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  1. Discussion topic: Enhanced Lights and FX by anamorfus Wiki Link This looks very well done.
  2. Discussion topic: Pandora Behavior Engine+ by Monitor144Hz Wiki Link "A modular and lightweight behavior engine for TES Skyrim SE, for creatures and humanoids. Built with backwards compatibility in mind for Nemesis Unlimited Behavior Engine and FNIS, Pandora is an alternative engine streamlines both the author and user experience through a simplified UI, robust logging, intuitive formats, and fast patching times." I just tested this out and it works like a charm. In fact, it worked so fast and effortless, that I thought it didn't so anything, until I checked the output folder... Currently only on GitHub (I adjusted the hyperlink). I think this is a good (to me preferable) alternative for Nemesis. It has built in compatibility with Nemesis and FNIS. It recognizes human and animal animations. And it is very actively being worked on. As far as I can see, the "issues" page mainly lists "niche" animation mods. Other issues are solved fast. Installation/ use: download from GitHub install as a mod point MO2 to the exe file create a dedicates output "mod" (i.e. Pandora Output) and point MO2 to that for output. Keep output active! disable FNIS and Nemesis run Pandora within less than a second (for me) it is done! EDIT: I lied! It is 2.6 seconds. Sorry. More information on GitHub at the link.
  3. Discussion topic: YASTM - Yet Another Soul Trap Manager by Seally25 Wiki Link Alternate to the aged GIST.... still ease of use and simple. YASTM makes into a few other well-known lists. Z's comment on GIST today on the LE forum kicked me to post this. Newer alternate on the streets (but more complex it seems) is ASGO - Andrealphus Soul Gem Overhaul - Who doesn't like some of Andrealphus' mods?
  4. Discussion topic: Ambiance - A Vanilla(plus) Ambient Lighting Overhaul by TheMilesO Wiki Link This would replace Luminosity and improve RAID compatibility. Test with and without the Light Colors optional plugin. The Step ENB should work fine with this mod. SCREENSHOTS
  5. Discussion topic: GIST - Genuinely Intelligent Soul Trap SE by opusGlass Wiki Link
  6. Discussion topic: Cutting Room Floor - SSE by Arthmoor Wiki Link
  7. Discussion topic: Security Overhaul SKSE - Lock Variations by powerofthree Wiki Link SKSE file that turns the default lock into different kinds based on what you're opening; Dwemer, Falmer, Snow Elf, Apocrypha, and snowy chests/doors. Looking at it I feel like I might actually manually open locks now instead of using autopick, haha. There's even an addon already which adds even more, including locks from other mods like VIGILANT.
  8. Discussion topic: Book Covers Skyrim - Lost Library by DanielCoffey Wiki Link
  9. Discussion topic: Oh S___ Not You Again by tarlazo Wiki Link ESP-FE plugin + unique facegen assets (no conflicts). No scripts. Randomly changes the face of the Magic Student and Challenger. They're still always Breton males as in vanilla. Optionally change their AI packages so they don't wait in the same spot and wander a bit. Makes these encounters a bit less telegraphed and a bit more varied, but I find they're still easily recognizable from a distance because they always wear the same type of outfit.
  10. Discussion topic: Nilheim BQ Fix by tarlazo Wiki Link This looks kind of obvious fix for me... I mean they are still bandits, they should attack the player on sight. When I first approach the tower from the south and everybody is a "guard" and friendly to me...I mean c'mon no explanation would convince me this is not a bug. This is weird how this is even in the game still...
  11. Discussion topic: Assorted Animation Fixes by Everglaid Wiki Link Fixes several bad animations, while staying as "vanilla looking as possible." Requires Open Animation Replacer.
  12. Discussion topic: Immersive Driving - SFSE by LarannKiar Wiki Link
  13. Discussion topic: No Vehicle Mouse Steering - SFSE by LarannKiar Wiki Link
  14. Discussion topic: Realistic Water Two SE by isoku/SparrowPrince/TechAngel85 Wiki Link
  15. Discussion topic: Better Stealth AI for Followers by kryptopyr/nbtc971 Wiki Link
  16. Discussion topic: At Your Own Pace by agd25 Wiki Link I think this is a better option than Not so Fast Mage/Main Quest by CDCooley. How does it makes sense to configure a mod via a button in game on walls. Thoughts on this? At Your Own Pace series is more up to date as well.
  17. Discussion topic: Default Face NPCs Fixed by AndrealphusVIII Wiki Link The problem: In vanilla Skyrim, several NPCs, even unique important ones, have the generic default face according to their race instead of a unique face. They look like undistinguishable male Nord lambda, for example. The solution: This mod gives a unique face to many vanilla NPCs that have the default face. This is accomplished by modifying the relevant NPC records and adding corresponding facegen data. The facial features are obviously subjectively done by the mod authors, since no one knows how they were supposed to look in the first place. Even Bethesda probably doesn't know as they didn't bother to provide unique faces for these NPCs. But they're tastefully done and seamlessly blend in with the vanilla aesthetics, IMHO. See mod page for full list of fixed NPCs. Illustrated examples: Briehl and Erikur, both are male Nords using default face. UESP Notes: Vanilla Briehl > Vanilla Erikur (same default male Nord face) Vanilla Briehl > Default Face NPCs Fixed Vanilla Erikur > Defult Face NPCs Fixed Conflicts and Sorting As with any mod modifying NPC records, it's prone to conflict with other mods touching the same records (e.g. AI Overhaul). If you're making your own conflict resolution patch(es): If other NPC appearance mods affecting the same NPCs are used, sort them so that the desired one "wins", especially their facegen assets. Otherwise sort order doesn't matter. Make sure to forward all relevant changes from this mod, or other NPC appearance mods if applicable, to avoid "black" faces in-game. Don't mix or merge NPC face sub-records changes from different mods, it must be all or nothing. If you're not making your own conflict resolution patch(es): This mod should be sorted as high as possible in load order (lowest override priority) after USSEP, if it's used. Ideally, set the ESM flag on this mod's header in xEdit and manually place directly below USSEP. Any other mod touching the same NPC records, such as AI Overhaul, should then "win", in which case this mod's changes are lost on the conflicted NPCs. Automated patchers or 3rd-party patches, if available, may correct the loss.
  18. Discussion topic: HD Executioners Block SE by DarShonDo Wiki Link
  19. Discussion topic: kryptopyr's Patch Hub by kryptopyr Wiki Link
  20. Discussion topic: Azurite Weathers and Seasons by DrJacopo Wiki Link Azurite is meant to be the successor of Cathedral Weathers and Seasons. All of Johnny's previous knowledge was poured into this mod and built from the ground up using it. It's one of the few that uses filmic tone mapping to control white clipping; allowing bright scenes without washed out brights (like on snow/ice). It includes Cathedral 8K Galaxy with improvements and Cathedral Weather and Season's sunrises/set textures.
  21. Discussion topic: Improved closefaced helmets by navida1 Wiki Link
  22. Discussion topic: Embers XD by mindflux Wiki Link NOTE: Embers XD is ENB compatible but performs nicely without ENB. LATEST COMPARES (v2.5.6 GLOW OPTIONS) Campfires: Inferno + Embers HD (Step) > Embers XD (orange/red flames) Sconces: Inferno + Embers HD (Step) > Embers XD (orange/red flames) Torches: Ultimate HD Torch (Step) > Inferno + Embers HD > Embers XD (orange/red flames) NOTE: Torch flames for Ultimate HD Torch and Inferno + Embers HD lick very fast. Embers XD flames lick more slowly and behave more realistically. Forge: Inferno + Embers HD (Step) > Embers XD (orange/red flames) NOTE: FPS gain with Embers XD ... need someone to confirm.
  23. Discussion topic: SSE Engine Fixes by aers/Nukem/Ryan Wiki Link
  24. Discussion topic: SKYPATCHER by Zzyxzz Wiki Link Allows mod authors to modify game data at runtime. Modify ammo, weapons and what ever. Future alternative to SPID and mods like that. Requires SKSE. Armor and weapons mods supporting this mod will be easier to add in your game. Example patch: Arrowcrafting , makes arrow crafting require feathers from CACO. Open World Loot , patches added armors, weapons... into the leveled list in popular OWL-mod. ( I belive this will be a good alternative to Bashed Patch, Synthesis patches)
  25. Discussion topic: Creation Club Open Helmets by Imperial2000 Wiki Link Since we are using ICH already, I think this would make sense to patch the armors added by CC.
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