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SaintBourbon

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Everything posted by SaintBourbon

  1. I found a banner hovering in the air near the entrance of Stillborn Cave (on the road to Winterhold).
  2. It seemed like the mod author was initially receptive to the idea of separating his quest changes, but he has since ultimately decided against it and has further clarified that this mod is no longer just landscape and water fixes but rather an all-in-one fix for whatever he considers a error. Given that the mod author isn't even documenting all of these "fixes" that get added, and is now responding with hostility to any user that requests a separate mod for just landscape and water fixes, I would say I agree that this mod should be removed.
  3. After trying nearly every horse mod I could find on the Nexus, I ended up replacing Convenient Horses with Simple Horse for my current playthrough and have so far been very happy with it. It does not have all of the features of Convenient Horses, but the features it does have work simply and flawlessly: Horse WhistleFollower MountsFast DismountHorses Avoid FightingNo additional mods are required for it to work and every feature can be disabled/enabled within the MCM. I highly recommend trying it out.
  4. This is great news and I hope it works out. It would be such a shame to lose a mod over this. Thank you for being such a positive and active voice for this community.
  5. I just updated Guard Dialogue Overhaul and now LOOT refuses to load it before WACCF. Nor can I manually add it back to WACCF's 'Load After' list, presumably because Guard Dialogue Overhaul is already on that list. Does anybody know of a workaround? (Other than manually moving it back after every LOOT sort)
  6. Your post convinced me to try out the Dark version and I have to say I completely agree with everything you've said. Every mountain in the game looks gorgeous now. I especially like how it affects the landscape in the snowier areas (such as Winterhold) where the color of the rock contrasts with the snow and ice. But you're also right that it is a bit jarring to see all that dark rock scattered around towns where the buildings are clearly made with a different material.
  7. Some things I noticed while updating: The release date (at the top of the guide) hasn't been updated. --- I saw this too. Looks like the changes to GIST's install instructions are missing from the changelog. --- 'Not So Fast - Main Quest' is missing the green bar indicator to show it is required for the STEP Patch. --- From the xLODGen and Occlusion instructions: click the red X to close xLODGen. Took me a minute to realize this probably just meant closing out of the program. I was waiting for a red X button to appear somewhere within the program before I remembered that in some windows themes the close window X is red. --- Edit: I also saw that the author of Lanterns of Skyrim II has warned users to not clean the mod. Is there a list of which mods in the guide should and shouldn't be cleaned with xEdit?
  8. That is quite a change log! Haha
  9. A new version of the guide (0.3.0b) is releasing soon and some of the detailed instructions have already been updated for the new guide, meaning they are incorrect for the current guide (0.2.0b). Your options are to wait for the new guide (supposedly releasing by the end of this week) or follow the old instructions, which I believe in this case is to simply install the main file of Enhanced Blood Textures (the non-LITE version), then disable the LITE version (and optional file if you downloaded it).
  10. Sounds great! I was very much enjoying ICAIO in my current playthrough and I'm interested to see how this new one compares. Especially if it is more compatible, as I've had my eye on a few larger scale city mods that I may want to try someday.
  11. Can't wait! I was just thinking about starting a new game to try a new build idea, this will give me the perfect excuse to do so.
  12. Also I assume 0.3.0b release is imminent? I found some incorrect info in the 'detailed instructions' of a few mods, but it seems they were changed recently to match the new guide so I assume this is intentional and shouldn't need reporting?
  13. The recent update for this mod includes some undocumented gameplay changes, such as setting ownership on all crops so that they can no longer be harvested, only stolen. This seems like a reasonable change, but I thought I'd point it out because it doesn't appear to be listed in the changelog (or anywhere else) and it sort of breaks the quests to help farmers harvest their crops. Also I'm not sure how many more of these gameplay changes there are (if any) because they do not appear to be listed anywhere.
  14. I recall Skyrim has a feature that if you kill a 'last witness' your bounty is removed but this has not been happening for me. I just went around pickpocketing people out in the middle of nowhere. Being caught pickpocketing would incur a bounty, then killing them would not incur a bounty (because no witnesses are around to see it), but the original pickpocket bounty remains. Edit: Apparently this is a vanilla bug, pickpocket bounties do not disappear on death, even on my unmodded install. Anybody know of a mod that fixes this? These dead bodies keep tattling on me haha.
  15. What have people's experiences with this mod been like? I really like a lot of the changes that were made to detection, particularly the bug fixes, but I'm finding that for a sneak combat playstyle it has drastically slowed down my gameplay just because I have to slow walk sneak through entire dungeons (or forts, camps, etc) because of how far away NPCs are able to instantly detect you even while sneaking and from multiple rooms away. Also the mod author has pointed out some incompatibilities with Cathedral Weathers.
  16. I guess what I'm asking is if I should disable this mod for anybody that wouldn't know these exact conditions? I have to assume that nobody would realistically spend days sleeping in the College when there are no more quests or anything to do there. Is there some sort of in-game hint that would indicate they should be there at that exact time and place, or would it be an unsolvable puzzle if they didn't know there was supposed to be a quest there? Sorry if this is an obvious question, it has been a very long time since I last played this questline in the original game.
  17. Is this mod recommended for a new player? What are people's experiences with it? The description makes it sound like you have to be in a certain place at a certain time for the quest to continue. Which I assume means you must either memorize those conditions from the mod description or be very lucky in order to complete the Mages Guild questline. I ask because I'm not very familiar with the vanilla Mages Guide questline, and other people in my household will be playing my Skyrim installation (who will have not read these mod descriptions) and I'm afraid that activating this mod may only function as a premature end to their Mages Guild experience.
  18. The current guide does not include a recommended option for this mod, so I tried the 'New Perk Tree' option and it's great! In my current game I immediately put points into the 'Improvement' side of the tree (because that's what I really want to do after all), then as the xp I get from smithing decreased (thanks to the Alternate XP Formula from CCOR) I began investing perks into the other side of the skill tree for the extra xp and gold. It all felt very natural and rewarding, in a way that the vanilla tree never did for me. This is a great addition to the game, I love it!
  19. I have a suggestion for the recommended MCM Settings. The current guide recommends the Realistic preset which has so far been great in my game except that I see lightning strike the ground within a few meters of my character multiple times during every storm, and in fact even on the lowest preset (which lowers the Fork Frequency from Realistic's 3.00 to 0.05) I still see lightning strike the ground near me at least once every storm. I would suggest keeping the Realistic preset but also either significantly lowering the Fork Frequency or disabling the 'Enable Rain Fork' setting altogether.
  20. What is the purpose of this mod? I've been using it throughout my most recent playthrough and in practice it seems to only cause me to activate every locked door/chest twice instead of once. I assume there must be a situation in which I would want to unlock a chest/door and then not open it?
  21. I was recently in this same situation. Follow this helpful guide to find and delete all the records of CH in the STEP Patch. Then right-click the STEP Patch and select 'Clean Masters', then right-click again and select 'Sort Masters'.
  22. That is a feature of SSE Engine Fixes, to allow achievements when mods are installed. It can be disabled by changing a line in the included 'EngineFixes.ini': EnableAchievementsWIthMods (default: true) - Enables achievements when you have mods installed.
  23. I found myself in nearly this exact situation just over a month ago. I went with the latest SE version (0.2.0b) and I couldn't be happier. The stability of SE combined with all the improvements added by the STEP guide has made my current playthrough of Skyrim the absolute best I've ever experienced.
  24. Seems a high price to pay for a 'horse whistle'. I can see what you mean about CACO and CCOR but at the very least those mods do not permanently add weighted items to your inventory that cannot be removed. Nor do they force you to pay gold to skip the inappropriate jokes written into an unnecessarily long tutorial quest. And both CACO and CCOR have extensive MCM options to disable most of their features (should you not like them). Convenient Horses, on the other hand, forces you to choose between not using horses at all or having your inventory and spellbook filled with unnecessary quest items and cheats.
  25. Is there a reason for why this mod is included in the STEP guide? It seems to completely conflict with the STEP Mandate. Edit: I don't want to pile on criticisms of this mod because they have been thoroughly discussed elsewhere, but just a few things I noticed that would seem to conflict with the STEP Mandate: After riding your horse around for some time, you are automatically given a quest that at first is a tutorial of the mods features and ends up a long, repetitive gag involving your horse continuously running away and having to chase him down.The only way to skip this tedious tutorial quest is by giving 500 gold to your horse.If you do not have the 500 gold, your horse becomes unusable until it is paid, so you must leave it at wherever the quest was triggered (even in the middle of the wilderness) and come back when you have enough.The dialogue in this tutorial quest is, to put politely, significantly immersion-breaking.Regardless of if you finish or skip the tutorial, you are automatically given several new abilities that range from actual conveniences to outright cheats.One such power seems to automatically materialize your horse in front of you from anywhere. An item is automatically put into your inventory for you to use this power. This item uses 5 of your carry weight and cannot be removed from your inventory whether you want to use the power or not. It cannot be dropped, sold, or stored anywhere as it is marked as required for the main quest.This might be a matter of opinion but I personally find it frustrating that mounting your horse now requires a dialogue menu every time.While some people may enjoy them, I believe most of the equipment and abilities that are added by this mod are far beyond the scope of "vanilla". This is all the more frustrating when none of it seems optional, given the automatically triggered quest, the gold requirement to skip it, the automatic addition of spells, and items that are forced into your inventory and cannot be removed.
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