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efrost

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efrost

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4 comments

  1. Elricasa85
    Elricasa85
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    Hi, this looks very promising, but I wonder about MCP Skunk Works, too. Also if MCP Skunk Works is required, which module(esp) is it required for? Another thing I was wondering, is which modules require you to start a new game, if any. Otherwise, I really want to use some of these mods. Thanks.
    1. efrost
      efrost
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      The only oddity I've noticed adding these to an existing save is that spells and enchantments you made before adding the Magic Effects or Enchant modules still use the old values for base cost and enchantment points. Removing the modules shouldn't be an issue as long as you repair your saves with Wrye Mash.
  2. centime
    centime
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    Although MCP Skunk Works is listed as required under the Requirements header above the description (Nexus Requirements), it isn't listed under Requirements in the description. Conversely, Merzasphor's updates to MWSE is listed in the description under Requirements, but not under the Requirements header above the description. It might be good to list all requirements in the same place, so that some people don't miss any. Also, Merzasphor's updates to MWSE are included in the current release of MWSE itself, so you might just want to put MWSE as a requirement, otherwise some might think they need to find Merzasphor's updates to MWSE as a separate file, which doesn't exist. Just my suggestion.

    I am wondering why this mod requires MCP Skunk Works, though. The description for that mod simply says "Black ops equipment & graphics testing. Classification Secret", and the main file downloads are an MCP beta and an MGE XE beta, with some optional, miscellaneous and old files. Which of those is required for your mod? If this mod simply requires MCP and/or MGE XE, it might be better to link to pages for those where people can download the most current stable version. If it indeed does require MCP Skunk Works, yeah, a bit more information would be nice. It might be pedantic of me, but it is always helpful to know why I am adding things to my game, and what those things are intended to do.

    Overall, this looks to be a worthwhile and helpful collection of mods, well thought out and valuable. Thank you. Sorry this is so long; seems to be an affliction of mine...

    Edited: Removed irrelevant commentary :)
    1. efrost
      efrost
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      Well. It's complicated. The two modules that require MWSE are Marksman and Stealth. Specifically, they use xSetGSFloat, which is actually an MGE XE function. In theory, they should work with MGE XE 0.9.10, but they didn't when I tested them. I tried updating MWSE but not MGE XE, but that didn't work either. The only thing that did work was the version of MWSE bundled with MGE XE 0.10.0. The MCP Skunk Works page is the easiest place to get that. I'll try to make that clearer in the description.
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