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Everything posted by godescalcus
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SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Oh that's easy, for fun and for the sake of it LOL 30 years ago you would (ZX Spectrum) POKE 42837,182 and grant Chuckie Egg infinte lives (we were so basic, why not poke to make you kill the ostriches instead of them killing you, and if on top of that you could loot them for points it would feel like a true TES-Chuckie Egg). -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Thanks for reaching out to the mod author Lexy. I still think I'd like septims to be worth a little more than the lowest medieval/late roman coin. I know that makes it complicated because some things, like food, would be worth under 1 septim or probably just be set as 1 septim if the game doesn't allow for lower values, so some balancing would be lost. It's just my personal preference that nominal values and the amount of septims you carry with you be reduced. I used to play Ultima Online which devs had lost a lot of time designing the virtual economy system but "farming" inevitably led to crazy prices in the player economy like truly rare weapons going for 400K to 1Mil and the such. Still, it made pretty good sense since it was a player-run economy, run by the relative scarcity of items and by the amount of gold that players would be able to "farm" - and this, in the end, dictated the scarcity of coin, or lack thereof, which is why prices were so inflated. Skyrim has the same issue, which is made even more noticeable by the TME balancing, which is that in the game it's extremely easy to come by valuable items such as weapons, armor, gems, just by "farming". Maybe the true balancing adjustments should reflect the reality of the game instead of the reality of middle-ages economy? I know, I'm not helping LOL Just thinking that given TME's config is of simple adjustment, one could run a test and play for a decent amount of time, hoarding everything (I use Haven Bag that allows for the ultimate hoarding experience ;) and after a while count the amount of items found in each category: food, ingredients, weapons and armor by "material", etc and then try to introduce fixes to the balancing figures with one question in mind - how long should I play, on average, to make 10k septims? While I think it's fun and "realistic" that gear and jewelry is worth so much more than food, the fact that in game you come by those things so easily is what's giving everybody such vast amounts of cash. Short of reducing the availability of everything in game, which would mean changing the game mechanics completely, you can either live with the high figures, or try to fine-tune the system, or just cut back one zero like I had suggested, which might be the easy approach. I wonder what would happen if you edited the file like this: xHouse := 0.5; xHeavyArmor := 1.5; xLightArmor := 1.5; xClothing := 2.0; xGearCloak := 1.0; xMeleeWeapon := 1.0; xBowCrossbow := 0.5; xAmmo := 0.2; xBook := 2.9; xSpellTomeRecipe := 1.0; xFood := 0.05; xAlchemy := 0.25; xIngredient := 0.25; xScroll := 1.0; xIngotOre := 0.5; xTools := 0.5; xClutter := 0.5; xPelt := 0.5; xGem := 1.5; xSilverware := 1.5; xJewelry := 1.5; xGoldLvl := 1.0; xSSE := 0.05; I don't know, would the game round every sub-1 value to 1? Even if that happens, I don't thing it would hurt balance that much and, while maintaining most of the relative values, it would make the amount of septims more manageable and eventually allow for a septims-with-weight mod if you ever want to add it. Sorry about this long post, just got carried away and as I said, I couldn't do the testing myself as the script outputs an error on my mod build that I haven't been able to fix yet. Just hope this adds to the best outcome for everybody regardless of whether or not you guys agree, -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Actually, all I suggested was to cut the value of everything by, say, 10 - if that were possible. That means rewards would go down by 10 as well, unless they're not affected by the medieval economy (sorry not tested it yet). Even with the unchanged economy I'm still playing (TME dumped an error when I tried to run it in my build), it would be great to just see one zero go. But the greatest imbalance is just a part of the game and it's the ease with which you carry at least 10 corpses' worth of loot, plus your follower mules, and sell it just as easily. The ease with which you make 10 corpses to loot, to begin with. But take that away and it's a boring game. I don't mind starting slow but at level 30 I want to be torching, sniping out or charging through tons of enemies, because it's fun. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
So if I get it right, TME hits it where balancing prices between goods is concerned, but at the same time it boosts the amount of nominal cash you have in hand. Would there be a way to adjust the patcher so as to divide all prices by 5 or 10 after it does the balancing thing? So if a shirt costs 250 and an apple costs 10, make it so the shirt costs 25 and the apple, 1 - and all the other prices likewise. I know, it still gives a boon to looting and selling, but the actual values are lower. I for one am not that fond of weak coin, nor do I think it is medieval in the true sense. If you want pure realism, you need a brass coin that's virtually worthless and can be traded by whatever value the people's confidence put in it. Some say medieval coins were weighted and bitten to assess their true value but, still, gold was gold. Are septims gold coins? Nowhere in the world would a night at the inn cost 250 gold coins... Maybe 250 brass coins... Maybe. But skyrim doesn't have a two coin system like in the middle ages. According to this site, one gold Solidus from Byzantium in 357 was worth 4,600,000 denarii... I'm taking their word for it but sounds believable. Gold was gold. There's a mod that makes a septim weigh like 0,005. That makes 100k septims weigh 500, which is more than an average character can carry. If you want to carry anything else at all, at that weight it wouldn't be adviseable to carry more than 20k septims at weighing 100. Think about a battleaxe being worth almost the amount of gold you can carry. But if septims were worth 10x more, then the same dwarven battleaxe someone mentioned was going for 13k would be worth 1300 septims, still sounds like a lot but it would weigh (with that mod) 6,5. Actually, dwarven weapons are a fantasy item that's difficult to value logically ;) Consider the steel longsword at 510 septims (1 tenth of the above mentioned price), it's a steel weapon worth a bit more than 1/10th its weight in gold. If all steel weapons could be considered prime works of smithy, maybe you'd have struck some realism. -
Suppose I unpack all my installers in WB as projects. I'd have a WB Installers folder looking exactly like MO's mods folder, with one mod per folder, all files in as if they're being freshly installed. Additionally, I could tell WB to install the "merge" folder which it skips by default, but if it's the installers that get scanned, not the Data folder, this is irrelevant. So, if I simply unpack all my installers in WB, how could I tell relinker to use the bash installers instead of mo's mods, and ignore all the profile thing as in WB I don't use profiles? Although it may take long to unpack a complete mod list, if you do this from the beginning with every mod it just fits into the workflow, I've done it before.
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SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Just use quote or multiquote? I'll try and merge those navmeshed in if I need more slots ;) But I'm almost sure you shouldn't merge any of the main mods supported by LOTD unless you can use Relinker. LOTD description page has an explicit reference to this, for LOTD to recognize these mods and adjust to them their esp's have to be active at the beginning of a game (so if you install one mid-game, LOTD will not consider it and also if you merge it or allow it into the bashed patch, no game. Relinker seems to overcome this problem, but I can't use it. I'm still wondering why Ganda made this great tool to work with mod organizer and stopped there. Not everybody is using mo. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Hi Berndaroy, I did merge all of what you mentioned except for the relic hunter start, Madmasker and Solitude Skyway, for these three mods have navmeshes and merge plugins pops a message saying they have to be rebuilt in the CK. Here's my full list of merged patches: The last four I may not merge as they go into the bashed patch. Yes, I do have all those treasure hunts and quest mods installed. I crammed up everything that LOTD supports directly or has a patch for. Except Undeath. And Immersive Horses ;) -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
You're right, I double checkd and had got the wrong version of the patch, the one in the LOTD patch central doesn't have BCS as a master. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Hey guys, any reason for the legacy patches merged to include IWIA patch, Heavyarmoury patch and Dawnguardarsenal patch as separate files? If we're doing the merge ourselves, is it ok to just put the HA+IW+IA+DG patch into the merge, or is that file bugged? The same with WAF_CCR_CCOF patch. Another question, the BCS - TCIY patch I had to fetch from the BCS patches page but it requires BCS as master (and in our case BCS included in LOTD), so I can't include it in my merge... Is there another version specifically for LOTD that I'm unaware of? What about Isharas_TNB_LOTD addon patch, which isn't listed in the guide, is it no longer needed? And I know you don't have BS:Bruma in the list, so it's not really like I'm asking for support but if anyone tested this, do you think it's ok to merge the airship and archaeology patches (that add new destinations to the airship) into the DBM patch merge? They seem to be pretty unrelated, so I wouldn't expect conflicts. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
I've never used the merged patch but I suppose that it isn't cumulative with the CR because some mods would be merged that are required as masters by the CR, so it wouldn't be just a matter of duplication. The way to combine both would be to use the merged patch with the full guide installed and then look for remaining conflicts and manually resolve them. I think some of the CR is about preferring records from mods that would be overridden by others that, by whichever reason, have to load later. Not sure that kind of cherry-picking is possible by an automated script. So I give more credit to your conflict resolution, nonetheless, maybe the merged patch could be tried as it could save much of the bulk work and still allow for manual correction afterwards? -
Thanks, Sheson. I'll do the same procedure for any mod that comes with the DynDOLOD folder (manually copy it to Data). And I'll mention to the Wrye Bash team (Utumno branch that I'm using) that automatic installation of the folder could be implemented. Actually, I figured that on the Wrye Bash build that I'm using (latest or one of the latest from Utumno's branch) there's an option to tell the mod manager that the installer has "extra directories". If you do this BEFORE installing the mod, Wrye Bash will then install the extra directories. Didn't test this thoroughly but I think it works.
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SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Did any of you guys get to download and test Veydosebrom? It's currently unavailable at nexus. -
The mod provides a DynDOLOD folder in the installation. As I'm using Wrye Bash and the folder is not recognized and installed, I don't know what to do with it. Apparently, it addresses an error that has been reported earler, but the description on nexus doesn't provide detailed instructions as to what to do. Should I manually copy the folder into the Data folder? The folder's contents are two files: DynDOLOD_TES5_TexGen_copy_spiceoflifefortsesp.txt (contents below) and DynDOLOD_TES5_TexGen_noalpha_spiceoflifefortsesp.txt (contents below) Thanks for any help!
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SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
I had the same problem and tried the same approach. I did remove most mods you mentioned (dynamic doesn't strike me as much, seems to be a single script activated when you loot stuff). Check for mods that add recurring scripts or time loops... I chose to do without all of the needs/survival mods for that reason. Certain game areas at certain times seem to be very heavy on script load, such as the first visit to Riverwood. I've never been absolutely free of lag there no matter how many mods I take down. And auto-sorters can kill your game... Even the Legacy museum system, next time I'll try and place stuff manually and ignore the auto-sorting altogether. I wonder (and ask the more advised) if pressing the key to do a complete loot of corpses instead of picking stuff 1 by 1 can choke those script threads. Especially in post-battle scenes where you loot a bunch of corpses one after the other at lightning speed. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Boring subject, I've optimized Helgen Reborn textures using ddsopt and got about 5% size reduction on the whole. Since this implies unpacking the bsa, and assuming for a fact that compressed bsa's load faster than loose files, is it worth it, in the end? -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
After reading it seems sensible enough, more than advanced adversaries ;P My two cents on this, a few fixed encounter zones of higher difficulty fit better in the whole game than global difficulty raising. There's so much to do in this game that if it takes you 30 minutes to travel between two cities you'll be looking at 300 game hours at least before you run through the main quest lines. Or have you use fast travel more than you'd normally do. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Then bodyslide may help you some way. It does give you a more "close-fit" look to most armors, but doesn't do away with those monster pauldrons and thing like that. But I think if you want to play an explorer you'll have some options out there. Eldrid's armor mashup is interesting for a thief/rogue or even explorer type. Might seem a bit sexy, though not that skimpy, but you can combine it with pauldrons from another mod and there you go, not that different from, say, the DB or thieves guild armors, only better looking. Add a monster backpack, chest bandoliers and a zillion pouches in every free slot (that magically don't encumber you). And you can enchant a face mask (that's bundled with some mod in this guide) and an eye patch to add you a little extra bit of protection... Never tried doing the same with the bandoliers once you get the second enchantment available... LOL -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
If you use bodyslide to adjust meshes to UNP/B, it will make armors look more "shapely" than vanilla. But you can use it to fit any armor to any shape, so if you use a flat-chested preset (or make it yourself using the sliders) that's similar in all the rest to your character's mesh, then convert all the armors to that shape, you could in theory get what you want. But I think bodyslide will also fit armor meshes to waist/hips, which might spoil the "practical" look you're pursuing. In that case, the only way seems to be to fetch armors that were originally designed to look that way. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
I had mentioned before my take on non-skimpy armors, it's pretty solid but involves bodyslide to convert vanilla armors and clothes to UNP/B or whatever shape you may want. So it's added complexity (but nothing compared to other sections in this guide). As for NPC's, I like Bijn in everything but hairs... But never replaced them because that would have to be done character by character... I wonder, now that there's no esp involved (new version doesn't require all-in-one esp), if I simply deleted the hairs from the mod files, they'd default back to vanilla? -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Optimized vanilla textures - are these necessary at all? I'm very confused as I don't see how this works without mod organizer. MO has an archive management feature that does away with the need to have dummy plugins in order to load bsa files. But for wrye bash or manual install, when I install the archives there are still no dummy plugins (thankfully, in a way), so I don't see how these bsa's get loaded at all. -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Do you mean terrain texture tiling? Or the clumping of the grass itself? Maybe veydosebrom needs different grass settings than those we use with verdant+unbelievable? -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
This looks very good, I'll give it a try. Since it's very recent I wonder how Loot will handle it. Any ideas as to where in the load order it should go? Maybe try to make it go in the same position as Verdant? -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
LOL I was going to comment but will refrain to remain polite, myself being from that "care-free" corner of the world that Madonna recently chose to live in. But... we're still buddies in NATO and in debt :P -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
Maybe I give it another chance... Although I'd like to know if it's worth playing if you're not at all interested in being anything other than flesh and bone human ;) I already tried to thwart the lich's plans by not slaying the priest, but then the mod simply doesn't offer a closure, quests hang around unless you console them away, others are impossible to advance (the black book quest, though unrelated with the main, depends on the latter for gaining the ability to reach the book)... well, a mess. I wonder if it's possible to follow the questline through (though with a non-chivalrous character, surely) and do everything except becoming a lich - does that get you a nice rounded finale? -
SRLE Extended: Legacy of The Dragonborn
godescalcus replied to Darth_mathias's topic in Skyrim Revisited (retired)
After much fiddling with armor types and really wasting time looking for a non-skimpy, full armor replacer, I found the simplest solution to be vanilla armor and clothing and... bodyslide ;) For a long time nobody cared to make sliders for vanilla (I even read somewhere that sliders for non-skimpy apparel defeats the purpose... whatever...) but there are now. So the easiest way to maintain coherence over the whole apparel is to load the slider files for vanilla apparel, immersive armors and every armor you add to the game, and just run bodyslide with for UNP or UNPB or whatever custom fit you want. Almost down to a couple of clicks. And yes, there are "UNP family" sliders for all the armors in this guide. Vanilla apparel actually makes a better use of the rustic/AmB textures than most other replacers, in my opinion. Danh... I was too busy playing, sorry for not casting my vote LOL I still won't use undeath and its battery of patches, though ;)

