir been ported yet? Because Arthmoor's terrible voice acting really is worth its own patch.
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# ¿ Oct 30, 2016 00:53 |
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Smol posted:Wait Arthmoor voice acted the dragon himself? Yes. Even worse, he posted it on the Internet. Now it will never truly die. In better news, the above mention about NPC count made me think: ASIS is going to be absolutely nuts in SE when/if it ever gets working. I'm going full Magnificent Seven as soon as the mod scene is somewhat stable.
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# ¿ Oct 30, 2016 02:42 |
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Killsion posted:Does this mean NMM also now does the thing MO did where it wouldn't actually replace anything? Not yet. They're creating a new mod manager from scratch, and everyone assumes that means using a virtual file system. Arthmoor will continue to cry into his goblet of Mountain Dew and use Weyrauch Bash, I'm sure.
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# ¿ Nov 2, 2016 01:43 |
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ThaumPenguin posted:The MO guy has been working for the Nexus for like a week, and he's leading a team making a new mod manager (which will also be called NMM) from the ground up. He hasn't touched the current version of NMM at all. He started in early September. Still, (good) software takes time.
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# ¿ Nov 2, 2016 23:44 |
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Is there any indication when tools like ASIS and Automatic Variants will be ready to work with SE? Same question for aMidianBorn stuff.
Ynglaur fucked around with this message at 20:08 on Nov 3, 2016 |
# ¿ Nov 3, 2016 19:51 |
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Agents are GO! posted:No idea about the patchers, you'd have to ask LtSmash (I think at least ASIS requires SKSE) but amidianborn works now, I'm using it. Thanks for the response. I think I may try mostly-unmodded playthrough (i.e. USLEEP and a couple others), and come back to modding after things like ASIS and AV are up and running. I would love it if someone made an Automatic Variants for armor and weapons.
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# ¿ Nov 4, 2016 17:12 |
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The Iron Rose posted:I mean even if it worked fine, which it might in SSE, it's still a colossally dumb idea to install anything off of Beth.net instead of through the Nexus. You really want to have everything managed by a mod manager, especially if anything you're doing involves texture or mesh replacements. I like how with MO you could deselect individual files if you wanted to.
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# ¿ Nov 8, 2016 14:14 |
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Immersive Armors uses SkyUI, which needs SKSE. I'm guessing it may be a little while for that one.
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# ¿ Nov 9, 2016 03:22 |
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Burns posted:Its up and running. Hoth stripped out SKSE functionality. Seems to be working just fine atm. Nice!
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# ¿ Nov 9, 2016 05:08 |
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Wildtortilla posted:I am playing original Skyrim. Thanks for this recommendation. ASIS takes some time to figure out, but is really, really cool. Fighting a few dozen bandits at once is just fun.
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# ¿ Nov 14, 2016 15:22 |
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If only there were a site in which 90% of mods resided, and if only such a thing allowed one to search by mod name...
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# ¿ Nov 17, 2016 14:22 |
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VideoGames posted:I am so blind. Sorry everyone I completely missed that post. It's okay. You're busy keeping the Eve thread from becoming a cross between Lover's Lab and the Jerry Springer show.
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# ¿ Nov 17, 2016 23:01 |
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no bones about it posted:Nah the latest Nexus mod manager uses virtual profiles for mod installation, it actually works as well as MO nowadays. Its way the gently caress better than it was back in 2012. I think the profiles are virtual, but the file management is not. Thus, if you switch profiles it needs to delete and re-copy lots of data, versus just moving pointers around. I.e. it's much, much slower when changing profiles, and changing mod order.
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# ¿ Nov 17, 2016 23:02 |
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Any chance Skyrim Unbound will get ported to SE? I know Live Another Life is a thing, but I liked Skyrim Unbound's ability to start a character at ground zero with no spells, etc.
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# ¿ Nov 22, 2016 15:47 |
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Hey, another modding newbie popped his/her cherry! Welcome to the thread!
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# ¿ Nov 25, 2016 22:19 |
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TipsyMcStagger posted:WICO Character overhaul is such an awesome modification. I love the patch notes that say, "It's compatible with everything that doesn't modify NPC records. Probably needs a bashed patch.
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# ¿ Nov 26, 2016 21:11 |
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hope and vaseline posted:*immersive nudes You forgot "lore-friendly."
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# ¿ Nov 27, 2016 03:36 |
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KakerMix posted:Like Lootification, it's an external program that fucks with leveled lists so is it compatible with SSE as is or not? What about ASIS?
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# ¿ Nov 30, 2016 19:45 |
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Cat Mattress posted:Even when I played V:tM I wanted my characters to be more about being cool and having fun than about either weeping about their lost humanity or relishing in their barbaric monstrosity, which sadly seemed to be the only choices offered by the setting. This is gold.
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# ¿ Dec 4, 2016 21:50 |
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Now all we need is Mod Organizer, SPERG, and the various SkyProc patchers. Though I wonder: Didn't SkyProc just create an ESP file? If so, could we import that ESPN file and save it in the new construction set?
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# ¿ Dec 11, 2016 19:56 |
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KakerMix posted:Yeah I know SKSE isn't a thing for SSE yet but ASIS doesn't require it. Certain other things like Everybody's Different do not require it either. SkyProc patchers don't because like whats-his-nuts said they just create an .esp file that combines a bunch of aspects of mods you ran through it to make certain mods you have apply to NPCs, generally. If you're going to change my name you should at least pay for it. If SkyProc only needs to have some directory names changed in the code, I wonder if symlinks would trick it.
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# ¿ Dec 11, 2016 21:39 |
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KakerMix posted:I suppose you could download mods into Skyrim's directory and run Asis through that and then just move the esps over afterwards? That's what I'm wondering. You'd end up grabbing Oldrim versions of mods (ASIS, Automatic Variants, whatever), running SkyProc, and then taking the ESP (and textures) over to the SSE Construction Kit, opening, and saving. I don't know if that would work, but I like ASIS and Automatic Variants enough it might be worth the effort.
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# ¿ Dec 12, 2016 00:55 |
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Agents are GO! posted:Honestly, Arth just puts the subjective stuff into his "Cutting Room Floor" mod, which is a decent compromise. I read through the changelogs because it's interesting to me, and there's plenty of "reverted change X from before, too subjective." CRF really is the most reasonable way to handle that stuff, and as much as we mock Artmoor, it was a good solution.
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# ¿ Dec 18, 2016 20:21 |
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# ¿ May 5, 2024 07:36 |
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On the bright side, it made Vader's awakening at the end of Episode 3 seem better by comparison. Given one of the words is "Dovakin", how much work would it be to just use the Russian or German or whatever voice files?
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# ¿ Dec 18, 2016 20:58 |