Posts tagged Weekly Q&A
Weekly Q&A and Progress Update — 7/19/2019
 

Weekly Q&A and Progress Update — 7/19/2019

Hello everybody. Here's this week's Q&A thread, where you can ask questions about the experience, what I'm working on, what my plans are for upcoming features, etc. - basically anything that's not tech support.

What I'm working on

I dedicated nearly all of this week to the Prologue for Season 2 of the UltSky Let's Play. My original intention was to release the entire prologue in one video, but as the scope of the story expanded, I frankly ran out of time - and so I decided to release the prologue in two parts.

You can watch Part One by clicking this link.

Part Two is on the docket for next week, along with 4.0.6, so you can safely expect both by end of day next Saturday (7/27). I believe (hope) you guys will find them worth the wait! ;)

As always, feel free to leave any comments or questions below, and I'll get to everything I can as soon as I can.

Love, BB

Tags: Weekly Q&A


 
Weekly Q&A and Progress Update — 7/12/2019
 

Weekly Q&A and Progress Update — 7/12/2019

Hello everybody. Here's this week's Q&A thread, where you can ask questions about the experience, what I'm working on, what my plans are for upcoming features, etc. - basically anything that's not tech support.

What I'm working on

This week's update will be short and sweet, as frankly I need all the time I can get to work on 4.0.6 & Season 2! :)

I spent the vast majority of this week working on bugfixes and small feature improvements, like making battlefield looting illegal, removing the infinite Ingot to Gold exploit from Exchange Currency, creating auto-configuration files for mods like Less Intrusive HUD II & iEquip, and equalizing Carry Weight bonuses from pouches (so players can mix and match). 4.0.6 is filled with little touches like this, which I hope will add polish to your guys' experiences.

My goal is to drop 4.0.6 next Friday at the same time as Season 2 Episode 1, but I may drop it a few days after if I need a bit more time to fix even more bugs. I'll let you guys know next Friday where things are at.

As a parting gift, here's a list of the added & updated mods thus far in 4.0.6:

Added Mods

Updated Mods (not counting DynDOLOD)

  • Atronach Crossing: Updated to 2.3.0.

  • Cobb Positioner: Updated to 2.3.2.

  • Hunterborn: Updated to 1.6.

  • Immersive Patrols: Updated to 2.2.2.

  • Missives: Updated to 2.03.

  • Spell Research: Updated to 2.1.2.

  • Ultimate Skyrim: Updated to 4.0.6.

  • Unofficial Skyrim Legendary Edition Patch: Updated to 3.0.15.

As always, feel free to leave any comments or questions below, and I'll get to everything I can as soon as I can.

Love, BB

Tags: Weekly Q&A


 
Weekly Q&A and Progress Update — 7/5/2019
 

Weekly Q&A and Progress Update — 7/5/2019

Hello everybody. Here's this week's Q&A thread, where you can ask questions about the experience, what I'm working on, what my plans are for upcoming features, etc. - basically anything that's not tech support.

What I'm working on

As most of you know, this week I pushed back the release of Season 2 Episode 1 to July 19th. My sincerest apologies for the delay, but as I said in the video, I believe this extra time was necessary to ensure that Season 2 (and by extension, 4.0.6) are of the highest quality they can be.

I spent most of the previous week finalizing the new control schemes for both the keyboard and the gamepad, and thanks to the combination of iEquip, Gamepad++, and other UI mods, Ultimate Skyrim 4.0.6 will feature gamepad support out of the box (and I'm quite proud of the new controls, to be honest!)

I also started formally penning the backstory for Season 2's character, which has been quite the effort, but is also coming along nicely. This backstory will be explained in an intro video preceding S1:E1, and I plan for both videos to drop on July 19th.

I plan to spend this next week almost exclusively on the final bugfixes and features for 4.0.6, after which I'll be putting together the intro video for Season 2, and practicing my gamer skillz before finally recording and uploading S1:E1.

As always, feel free to leave any comments or questions, and I'll get to everything I can as soon as I can.

Love, BB

Tags: Weekly Q&A


 
Weekly Q&A and Progress Update — 6/25/2019
 

Weekly Q&A and Progress Update — 6/25/2019

Hello everybody. Here's this week's Q&A thread, where you can ask questions about the experience, what I'm working on, what my plans are for upcoming features, etc. - basically anything that's not tech support.

What I'm working on

For the past week, I've been working almost exclusively on version 4.0.6, which includes a ton of bugfixes that couldn't make it into 4.0.5, as well as a whole host of new features & improvements that I wanted to cram into the installation before I begin work on 4.1.0.

The next big task on my list is formalizing the new gamepad control scheme, courtesy of Dunc Smith's Gamepad++.

Until then, here's a list of the changes that have already been implemented into 4.0.6 (not including the UI changes from last week's post). This is not a full list of all the changes going into 4.0.6, as there are many more bugfixes likely to make the cut (and a few new mods as well).

New Features

  • Borderless Windowed mode is once again the default setting.

  • Eorlund Gray-Mane only offers his smithing services to members of the Companions Circle.

  • Every blacksmith’s smithing skill has been individualized based on the their background, experience, and clientele(i.e. who pays their bills) . The most skilled blacksmiths are generally harder to find, and are often related to factions or areas of the world that are difficult to access.

  • Blacksmiths can now craft items from the Forge, Crafting Table, Tanning Rack, and Smelter.

  • Some NPC’s now offer Tailoring services, and accept orders for clothing & cloth items in the same way that blacksmiths accept orders for weapons, armors, etc. There’s generally at least one Tailor in each of the nine major cities, and they can be identified by the spinning wheels they keep in their shops. (Other means of identifying Tailors will likely be added later.)

  • The MCM Settings guide now distinguishes between essential settings & non-essential settings. It is also reformatted, edited for clarity, and generally polished.

  • ETaC apparently features optional Laundry & Bedding Clutter - how grand! These features have been enabled, and I gave the laundry water a slight visual touch up with the help of Realistic Water Two.

  • The College of Winterhold now requires prospective students to have 50 skill or greater in at least one magical school.

  • Faralda’s College admittance tests are much clearer about the school of magic you’ll be tested in.

  • The College’s various experiments & resources will now provide a small amount of magical XP when examined.

  • Completing quests for the Companions will yield more gold as you advance in rank.

  • If the player initially refuses the Beast Blood from Aela, it’s now slightly easier to convince her to offer it a second time.

  • The ini file from Better Stealing has been adjusted to make life a little harder for thieves. Items worth 50 gold or more will now be marked as Stolen.

  • Followers who’ve run out of potions will notify the player every 10 minutes, instead of the previous 5 minute intervals.

  • Followers will now use all potions and poisons given to them.

  • iAFT followers can carry slightly less than before (100 lbs vs 150 lbs previously)

  • MCM instructions have been added for Holidays, specifically regarding Non-Dragonborn characters & character birthdays.

  • Renamed Wooden Trolling Rods to be a bit easier to find in the crafting menus.

  • Activating a fresh animal kill while sneaking will no longer pick up the carcass automatically.

  • Animal butchering yields slightly more meat.

  • Combat will no longer prevent animal field dressing, butchering, harvesting, etc.

  • Animations have been disabled for field dressing, butchering, harvesting, etc. (I found these animations jarring in first person because the camera is reset vertically before & after the animation; since the player is usually looking down when performing these actions, there’s a large “jump” between camera states)

  • The Hunterborn cookbook is no longer required for “obscure” Hunterborn food recipes. (This is in preparation for UltSky’s blueprints, which will supersede all other “recipe” restrictions.)

  • Dragons can now be harvested for additional dragon parts like blood, eyes, etc.

  • Adjusted many “armored cloth” recipes to use pre-made clothing. Affected recipes: Dragonhide Robes, Ebony Mage Armor, and Dwarven Mage Armor.

  • Various cloth recipes now use metal fragments/rings instead of full ingots for realism. Affected recipes: all Dragon Priest cloaks, Sheogorath’s Garb, Silk Embroidered Raiments, Psijic Gloves/Robes, Silk Radiant Raiment, Cotton Fine Boots, and Cotton Focusing Gloves.

  • The gold rewards for Missives quests have been increased across the board, especially in the cases of gathering quests where the value of goods gathered was formerly much higher than the quest payout.

  • More taxes have been implemented through Simple Taxes, but the taxes themselves have been generally lowered.

  • The cost for renting out a mine has been increased from 750 to 1000, and the friend discount has been increased from 300 to 500.

  • It’s no longer illegal to use crafting equipment at night in populated locations. (This feature is unfortunately incompatible with SkyrimSouls.

  • Investing in a shop now costs 1000 gold (previously 500), and merchants you invest in will now have 2000 more gold to trade with (previously 1500).

Bug Fixes

  • The CCOR MCM has been updated to properly display recipes for Artifact Replicas and Armored Circlets, and to disable CCOR’s “Learn to Craft” systems.

  • Bottled drinks can be poured out again via the Crafting Ledger.

  • Added missing recipes and breakdowns for Wooden Fishing Rods.

  • Added breakdown recipes for village-themed saddles & added Craftsmanship as a requirement for both their recipes and their breakdowns.

  • Added some missing ETaC foods to Dynamic Crafting.

  • Frostfall’s effects for rain & snow have been disabled to prevent redundancy with Wet & Cold.

  • Containers can no longer be selectively converted to safe storage. This is for balance purposes, and to prevent bugs & incorrect container behavior.

  • Carry Weight bonuses from Bandolier items are now hard-coded to prevent the bug where the bonuses reset & their sliders must be re-adjusted in the CCOR MCM.

  • Removed duplicate recipe for the Aetherial Crown.

  • Removed duplicate breakdown for Iron Mace.

  • Re-enabled a recipe for the White Nordic Shield that was disabled by mistake.

  • Items can no longer be dropped in “stacks” to prevent these items from disappearing. (This appears to be a “bug” with SkyrimSouls.)

  • Fixed Cotton Mourner’s Clothes to reflect their actual material (Linen).

  • Mead Kegs are no longer set to dynamic in the Dynamic Things MCM (and were never intended to be, as this feature does not work with iNeed).

--------------------------------------------------------------------

Feel free to leave any comments & questions as always, and I'll reply to whatever I can, as soon as I can.

Love, BB

Tags: Weekly Q&A


 
Weekly Q&A and Progress Update — 6/18/2019
 

Weekly Q&A and Progress Update — 6/18/2019

Hello everybody. Here's this week's Q&A thread, where you can ask questions about the experience, what I'm working on, what my plans are for upcoming features, etc. - basically anything that's not tech support.

What I'm working on

At the moment, I'm focusing exclusively on preparation for Season 2 & version 4.0.6, which will be the last release for the 4.0.x series (and the version that I'll be playing for the first episodes of Season 2).

Because 4.0.6 is the last in the series, it's the version that will be express installable for free once 4.1.0 drops - so I want to ensure it's as polished as possible.

UI & Controls Overhaul

The first big addition to 4.0.6 is the UI & Controls Overhaul, which I've eagerly anticipated for some time now. iEquip is nearing release, along with an updated version of Gamepad++, which means I can finally implement the UI & control changes I've planned for a long while. (For those who don't know, iEquip & Gamepad++ are the creations of the illustrious Dunc Smith, whose work I believe will revolutionize UI & controls in Skyrim. It's seriously that good.)

For this overhaul of UI & controls, my major design goals were to:

  • Display critical information clearly & intuitively, such as vital attributes, status effects, equipment condition, remaining consumables, etc.

  • Reduce eye travel between UI elements

  • Increase readability of textual UI elements

  • Organize UI elements according to the control scheme - particularly important for Gamepad support

  • Reduce UI "clutter" & non-critical elements, such as the compass, clock widgets, superfluous textual notifications, etc.

  • Create a sleek, unobtrusive, and unified general design that maintains immersion & makes efficient use of screen real estate

To accomplish this task, I used a combination of iEquip, Gamepad++, Less Intrusive HUD II, Immersive HUD, moreHUD, SkyUI, iNeed, Loot & Degradation, Frostfall, Wearable Lanterns, Easy Wheel Menu, Realistic Torches, Improved Arjestin Font, and A Matter of Time.

With the help of these mods, Dunc Smith, user /u/hazardoss, and after a lot of tweaking & finagling, I'm pleased to present the new Ultimate Skyrim UI, which will launch in 4.0.6:

--------------------------------------------------------------------

There's a lot to take in here, so feel free to ask if you have any questions about the new UI and/or controls, and how this all functions. Feel free to leave any general comments & questions as well, and I'll reply to whatever I can, as soon as I can.

Love, BB

Tags: Weekly Q&A


 
Weekly Q&A - June 11th 2019
 

Weekly Q&A - June 11th 2019

Hey there everyone! Here's this week's Q&A thread, where you can ask questions about the experience, what I've been up to, what my plans are for upcoming features, etc. - basically anything that's not tech support.

What I've been working on

I spent the last week working almost exclusively on bugfixing, and plan to spend the rest of this week crushing more bugs for version 4.0.5, which will release sometime this week (Friday at the latest). Depending on how many bugs I manage to squash before Friday, 4.0.5 may be the last patch in the 4.0.x series before I move on to 4.1.0. If there are still bugs I'd like to address after 4.0.5, I may release a 4.0.6 patch to sweep those up before moving on to 4.1.0.

Bugfixing is tricky business, but it can also be a lot of fun. The mysterious nature of some bugs can make it hard to estimate how long a bug will take to fix, which isn't great for project/time management, but there's a real satisfaction that comes from identifying a bug, tracing the source, and successfully implementing a fix. It feels a bit like playing detective, and I try to savor the sweet moments. ;)

Go ahead and leave your comments & questions below, and I'll reply to whatever I can as soon as I can, as per usual.

Love, BB

Tags: Weekly Q&A


 
Weekly Q&A (6/4/19)
 

Weekly Q&A (6/4/19)

Hey there everyone! Here's this week's Q&A thread, where you can ask questions about the experience, what I've been up to, what my plans are for upcoming features, etc. - basically anything that's not tech support.

What I've been working on

Last week was actually my bachelor party and I was only home & working Monday through Wednesday, so I unfortunately didn't get as much done as I would during a full week. That said, this week I've decided to really lean into the bugfixing patch to get it out ASAP. You guys have been waiting long enough for fixes to some very annoying bugs. ;)

I'll still be working on the project management on the side, which I need to get used to doing anyway.

With that, have at it and I'll reply to whatever I can as soon as I can.

Love, BB

Tags: Weekly Q&A


 
Weekly Q&A (5/28/19)
 

Weekly Q&A (5/28/19)

Hey there everyone!

You can view this week’s post here.

Over the last week, I've been poring over the mod suggestion threads to make sure any & all pertinent suggestions are tracked in the new project management software. There have been some truly exciting suggestions, and since I had to examine them closely to estimate implementation time, I've even sketched rough implementations for some of the new mods & features (and some "overhauls" that combine several mods together to overall larger portions of the experience).

I know many of you are dying to suggest more mods, and I promise the suggestion threads will make a comeback in some way - I'm just figuring out the best way to go about it, with all the other project & community changes.

Alongside this work, I released the teaser trailer for Season 2 of the Ultimate Skyrim Let's Play. Make sure to check it out if you haven't yet!

Tags: Weekly Q&A


 
Weekly Q&A (5/20/19)
 

Weekly Q&A (5/20/19)

Hey there everyone!

I decided to start weekly Q&A threads to give you guys a less formal look into what I've been working on, what my plans are for upcoming features, etc.

You can view this week’s post here.

This last week was almost entirely dedicated to migrating the project management from haphazard google documents to our new Jira project environment. There are a lot of tickets to transfer between new features, bugfixes, new mod additions, and the like, so it's been a time consuming process.

I plan to spend the beginning of this week finishing up that task, and then moving straight into the bugfixing patch.

Tags: Weekly Q&A