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> Skyrim Workshop Now Supports Paid Mods
ghastley
post Sep 13 2017, 04:26 PM
Post #121


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It's a first step, anyway. The word is that SkyUI 5.1 will work after you convert the esp via the new CK, but there may be an extra step needed on top. I've installed it, and will start testing my "Hulk Out!" mod soon - I want to get SkyUI working first.

Mods depending on it will take some time to be converted up, and some are expected to break (hence the alpha status).


Edit:
I had a few issues finding the right meshes to put in the SE folders, but the scripts for Hulking worked perfectly! Much easier than killing the Old Orc, who kept one-shotting my archer. It took half-a-dozen reloads to give him his good death.

I haven't installed SkyUI yet, as I realised I was using the 4.1 version in LE, probably because of a change in 5.1 that I didn't want. I just can't remember what it was. I'll probably try to install the one I have before downloading a newer one.



This post has been edited by ghastley: Sep 14 2017, 02:29 PM


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Mods for Oblivion and now Daggerfall and Skyrim. Fan fiction, too.
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Decrepit
post Sep 17 2017, 10:25 AM
Post #122


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YouTube video: Mod Removes Bethesda Creation Club News from Fallout 4.


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TheCheshireKhajiit
post Sep 18 2017, 04:14 AM
Post #123


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QUOTE(Decrepit @ Sep 17 2017, 04:25 AM) *

Ja, Khajiit has seen this mod on Nexus. Honestly, the "Creation Club News" thing on the main title menu doesn't bother this one, so he will not be downloading it. It's easy enough to simply ignore it.


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ghastley
post Sep 19 2017, 02:12 PM
Post #124


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SkyUI 4.1 stood up well to SE conversion and MCM is working well enough for me to port over Auto-Unload Ammo. (How did we ever live without that one?)

I haven't yet packaged everything back into its new bsa's, just using loose files for now. I'll need to do that soon before bringing over more mods. Even if SKSE64 gets fully released soon, and the mod authors start doing the work for me, I'll want their files out of the way of my own WIP's.

I'm running SE single-screen, as all the extra visual effects are overloading the twin GX680's if I use triple monitors. I'll start experimenting with turning things down a bit and see what's acceptable soon. Some of the stuff, like lens flare aren't helpful, and were done just because they could. Just like the abhorrent blood spatter on the HUD, they're simulating the wrong things. I'm not playing a character carrying a camera, but one using the Mark I eyeball (paired). Since there isn't a focus control, I don't want simulated myopia for my archer, so DOF has to go, too. There are probably a few LOD setting to tweak, too.


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TheCheshireKhajiit
post Sep 20 2017, 05:53 AM
Post #125


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QUOTE(ghastley @ Sep 19 2017, 08:12 AM) *

SkyUI 4.1 stood up well to SE conversion and MCM is working well enough for me to port over Auto-Unload Ammo. (How did we ever live without that one?)

I haven't yet packaged everything back into its new bsa's, just using loose files for now. I'll need to do that soon before bringing over more mods. Even if SKSE64 gets fully released soon, and the mod authors start doing the work for me, I'll want their files out of the way of my own WIP's.

I'm running SE single-screen, as all the extra visual effects are overloading the twin GX680's if I use triple monitors. I'll start experimenting with turning things down a bit and see what's acceptable soon. Some of the stuff, like lens flare aren't helpful, and were done just because they could. Just like the abhorrent blood spatter on the HUD, they're simulating the wrong things. I'm not playing a character carrying a camera, but one using the Mark I eyeball (paired). Since there isn't a focus control, I don't want simulated myopia for my archer, so DOF has to go, too. There are probably a few LOD setting to tweak, too.

This is encouraging news.


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"Family is an odd thing, is it not? Defined by blood, separated by blood, joined by blood. In the end, it's all just blood."
-Dhaunayne Aundae

May you walk on warm sands!
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