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Everything posted by DayDreamer

  1. AFAICT, this is not true. It does not appear in a cursory search. There would be no need in that game. The reason for banning the user was the sockpuppet, not the anti-LGBTQ mod itself. This is the same policy as wikipedia. Folks can rant all they want in their private space, but violating policy to disrupt the project warrants action. IMnsHO, the DarkOne post is masterfully written. I don't always agree with him, but this time it seems well reasoned.
  2. Those newfangled things? The first games that I'd received were for mainframe and minicomputers, on 7 or 9 track tapes. Still have a couple hanging around. Eventually was distributed on 8" and then 5" floppies. Ultima(s) had game busting bugs long before that.... Remember trying to sail across an ocean, eventually the graphics would break up, and I'd discover that all my saves were bad. IIRC, I've never successfully completed any Ultima. But I'd tended to treat them as open world role playing, not getting around to the main quest before far too long. Big disappointments were Railroad Tycoon 2 and 3. Two could never complete the main campaign sequence there were such bad bugs. Had a good time building general railroads, while listening to the extensive high-quality soundtrack. Three had a game breaking bug that was never fixed for my Mac platform (but was eventually fixed on the PC): build a single track, then later double track, then train would halt at that section junction. Since that meant you could only play the early part of any scenario, it made the overall game nearly worthless to me. So the defining decline is usually when the title or series was sold by the original developer. Getting back on topic, agreed. But the sheer number of bugs is also unprecedented. And the lack of official updates is unprecedented. Also, the number of new bugs in official updates is unprecedented. Contrast with the Civilization series. It always initially had problems, but comprehesive patches were fairly rapidly released. Even later editions after Sid left. There was an expectation bugs would be fixed, especially with them making money from expansions. If you haven't gone bankrupt, you should be patching bugs and supporting your customers.
  3. Cool. My efforts in games have been as a contractor, doing such things as the networking protocol for Mech Warrior II with Green Dragon Creations in the early '90s. On the open source community software side, for MudOS, and later reviving FreeCiv 2.x. Began D&D from the white set in Spring '76, went on to Rune Quest in '78 and GURPS a few years later. Circa '84-85, I'd done a boardgame mashup called Barbarian Civil Diplomatic Empire. That tells you what we were playing around here at the time. But it really required a computer to run (each turn took hours by hand). Fortunately, I'd built a Vector Graphic (1) Z80 by hand in the late '70s (still sitting in my storage shed). Sid Meier was a couple years ahead of me in school here, but we all come from the same Michigan gaming background.
  4. See Main Hall: Second Level, North Rooms. Should we create an additional shelf? Or change the 4 to 3 and shrink the formula to "Sawn Log, Nails", matching the line above it.
  5. I'm more of a detail person. A formula matching those of 3 doors yielding only 2 doors bugs me. A formula saying "Wall Shelves (4)" yielding only 3 shelves bugs me. That attention to detail is why I've spent my life as a kernel/system level program (and international computer networking standards) designer, rather than an applications programmer. If this application level project prefers not to fix such mere trivialities, I'm capable of posting yet another UUSkyPP.
  6. So we have a consensus on both sides: it's not worth making more realistic, because plenty of other things have weird formulas. But using three door formulas is not appropriate for only two pairs of double doors. Display cases with a "hinge" likely have a pair of hinges, one on each side of the glass. Of course, that could be a single long strip piano hinge. Each door could also use a piano hinge. Likewise, 1 "nails" is really many nails (more like a box of nails), enough to make 10 boxes of nails from each ingot (10 individual nails would be more like rail or tent spikes). Otherwise, how in the world would you build 4 walls with only 8 "nails"? Or an entire roof with only 10 "nails"? And 1 "nails" per "hinge" is fairly consistent in the formulae. A dozen or so nails on a piano hinge wouid make some sense, while 12 or 18 screws is fairly standard for hanging each modern door. Moreover, the "iron fittings" are just miscellaneous parts: door handles, latch, strike plate, etc. One set is enough for each pair of double doors. One set is enough for a pair of wall sconces, or a dresser, or a hanging rack. Finally, we agree that one lock is enough for each pair of double doors. The only question is why have locks on non-locking interior doors?
  7. As already documented in the tracker (and UESP): The entry hall to the main hall is one double door. Recipe is "Iron Fittings, Sawn Log, Lock, 2 Hinge, 2 Nails". Why does an interior door needs a lock? Has no handle, no key. Fittings should be enough. Two double doors is "2 Iron Fittings, 2 Sawn Log, 2 Lock, 4 Hinge, 4 Nails", as seen for Kitchen and Greenhouse. No reason for locks either.... Three double doors: "3 Iron Fittings, 3 Sawn Log, 3 Lock, 6 Hinge, 6 Nails". In some of these cases, the third door is exterior, so one lock is reasonable. Thus, the current recipes are correct multiples. They just aren't very realistic. The Alchemy wing currently has the 3 double door recipe, but only has 2 double doors. So it should be fixed. As the doors are fixed, should the recipes be more realistic? Or just do minimal fixes to make them more self-consistent?
  8. I'd proposed a simple change at Issue #32448: Alchemy tower recipe has wrong number of doors. Arthmoor notes that the per door recipes are not realistic. Should we fix all the recipes to be more realistic? Or just do minimal fixes to make them more self-consistent? Do we need a poll, or just a discussion?
  9. You're kidding? Any horse will outrun somebody on foot. The carriage horse is considerably faster than horseback, because the carriage horse never runs out of stamina. If you ask the driver to hurry, the elapsed timing is about half of fast travel by map to the same destination. However, horseback is more flexible. I've found myself always using the carriage during the first several visits to each hold capital, then using local horses for travel across the wilderness and over mountains. My list is very sparse, only essential plugins. The extra CC content was given away over time. But I've missed many of those freebees, simply not checking often enough. Hopefully it was helpful to you for ordering the essentials.
  10. You didn't include Touring Carriages. It goes just after USSEP and just before CRF. If it might help, here's my current PC ordered list:
  11. probably should be in the same topic as cheap or free games.
  12. OTOH, I can give empirical data that Autosaves are not always safe. For oldrim, there was rather a lot of discussion about Autosave walking through the doors onto the Dragonsreach Porch frequently caused a CtD (until release 1.6). Turning off Autosave, walking through, then manually saving did not crash. Since that time, I've always done my own saving. It's not hard. Also, I've proven that rather significant data isn't kept in the save file. So Auto or Quick saves won't return you to exactly the circumstances of the game. For example, any save that happens during an animation or "translation" (such as havok or spline translations). And of course, you cannot reload any save made during a Touring Carriage ride. In that case, the AttachToCart() state isn't saved, so a reload won't work properly. Confirming this is the best advice. Early on, using the Load from the System Menu was Really Bad. The engine didn't clear out a lot of things, they would be carried over into the next save with hideous consequences forever. Re-loads in the same cell are particularly pernicious. That interface menu item should be removed entirely. Over time, it was proven that quitting to Main Menu was not enough. Not enough was reinitialized, some forms and globals linger, and they can have long term consequences. Saves after loading from Main Menu will gradually become corrupted. Simply poor programming practices by Bethesda. Only quit to desktop ensures that you are reloading from a clean slate. ---- This poor programming practice is not unique to Bethesda. Once upon a time, I interviewed at Google. A PhD from Stanford actually criticized my whiteboard example caching code for rigorously providing a cleanup deletion function for every object, saying this was not necessary for applications. So that must be what they are teaching nowadays.... Lazy programming. But I pointed out that caching code structure was used for my DNS implementation in at least 5 commercial product lines by that time. It is critical to cleanup expired DNS cache entries. There had been numerous DNS cache attacks, none of which worked against my code. He still recommended against my hiring, in the old days of one strike and you're out. Three years later, Google invited me back to give a security talk.
  13. Aha! I'm not a GoG member, but I see them on Steam now. Perhaps we could have two more TES topic sections for them, where we could compare and discuss whether versions match from different download sites? I'd not seen a topic about the differences. How do we support UOP with different variants floating around? (I'd bought Morrowind and Oblivion on Steam sale in 2012, but have not yet downloaded them. Thought I'd try them after all the Skyrim bugs were fixed and I'd actually finished playing it.)
  14. Woah. If memory serves, they lost the source to Arena and Daggerfall. Could you be more specific about updates on Steam? As I've mentioned in the past, I'd played a bit of Arena and Daggerfall back in the day (never finishing either because they belonged to my younger brother who traded them to friends for other games after he tired of them). Both were innovative for their time. Although Arena was rather crude, it was still more "open world" than anything else I'd played. IIRC, it took me at least 6 tries to actually get out of the first dungeon. And then there I was, standing in an unknown town, having to ask everybody for help. I tried walking to the next town, but that proved impossible (at one time I'd persisted for at least 2 hours). Also, there were seemingly prostitutes. In Daggerfall, I still remember the leaves brushing past my face on horseback, the first game I'd played with that level of realism. Much more detailed travel options than Skyrim, too. I've yet to play Morrowind. On a nephew's machine visiting during Christmas, I'd played the opening escape from Oblivion, but wasn't enthused enough to buy the game myself at the time. Playing Skyrim on the same nephew's machine 4 (or 5) years later, I was sufficiently interested to buy Skyrim -- and a PC to play it. Think about the last time you were willing to spend over $1,200 just to play a particular game.... Then discover it had so many bugs, and crashed all the time. I've already got No Man's Sky. I've already purchased the Valve Index (for Skyrim VR with disappointing results), and it is surprisingly well integrated with NMS. Folks are already calling this "No Man's Skyrim".
  15. Just discovered that there is a new Creation Kit 2.0 version 1.6.438.0 (my version was, available via Steam (as of April 25, 2022). Much handier download than via Bethesda.net, but you have to search the Steam Store for it. Not seeing any indications about what has been updated. Wish they'd called it 2.6.... instead of 2.0 version 1.6.... The Unofficial Creation Kit Patch was updated to match on May 22. I've not tried it yet. SSE CreationKit Fixes has not yet been updated.
  16. Nexus has a Requirements tab, and I wish that it had a version check as well. Admittedly, I'd updated to SE 1.6 as soon as SSE Engine Fixes was available. That allowed testing. But had to stop playing until Scrambled Bugs was eventually updated in March 2022. It is no longer dependent on .NET Script Framework, and as a bonus loads much faster. There is simply a huge amount of unsupported cruft that doesn't play well with others. A fact of life.
  17. The fastest possible update is 1 per graphics frame. At 60 fps, that's 0.017. But in reality, there are plenty of other things running updates, so you won't get an event call. In my testing, you are lucky to get 2 to 3 events per second. Sadly, i'm not much help with nifs, and none at all with animation. Years ago, we figured out how to fix weapon mounting attachment points for weapon racks. But I've not even installed the nif tools on this machine in 5 years, and never had animation tools.
  18. It's not the scripts. The carriage scripts simply invoke idle animations. The animations attach the PC or NPC to the seating locations. There are 5 seating locations on the "cart" (really a wagon): driver, seat A, seat B, seat C, seat D. There are 3 animations for each of the seating locations: idle (sit in the seat), sway (in the seat during the ride), exit (stand and walk away from the seat). That's 15 animations total. So you need to add attachment points to your nif, and new animations that use those specific attachment points.
  19. I'd originally purchased NMS to play with my nephews. But I'm a civilization-style builder, whereas my youngest nephew wanted to be a pirate. And now a few years later, he can!
  20. https://bethesda.net/en/article/2RXxG1y000NWupPalzLblG/sunsetting-the-bethesda-net-launcher-and-migrating-to-steam Presumably, they couldn't run it better or cheaper than Valve. Any idea how this will affect the SE CK?
  21. Fairly confusing to me. Wondering why Symmetric Multiprocessing (or shared memory processing) would make video stutter. Agree that this 10+ year old game engine is not using available processing cores.
  22. Yes, should also be in bug tracker. But after prior discussion, Arthmoor suggested we discuss broader pattern issues (such as this) here. Most folks don't track the tracker, so there's too little discussion there.
  23. I agree. In fact, I didn't realize it was possible during the first year or so playing the game. There's no tutorial telling you how to fast travel. But Alvor does tell you to take the carriage to Solitude. In the vanilla game files, there are actually carriage routes with voiced travelogue. Restored by Touring Carriages. A bit boring the 3rd time you ride each route, but you can always tell the driver to wake you up. And some travelogue changes as the game progresses.
  24. Personally, over 8 years I'd never built the Hearthfire homes. But Covid came along, and yet another person asked for Touring Hearthfire carriages. So I've had to build at least part of the homes, just to test the carriage code. The one that I've found most useful in game is Windstad. The fish hatchery, greenhouse, kitchen, alchemy tower combination. And it makes sleeping in the middle of exploring Ustengrav and defeating the pirates much better than using the Abandoned Shack. Also, I've never needed more than one library. Even carting every book that I've found to Lakeview (where I'd built the library). I've not come close to filling it.
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