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godescalcus

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Everything posted by godescalcus

  1. Museum - some of the items won't be accepted into their display slot (in my case, for example, I remember Angi's bow but I think it's not the only case. There's also one "goldbrand replica" that comes back to my inventory after I place it in a normal rack, any rack, or wall-mounted weapon plaque, not just in the Museum). I should mention that I've improved Angi's bow in the grinding wheel, does that replace the original id for a new id, thus making it not acceptable by in the museum script? And I couldn't find a place for the weapons that the jarls reward you with when you become thane (maybe they're not "historically significant" but as unique items it would be fun to display them together). This mod is huge!
  2. I think this hasn't been answered... I'm only interested in this extra mod, so I can make better use of bookshelves, but I'm not sure it won't conflict with scripts for the Legacy library (or other displays for that matter). Has anyone tested this mod with the rest of the guide?
  3. Sorry, I did realize later on that the mod is merged into the gameplay mods merge.
  4. Can't... I'm using Wrye Flash as main mod manager and only use MO as a practical tool to install fomod, but thanks for the tip, I checked and activated everything in MO (the dlc's were correctly activated in wrye bash to begin with) but still it's greyed out. Anyway, the manual install worked for the intended purpose.
  5. When you install couriers stash integration and then move its esp to optionals, and install the WMX compatible one instead, you'll end up with two files: Integration - Couriers Stash.bsa Integration - Couriers Stash+WMX.esp Am I wrong to assume that this will cause the .bsa to be ignored by the game engine? It needs to have the same name as some plugin for the game to load it. So the WMX compatible plugin has to be renamed to have the same name as the original: Integration - Couriers Stash.esp In mod organizer you need to load the original mod and the compatible esp as two separate mods, move the original esp to the optionals tab, then rename the compatible esp in the second mod to have the same name as the original.
  6. When I try to install the More Perks merged fomod with mod organizer, the option "- DLC" is greyed out... Any ideas why? I was able to pick that esp by using manual install. If this is always the case, maybe a note could be added to the guide.
  7. I checked the ini and realized there's an idea behind it of making the game more varied: bUsePCLevelNotBaseSkillLevel=1 makes all skill contributions in experience vary according to player level and then each skill has a curve that allows for a slower start, then increasing till usually level 20, then decreasing till level 50 or so, then increasing again and finally decreasing towards level 100. So it seems I'm in the middle of the stalled phase ;) While I understand the underlying logic, I still feel it doesn't suit my play style, so I'll restore the community uncapper's original ini and play with it for a while to see the difference with its default values, then maybe use the custom ini's values as a reference and "spice things up" a bit.
  8. Just mentioned it because I did a quick search of older posts on this subject and got the idea that Disparity makes its own changes to levelling according to race or class, I don't really know because I'm not using it. So maybe Disparity restores some balance by making some skills advance quicker and others more slowly for different classes of characters?
  9. Have you guys tried Rigmor of Bruma with this build? I know it's been briefly referred to way back. I've been playing it along with the rest and it showed no conflicts at all, so far - as long as you load it last. However strange it may be, leaving it where loot puts it leads to ctd on load. The author emphasizes the need to load it last (don't they all?) so I was afraid it would be prone to conflicts but no, it has run perfectly so far with the rest of the '450. You guys would certainly be able to figure out in greater detail if it does conflict and how to fix it. It sets a few global conditions that, while not physically stopping you from doing whatever you want while playing the mod's questline, do force you to adapt things, in a fun way. Example (spoiler ahead):
  10. Levelling is WAAAY too slow now that I'm level 45. I've just power trained alchemy from 29 to 101 and that wasn't enough to advance one full level. It feels completely wrong, considering that higher level skills shoud give you much more experience than lower levels - I didn't notice any difference between advancing from 29 to 50 or 80 - 101. I think the custom uncapper is not really well balanced. It does make for a faster start (which is useful with such a hardcore setup) but takes away the fun of building your character as you play when you reach higher levels - and I note that level 45 isn't that high at all. Sometimes I play for a whole day without as much as one level up. Both aspects (faster start + slower mid to end game advance) have drawbacks in my opinion. I'm thinking of tweaking the _uncapper.ini with a different balancing in mind, more vanilla-like - not so fast a start, but keep a good pace later in the game. Will this lead to an overpowered character? I don't want that, so I'll try to keep a target of 120-150 perks possible in a timespan reasonable for a playthrough, like 150 hours or so. With a few added perks coming from the way of the voice, it would allow your character to specialize with about 1/3 of the available perks. The idea would be to "finish the game" while still having a character advancing. I have the most fun with this game when I'm able to set goals and reach for them, the endgame part doesn't have the same appeal to me. I certainly feel my character is powerful now, but I'm not really after playing like half of the game with a set character, no matter how powerful it is. Does anybody feel the same way? (BTW: I'm not using Disparity. Is my problem because the custom .ini is tweaked for that mod?)
  11. Done it! Just like I described above, I opened the mod in xEdit, identified the table, duplicated it to a new mod (just so I could use the positioning as reference), then looked up the alchemy workbench editor id in skyrim.esm and replaced it in the copied record in the new mod. Then I saved and activated the new esp and - lo and behold, a new alchemy workbench popped up in my game! Then I tweaked its position and rotation to my liking and that was it, no need to change anything in the original mod. I also tried to dupe the alchemy table in the same mod and changed its editor id to a no-respawn food barrel just to see what happened. Sure enough, a barrel appeared in the game, not exactly below the alchemy workbench (because every mesh seems to have an origin point that's not its center). Bottom line, once I find where the new objects are created inside the aimed worldspace, I can create as many new objects as I want just duplicating the records in xEdit, then changing the editor id and repositioning. No creation kit needed (which still fills me with nightmares about wild&dirty edits and whatnot). And... LOL... that was my first mod!
  12. I want to add an alchemy workbench to an existing mod that (IMO) lacks one. Is it possible to do this using only xEdit? Maybe even do so as a patch and thus not alter the original mod. There's a table that I could use as a base for positioning/alignment. Could I somehow change that table to an alchemy workbench by only changing a few values in xEdit? I can use the in-game console to get some data on the said table that would help me find it with xEdit. Then there are a few objects on that table that I need to keep (they're spawned by a script that auto-stores stuff) but if I can get the former right, I might be able to figure out how to move those objects to another surface. Even how to place a new table to store those objects or, finally, how to place a new alchemy workbench without replacing the table at all (it's all a matter of what looks best).
  13. Is there any way to tell loot not to bug me with the official dlc dirty edits? As far as I got in my reading, they're not for cleaning unless you want to break the game...
  14. Does this result in ini configuration files very different from the ones manually tweaked by the guide? I'm also going to try this.
  15. Hey guys, this time I bring you a general question that some may find weird. Since my laptop monitor is natively very dark, I have to tweak the ENB settings a bit to make the game playable. However, there's one thing I've never been able to correct: some ground textures, mostly outdoors and mainly dirt (I can mention most of the forest dirt, the beach sand in the northern coast by the Sea of Ghosts and probably many others) simply don't reflect enough torch/lantern light to give a decent light radius around the character. Torches work beautifully indoors, sometimes even too bright, but are completely useless outdoors. Does this have anything to do with light rays being reflected by multiple surfaces indoors (like walls, collumns, floor, ceiling) and not outdoors, therefore "concentrating" more indoors? Could this be balanced by making the same light sources shine brighter outdoors than indoors (and how - xedit enough)? Is it the reflectiveness of the ground textures themselves that's insufficient (the ones I referred above ARE a very dark and unsaturated brown)? Finally, an unrelated question. I know I'm not the first to mention the redness/yellowness of many artificial light sources in skyrim. Is there a way to change the white balance in order to completely remove the tint? Is it defined by the light source data (ELFX?), by ENB or does it come with the game itself? In my game with ENB + ELFX + ELE + RLS the whites and greys are simply orange when lit by a torch, candle or lantern. I wouldn't mind the flames being that color but the light itself being much more neutral. Perhaps with a little bit of warm tint, but much less than I have now. Nordic ruins become a yellowish realm of oblivion that gets really boring after some time (I also wish there were a "spice of life - nordic ruins" like there is for forts). The ratway and most underground structures - the same. Only the caves and mines are much more varied and less tiresome - in fact they're brilliant with the aMb textures. Magic light is slightly better but I actually think there is a bluish tint to those, making them too cold and not exactly neutral. Besides, the magic light source position above the head is a bit irritating to me, so I prefer to use torches/wearable lanterns. Thanks for taking time to read these questions and kudos if you can point me towards a solution!
  16. And the optimized versions look pretty good. I'm relying on them for performance on my laptop without compromizing other features like enb and the modded game still looks awesome. Stable at level 30 with this amount of mods is unbelievable.
  17. Hey guys, i'm now at level 27 an have noticed some quests won't start because the npc dialog lines that trigger them won't show. Examples: the white phyal, isolda's quest, the headsman's request in solitude. Could this be RDO related?
  18. Hey guys, I'm having an issue with Aela and Frea showing ugly, low-res face textures instead of their Bijin faces. Also their hair seems to be vanilla (not that I like the bijin warmaidens hairs at all, who ever heard of warriors with combed long hair?)... The fact is the game's not showing what it should. I know this was a problem discussed here a long time ago (back in 2016 if I'm not mistaken) and that current versions of the npc retextures merge and its CR should take care of it, but in my game this is happening... Do you think I could fix it if I loaded the bijin AIO esp after those two?
  19. Do bethesda performance textures have any noticeable performance gain over the ones that supersede them in the mod list? Like aMd weapons and armor, and all the animal textures. I'm checking them out and they don't look bad at all. Also does anybody know of the neck gap problem that arises from forgotten city's misuse of a tampered vanilla asset (prisoner rags)? I just found it on Sinding and read that the same happens with the prisoners in cidhna mine. Fixing it involves editing forgotten city with xEdit, to create a unique asset and redirect the mod to it. Do you know of a wrapped-up-and-ready-to-use patch that does the fix? Not one of the FC patches in the core pack.
  20. I now have the full installation running (short of conflict resolution) but I'm experiencing a bit of v-ram problems. When I run the performance monitor it shows vram usage at 100% almost all of the time (I have 4Gb). I have some stuttering (sudden fps drops) and sometimes npc's appear with wrong face textures. I read that may be caused by too much vram being used by all the texture mods. I know I'm abusing of 3d processing with Skyrim Bigger Trees running on top of SFO, but when I first tested that setup it had no problems at all, I always run stable and between 45 and 60 fps. It happened after I installed the rest of the setup after landscae. I even felt it get worse with the last sections, from audio/gameplay onward. Some fps loss due to flora mesh size is expected, but I have stuttering in the tundra as well. Is there any group of textures that I could try to adjust for better performance? Does audio overahaul have an impact on performance? I'm thinking of ditching the creature and maybe armor retextures because the hd performance textures for those actually don't look that bad at all; If I can choose, I'll always prefer keeping the pretty flora. Maybe lower cloud texture resolution in vivid weathers - should I expect an impact from that? I also use vsync from nvidia and not from enb or the main game. I have ambient occlusion from enb and can't really do without it... But would consider lowering other settings like aa or dof. Can I also use lower quality textures in dyndolod but keep the medium settings for rendered static? I don't like seeing objects popping in, but don't really mind if distant objects have a lower resolution. Not like you can zoom in to see any detail...
  21. I've had the exact same problem (halting at 2:30 minutes) and someone reminded me that DynDOLOD doesn't like to process the bashed patch. So I uncheck it before running dyndolod, and everything works fine. No need to install other versions. The bashed was likely your problem. It usually doesn't contain any information pertinent to dyndolod, so you don't even have to reactivate any plugins that were deactivated with the bashed patch. Just uncheck the bashed patch before running dyndolod, and reactivate afterwards - everything should work as intended.
  22. Likely when the flora merge gets done the problem won't be there, as you guys say, but it wouldn't hurt to mention on Art's mod that it needs to be loaded after verdant. Otherwise us who go test-running the game as we go will be bumping onto the same problem and won't know it's fixed later with the flora merge.
  23. Trying things with the flora... CLICK HERE FOR ALBUM
  24. Arth's Darkwater Crossing esp needs to be loaded after Verdant esp, otherwise landscape changes made by the latter will cause clipping and some buildings being sunk in the ground. Simply adding the rule to loot corrects the problem. This is actually discussed in the mod's nexus page:
  25. This is good, though! Since I won't be able to run relinker (doing wb not mo) I'll try and avoid merges with scripts. If I do any, I'll try to put it through testing if I can.
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