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aMidianBorn Content Addon (by CaBaL & kryptopyr)


Mercury71

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aMidianBorn Content Addon by CaBaL, kryptopyr
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Could this be a good complement, and a good way also as guide to install the LE aMidianBorne- mods?


Testing notes

  1. Install the Main File at same position of current aMidianBorn Book of Silence SE in Step 2.1.0 (disable that one)
  2. Install the Content Addon just after
  3. Do not disable aMidianBorn imperial light and studded or aMidianBorn stormcloak officer armour mods
  4. Sort with LOOT

This version essentially incorporates WACCF and needs a bit of patching, but it should work 99% without doing so. To account for some of this, the patch can be installed

image.png

 

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Huh? Book of Silence is already part of the Guide. Will not likely make the cut. It's not a 1:1 to the old content addon as some options have been "locked in". It's inclusion would have to be discussed because it's adding in several, non-vanilla armors/armor variants that we used to keep out of the Guide.

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  • 2 years later...

I'm currently testing this one for 2.2.0 mainly for the patch work with CCOR/WACCF.

I will also review the differences with out current setup. We may be able to override the non-vanilla variants with those we are installing with aMB now, but I will need to look at what's happening.

More on this topic later ...

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I'm not following. This adds more armors to the game. What is the problem you're trying to solve with this?

57 minutes ago, z929669 said:

We may be able to override the non-vanilla variants with those we are installing with aMB now

If you need to override the new armors from this mod and replace them with vanilla, then simply don't install this mod to begin with.

???

That said, this mod is great. I've been using it and like it a lot. The armor variants are done in the same style as all other AMB armors retextures, so they fit in seamlessly. They add more variety, more serendipity to the world.

But they're new armors, they don't exist in vanilla.

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45 minutes ago, Mousetick said:

I'm not following. This adds more armors to the game. What is the problem you're trying to solve with this?

If you need to override the new armors from this mod and replace them with vanilla, then simply don't install this mod to begin with.

???

That said, this mod is great. I've been using it and like it a lot. The armor variants are done in the same style as all other AMB armors retextures, so they fit in seamlessly. They add more variety, more serendipity to the world.

But they're new armors, they don't exist in vanilla.

Exactly, that's what I'm evaluating. If they are new and vanilla friendly, then they potentially fit with Step. I just want to evaluate the diffs to see what it's doing and the patching methods used for the other krypto mods. I've never looked at it comprehensively for myself other than some asset comparisons.

Call it an experiment, and I'm only posting to frame up any subsequent posts I make on this topic. I'm feeling adventurous.

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28 minutes ago, z929669 said:

I'm feeling adventurous.

My, oh, my :)

I won't spoil it but as you'll soon discover, this mod is very restrained. It mostly provides subtle variants of existing vanilla armors, and it adds a few unique items. Quite lore-friendly and blends in completely IMHO - you can hardly notice they are mod-added, even more so when using AMB retextures for vanilla armors.

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36 minutes ago, Mousetick said:

My, oh, my :)

I won't spoil it but as you'll soon discover, this mod is very restrained. It mostly provides subtle variants of existing vanilla armors, and it adds a few unique items. Quite lore-friendly and blends in completely IMHO - you can hardly notice they are mod-added, even more so when using AMB retextures for vanilla armors.

Yeah, that's why I'd like to see what we'd get.

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23 minutes ago, ButchDiavolo said:

So, having read through the Mod Page, if I understand correctly, you'd have to remove the AMB plugins installed now and replace them with just the AMB CCOR Content add-on.

AFAIK there are no AMB plugins currently in the guide (the one that gets installed is moved to 'optional').

  1. Disable the AMidian Book of Silence mod on MO2's left side (or you can remove it completely as it will be completely overwritten, but you may want to keep it around if you're testing and want to go back easily to previous state).
  2. Download and install 'aMidianBorn Book of Silence SE -- CCOR CONTENT ADDON' main file from aMidianBorn Book of Silence. It's a just a BSA containing assets, the plugin comes in the next step.
  3. Download and install 'aMidianBorn Content Addon SE' main file from aMidianBorn Content Addon. Enable the plugin.
  4. Make sure 'Armor Mesh Fixes' overwrites both (there is just one conflicting mesh).
23 minutes ago, ButchDiavolo said:

And any patches from Krypto's patch hub?

Yes, look for them there. There is at least one for ICH + WACCF + AMB.

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Our aMB implementation is just asset replacement governed by vanilla and existing mods like WACCF and CCOR. This may remain the best approach.

My goal is more around understanding WACCF and CCOR in relation to the aMB Content Addon plugin in order to better address this question on the aMB topic for what we are using in Step, which doesn't provide a clear reason, IMO. WACCF and CCOR touch so much that I want as much as possible to draw from krypto's expertise.

I only tagged for testing since I'm looking at it, but removed this so as not to bring any followers into what could wind up being a wild goose chase.

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43 minutes ago, z929669 said:

Our aMB implementation is just asset replacement governed by vanilla and existing mods like WACCF and CCOR. This may remain the best approach.

My goal is more around understanding WACCF and CCOR in relation to the aMB Content Addon plugin in order to better address this question on the aMB topic for what we are using in Step, which doesn't provide a clear reason, IMO. WACCF and CCOR touch so much that I want as much as possible to draw from krypto's expertise.

I only tagged for testing since I'm looking at it, but removed this so as not to bring any followers into what could wind up being a wild goose chase.

Well, you know me: I have a well working install, so I am always looking for ways to screw it up :biggrin: But seriously, you made me curious to the differences between the (optional) AMB install and this version.

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After some discussion, we have decided to test this one again. We used in in LE but dropped in SE due to not having the flexibility of install options available in LE ... we've decided that this implementation is vanilla-friendly (it's a kryptopyr mod after all) and close enough to suit our mandate (and let's face it, we all like more weapon/armor variants if implemented 'smartly' and in a vanilla-balanced way).

Se OP for some testing notes

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So far it looks good to me. Maybe it is my imagination, but it appears that the armors looks... more detailed? Of course that could be due to the new parallax mods I installed recently. I haven't really looked into that yet.

8 hours ago, z929669 said:

(and let's face it, we all like more weapon/armor variants if implemented 'smartly' and in a vanilla-balanced way).

Well, yes and no. I don't use all the CC armor mods, because they look plastic and ridiculous. And in my opinion "un-Skyrim" (medieval as opposed to nordic).

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Since the main file which holds the texures is a bsa, it won't show any conflicts or overwrites with existing loose files? Weren't there some creatures, Dragonpriest Acolytes etc. that STEP preferred to be vanilla or otherwise modded? Also, if there are still clothes textures in the file, wouldn't they overwrite 'Rustic Clothing' in its current position?

Edited by CorneliusC
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