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egocarib

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Everything posted by egocarib

  1. Version 1.50 now released Includes a patch for Stealth Skills Rebalanced, which I hope some of you will enjoy
  2. I'm inclined to doubt that very many include this fix. However, it's easy enough to test it and get a more concrete answer. Give your follower a sword, pop open the console, click on them, and type "modav OneHandedMod 20000" or some other such high number. OneHandedMod is what the Fortify One-Handed enchantment modifies, so if they start killing things in one hit after you enter this command, this means they are set up correctly to use enchantments.
  3. USKP has said it is too intrusive of a change for the unofficial patch, as it would involve editing every base actor in the game, to add a perk to them.
  4. Nexus A simple SkyProc patcher to fix the fact that followers (and other NPCs) can't benefit from many types of armor enchantments. For instance, Fortify One-Handed/Two-Handed/Marksman, Fortify Destruction/Other Magic, Fortify Block, etcetera. In vanilla Skyrim, these enchantments have no effect on anyone using them other than the player. The patcher adds the "PerkSkillBoosts" perk (usually only on the Player) to NPCs, which control these benefits. A very nice fix IMHO, and to my knowledge, has not been fixed in any other mod before.
  5. I have to say, this is always what has kept me from trying the mod -- it looks like a bad infomercial. To me, seeing stuff like that implies that the mod authors aren't being sincere or honest about their creation. This isn't to say it's a bad mod, of course - it might be wonderful (I'm actually about to give it a try for my new playthrough). Just means that a first glance left me feeling like I might be falling into a scam of swindle of some sort :happy: My laptop can't handle ENB, so maybe this will prove to be a nice new gem - will be comparing it to my previous RLO playthroughs.
  6. Yeah, it is admittedly a bit too transparent, but seems to blend into the surrounding terrain much better at least :)
  7. These look great. Immersive Icicles
  8. The respawn rate is normally controlled by cell respawn rates. So the default would be 10 days for an uncleared cell, or 30 days for a cleared cell. This does sort of work as intended, as everything will respawn when you enter a cell the first time after the timer has expired. The bug is that, once you have harvested any plant, from that point forward, it will forever be invisibly marked as harvested by the game. Even when it respawns in a cell that you haven't been in for awhile, the game will still -think- it is harvested if you save the game and return to that cell. Anytime you save and reload your game, ALL the plants that have ever been marked as harvested in this way will disappear from the game. So lets say I like to walk from Whiterun to Windhelm a lot, and I harvest many of the plants on the road. Over time, I've harvested just about every one of them at one time or another. Let's say I spend a week or two in Markarth (enough to allow the respawn timer to turn over on that road), then I return to the Whiterun area. I decide to walk from Whiterun to Windhelm, but I'm not feeling like harvesting plants today, because I'm in a hurry (gotta go to work!), so I ignore them. I save the game in Windhelm. When I get home from work, I reload my save, and walk back to Whiterun. This time I want to harvest those plants. But now they're all gone! The road that was -- a few (game-time) minutes ago -- flourishing with flora is now completely bare. I will have to wait for the entire respawn timer to reset again before those plants will reappear. This is also very noticeable in cities, as people tend to save and reload a lot in cities. So if you harvest the many plants around Whiterun, whenever you save and reload in Whiterun, every plant you've ever harvested in the city will be gone.
  9. I may be able to eventually make a patch for SSR, but in the meantime I should update the page info to reflect their conflict - thanks for pointing that out. (Admittedly, I have been getting a bit burnt out with patching stuff, mostly my own fault - but I do still have a thing or two on the list that I'd like to get to :D). To be honest I didn't really notice the overlap between the two because I actually only use SSR's lockpicking and pickpocketing modules, for quite some time I have been using a heavily modified version of Path of Shadows (the original is quite overpowered, but I love much of what it has to offer) for personal use on the sneak side of things. There are some scripts, so that's definitely a matter of preference, and understandable if you choose to refrain from the mod for now. I've done my best to keep them efficient and as limited in scope as possible, though. Basically, the main scripts are only running while you're installing the mod, when you're at the enchanting table, or while you're using any form of soul trap. This last one is the only one that's likely to be a concern if you have other mods with extensive combat scripting. The learning curve for the mod is indeed quite a bit steeper than vanilla at first (as a few impatient powergames have loudly proclaimed on my page :p), but as you mention, Sairven, I think once you finally get to higher levels it will pay off, and you will often be able to craft enchantments that are significantly more powerful than vanilla Skyrim, but at the same time the number and type of those enchantments is limited enough in scope by your choice of specialization to keep things balanced (or at least that was the plan :D)
  10. I am sort of astonished at how few endorsements this mod has. I too have been using it for about six months now and it makes a huge improvement to the game and has not caused any problems or conflicts for me whatsoever. It's really a fantastic fix. As mentioned above, you don't really realize how severe a problem the lack of floral respawn really is until you install this mod. It's like night and day.
  11. I'm currently in the process of rebuilding my mod list from the ground up, and stopped by here tonight just to get a better sense of what the STEP project is all about -- it's quite new to me. Funny to stumble across this thread when I got here :D I suppose it's worth mentioning that the compatibility/non-compatibility list has grown quite a bit, and you can find it in the mod's sticky post on the nexus. I do realize that suggesting to load my mod after everything else sounds like a stereotypically careless modder's suggestion, but this is more written on the page for the benefit of people who don't know what they're doing than anything else. Every mod on the compatibility list I have personally checked in TESVEdit, and truth be told, about 3/4 of them have no conflicts whatsoever, and for the ones that do, in almost all cases, it has to do with other mods modifying soul trap and nothing else that would conflict with Enchanting Awakened. If anyone here has specific questions feel free to ask and I'll do my best to give you a thorough answer :) Regarding the SkyRe & Requiem patches, for these in particular I have gone to great pains to ensure they are seamlessly and meticulously integrated, including transferring over all the unique effect keywords, condition checks, and other important details that are required for the bigger overhauls to continue working as intended with regard to all of the effects I merged in my patches. In other words, they should work together like a well oiled machine. Have fun in there ~ egocarib
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