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Nearox

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Everything posted by Nearox

  1. SkyRe was compatible with USKP 1.3.3c and it also is with USKP 2.0. The main issues that need patching are deadbodycleanupscripts, references to correct meshes/textures for some actors and a few perks need smaal adjustments. Nothing gamebreaking and stuff you probably won't even notice while playing. Once the SkyRe-RotE patching is done, I'll also include the USKP 2.0 changes.
  2. So I just tried the mod as well. Fired up my very first and biggest modded skyrim (400+ mods, heay texture packs). At the time, I thought I could throw anything at the game but - of course- my game was horrible, crashed a lot and after about lvl 15 I had tons of ILS/freezes. Stopped playing at lvl 28 because it was just getting too much. Just for the sake of testing, I loaded this old MO profile, rebuilt bash patch etc etc. Reloaded last save game. Played for 30 minutes, going through as many loading screens and running around intensive exteriors as much as possible. Not a single issue so far... Maybe it's luck but something feels so much more stable already... But yeah this is just from 30 minutes of testing a previously highly unstable game, so not coclusive evidence yet though. Also some people now report at nexus that not only fixed their ILS & freezes, but even CTD's...Â
  3. Thank you EssArrBee! Much appreciated :) It seems like CWO doesn't have gamebreaking / savegamebreaking bugs as far as I can tell from your response and what I read @ nexus. I'm still not sure though whether I should include in the pack or not... Would prefer mods to be 100% stable. Sounds like a pretty big artifact to me by the way about Civil War Repairs! I like the concept of that mod, but since it hasn't been updated in a long time I think I'll exclude that for the moment being. Especially since the repairs happen in a day... If it would have time functionality similar to Gildergreen Regrown that'd would have been preferrable. Thanks again for the info :D Edit: Just saw I posted this right after your followup. Will read that in a bit!
  4. Update: In collaboration with rootsrat, there will be an extensively revised and enhanced SkyRe - RotE patch. If you are already playing, continue to do so. You will be able to safely update with the new patch. The patch will have near-to-100% accurate skyre scaling + all the spell/perk goodies of RotE. In general, epect the game to become a bit harder than with the current patch.Â
  5. Was about to post a thread about this mod and jsut saw you already caught on to it. Nice to know that is the same author as ShowRaceMenu Precache Killer. Sounds like a legit solution to me but I'm really curious what kind of a 'hack' this mod is and how it works in practice. Most comments @ Nexus seem to suggest that it works... wtf :P
  6. Sounds like it will be a cool pack and a nice addition :)Â By the way Civil War Repairs hasnt been updated in ages. Once you finish the CWO, I'd be interested to know how the repairs work out :)
  7. Yeah you can make new ctaegories by right-clicking on any category name in the window of the image you posted. Another tip: You can organize your mods in a handy way by making folder in the MO/mods directory. I use capitals for those folders so they really stand out. E.g. 'CONFLICTING GRAPHICS' or 'GAMEPLAY'. Then refresh the installed mod lists in MO, drag the new 'category' (which is thus made as a mod folder) to where you want it and right-click the mod and select 'ignore missing data'.
  8. Thanks for the info EssArrBee :) I just did the intro 5 more times in a row and it didn't crash. Perhaps it was simply a very unlucky CTD for whatever reason... I don't think there are any other civil war mods that can live up to the quality and extensiveness of CWO. Apollodown is working on 3.0 which aims to do away with the known bugs. Did you manage to fix the bug you encountered via one of the solutions proposed by the mod page's description? Â Â I'd be more than happy to hear your experiences with CWO and the combination with the other mods you mentioned. Could really use that kind of info for my new vega extended project :) By the way, do you mean you are working on a STEP Pack themed around the civil war?
  9. The author brought out major version 2.0 about a month ago, which he proclaims is fully working with the exception of known bugs. Has anyone used CWO 2.0 with STEP:Core? No matter what I do with regards to patching, it always crashes at random moments during the Alduin attack of the intro scene... Anyone got an idea what's up with that?
  10. I don't use backup software myself, but I get 90% of all my freeware software from LiberKey If you look at their database of programs (via pplications > browse catalog) or alternatively install LiberKey and browse from within that (there are literally hundreds of excellent software applications in LiberKey), I'm sure you will find a free backup tool there.
  11. Nice read but.... The legal claim is usually written up by a law firm, not by the developers... And when has it ever been applied to game modding? I can't think of an example. Any game developer would shoot itself in the foot by actually invoking its legal entitlements (for whatever reason).Â
  12. I guess that'll be fine, but as mentioned in the description, I don't fully support mods that are not in VEGA or STEP:Core... This goes especially for ASIS :P
  13. I'm a bit jelly now :)Â I wonder, is there any reason Starac doesn't upload SRO at other Skyrim mod sites? Like AFKmods?
  14. I added Improved Sneak Detection for testing purposes to Extended. No guarantees it will survive the alpha stage. Thank you both for the suggestion though. OBIS is possibly too dense and intense for VEGA Core. After all, it is supposed to be a more basic gameplay overhaul for STEP:Core users. I want to keep in a substantial distinction between VEGA Core and Extended. I'm pretty sure with some patching that OBIS will run nice with VEGA Core, but I have yet to decide whether this will be an appropriate mod for the group of Core users. While the Skyrim engine can take it not everyone's hardware is able to rake in the extra load that comes with big bandit battles and raids. I'm testing it for Extended, so when it works out well 'll consider it for Core as well, so thanks again for the suggestion. With regards to Enemy AI: The other versions add rather unrealistic perks, racials and overall strength to bandits and some other NPCs which in my opinion don't fit in well with the character of the game. I don't know if you can use them: the patch I made has added and removed many perks and spells from NPCs and was designed for the slight version. If you use any of the other versions then the spells and perks they add will probably not be affected by the patch - depending on whether the author replaced exisitng or added new relevant records. There are no scripts involved so you can freely try them out without risking save-game corruption.Â
  15. Too bad it would indeed take qutie some years before such quality becomes mainstream, but it is impressive nonetheless!
  16. Sneak mods based on lighting are nice, but they would likely make this pack incompatible with other weather and lighting mods. When combined with CoT, RLO, ELFX etc., lighting-baed sneak mods tend to react differently or incorrectly. At least that's my experience. SKyRe already modifes sneaking mechanis a lot as well. I am adding sneak enhancements to my more advanced mod pack VEGA Extended though. I would like to make this pack compatible with smile44's weather and lighting pack, so I'm holding off any mods that may interfere. That said, the only mod that I plan to add in the near future is Apocalypse Spell Package, as mentioned 2 posts earlier. I'll also be making a new compatibility patch for USKP 2.0, though there aren't really any major changes that affect this pack in the first place. Other than that, I'm leaving this pack as it is for a month or so to allow time for feedback and for people to do a full stable playthrough.Â
  17. This might interest you as well: Quote from author of Apocalypse Spell Package: EnaiSaion posted this today. There's no telling how long it'll take to complete or whether it is worth the wait for you :)
  18. VEGA Pack news Quote from  author of Apocalypse Spell Package: EnaiSaion posted this today. It is the only spell package that I have considered for inclusion in this pack. But I hadn't so far because it didn't always work smooth with SkyRe (due to huge inbalances created by some spells). Once he is done with it, there's a 100% chance it'll be added to VEGA Core. You should be able to safely add this to your current save game, when the time comes.
  19. From hearsay it is my understanding that SoT is pretty script-intensive, so I don't really know how it'll work out with SkyRe but I hope it does well for you smile44. That said, as I'm sure you know, even vanilla Skyrim is not 100% crash and issue-free. Currently I am at level 42 with this setup and have experienced 1 freeze in exteriors. Fortunately, Autosave Manager saves every 5 minutes so it's not a big deal if it happens once in a while. Some time ago I played untill level 87 with a very similar but much heavier modded setup, experienceing about 5 crashes along the way I think. I'm also really interested how your weather pack would work with VEGA. Do keep me posted about your gameplay experiences. The patch for Revenge of the Enemies is not 100% complete, so if you run into mobs which are strangely overpowered, underpowered or use weird spells - please let me know. Also keep in mind that as far as difficulty goes, we are using SkyRe scaling which has the following formula: Enemy leveling So, with SkyRe there is a higher diversity in level ranges that you will encounter. Mobs can be quite a few levels below you, or above. Luck of the draw might explain the easier experience you had up to level 10. Indeed as you said, HLE starts adding enemies to the leveled lists from level 10 onwards so the chance that you encounter a relatively lower level enemy decreases as you progress.
  20. I poked you because, from EssArrBee in the 2.2.8 thread :P Could've done it in that thread I suppose.
  21. The last 2 mods that I add do not show up when I go to the main pack page (https://wiki.step-project.com/Pack:VEGA_Extended) They do show up in the 'edit modlist' window, so they are actually added. When I added a 2nd modtable, the missing last 2 mods form the first modtable suddenly showed up in the first table. EDIT: In fact, no mods show up anymore... No matter which one I add to the mod list table, it won't actually appear in the table. EDIT2: The issue is resolved when a new mod table is added... All the missing entries will appear in the other mod tables.
  22. VEGA Extended: Vanilla Enhanced Gameplay Alternative Extended version for STEP:Core WIP: In alpha stage of development... Don't use. All the VEGA:Core mods + a large selection of additional gameplay mods. Some of the mods are also currently in STEP:Extended. See VEGA Extended Wiki for mod table. Project will take some time to develop and test, please be patient. Not even sure if such a mod combination can possibly be stable... Lots of trial and error required. Suggestions are welcome.
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