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pc1

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Everything posted by pc1

  1. I am new to bashed patches and had no idea you could do that. Very useful information thank you all! Im sure I'll be back with more noob questions in the future, but finally ready to jump back into Skyrim for the first time in a few years :feelsgoodman:
  2. Thank you for the insight guys, Im using NMM for SE like a scrub since returning to Skyrim (MO was giving me lots of issues with permissions that I didnt feel like solving at the time) You learn something new every day, especially when you're modding Skyrim. Regards!
  3. Aha I see, "Arrows do not cause damage at long range even if they appear to have hit the target. This is due to an internal distance check in the game that is wrong. This issue has now been fixed through the use of an "ini snippet" which is now included with the USKP distribution." Not to make you repeat yourself but does the line still need to exist in the .ini? (I only ask because I'm unsure of if what an "ini snippet" is, I assume it inserted a line into the .ini during installation but I have no idea. Mainly out of curiously I guess, I put the fVisibleNavmeshMoveDist back in just because for now) Thank you it is much appreciated.
  4. Hi all, quick question I hope someone might have to answer to, Im doing an archer playthrough and want to hit some long range shots. Is "fVisibleNavmeshMoveDist" still the ini tweak for long range shots, or is it now "fLodFadeOutMultActors"? I ask because the prior no longer exists in my .ini after using BethINI. If it is now "fLodFadeOutMultActors" should the deafault of 15 be okay for long range shots? (I run a lot of mods that add actors such as immersive patrols/warzones and dont want to set it too high if I dont have to in order to avoid potential lag) Thank you for this great tool!
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