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dreadflopp

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Everything posted by dreadflopp

  1. Looks great too. Will probably need some balancing with this pack since we have less money than in vanilla. If you come to any conclusion regarding that (if you use the mod that is), let me know. Otherwise I will do it but it will take some time. I play slow and I don't have a house yet. I like the concept of this and that it prevents cheating but I'm worried that it may unbalance the game and force you to use combat skills even if you are a magician and so on, just for carry weight etc. It is immersive though. And as some people stated in the comment section of the mod on the nexus, it seems that leveling up magic gives lesser rewards than leveling up stealth/combat. If you come to any conclusion let me know! I believe it is 3 different bins that on their own decides when you will get a perk and if that perk is stealth, combat or magic. All 3 together decides when you will level up. This is how I believe it works anyway. This means you could level up without getting a perk if you used say stealth and combat just as much but, the next time you level up you wil get one of each. These 3 "bins" is th reason why I asked if it is compatible with the uncapper if you in the uncapper changes how many perk points you are going to get.
  2. Sharlikrans used to include all files from Jaysus but apparently it doesn't anymore. Since we are not using the plugins, Sharlikrans is no longer needed. Download and install Jaysus Sword 13c+13d update and disable the plugins. I will update the pack with this information.
  3. * AOS is master to all patches that patches AOS. * Not stupid at all, it's me not being clear enough. I need to clarify this, you are not supposed to untick morrowloot.esp from Morrowloot 4E edition. You are supposed to untick morrowloot.esp from the mesh fix you downloaded so it doesn't overwrite the morrowloot.esp from the Morrowloot 4E that we want to use. * Immersive armors places its armors on some NPCs. This gets overwritten by some mods (RotE if I remember correctly). My patch places them back on these NPCs. Nothing is removed. I recommnend removing Immersive armors from the leveled lists using CCOR. All armors can still be crafted.
  4. Leveling redesigned looks good as long as it works with the Uncapper/better leveling. I get some concerns on the balance of the mod though when reading the comments. Also, one of the things this mod fixes is already fixed (for me) by my play style. If I play a stealth character I spend my perk points on stealth skills etc. The mod still looks good though but I think it needs to be tested with different type of characters. If you try, please tell us how it went. Garfink suggested Loot and Degradation but it was poorly made with a lot of unnecessary edits that messed up the game. It would for example change a lot of location names to French. This is a cut and paste from a conversation between me Garfink and Nicopad: weapons and armor degradation has several [conflicts]. It seems to change weapon type of several weapons from iron to steel and thus conflicting with WAF. It uses keywords but it looks a little random to me but did a quick check only. Since it says it works with new weapon mods it shoudn't have to make changes to the vanilla weapons. Lastly it has several places names in french! Don't know if this shows in-game but it shows as conflicts in TES5Edit and leads me to believe that it is not very well written.Garfink confitmed that locations was translated to French in game. This was a long time ago, the mod may have been fixed.EDIT: we are talking about different mods. I was talking about Weapons and armor degradation. Loot and degradation looks awesome!
  5. Glad you appreciate the pack. Thanks :)In think you should install audio overhaul Skyrim. You do not need patches for it. The only thing that happens is that vanilla sounds will be played instead of AOS sounds. Just make sure it is early in the load order. I need to double check close faced helmets but I think you can play without it. I don't think it's a master to any patch and I think the patches only contains keywords from close faced helmets which does nothing if Close faced helmets is not installed. Need to double check that later though.
  6. Wow thanks! I uninstalled SkyUI, made a new save and reinstalled it and everything is working again. Went through your settings and cleaned out all default settings. I will add them to the guide later. Checked living takes time in TES5, no conflicts. Thanks again and yes, I'm really enjoying playing the game finally :)
  7. FISS sounds interesting, to bad if its discontinued. @veezy thanks. I let LOOT sort alternative start. @IdiotDave Living takes time doesn't work for me. Will investigate tomorrow. Doesn't even have a MCM. Any ideas? Haven't done conflict resolution yet though. SkyTweak resetted its carry weight setting for me, maybe after I became a vampire (using better vampires). Trying using -200 carry weight with iNeeds MCM menu. Works great so far. Uninstalled SkyTweak but it remains in the mod configuration list (MCM mods list). It doesn't open though. This may be related to Living takes time not working. Will investigate this too.
  8. Sounds great. I am actually playing Skyrim for the first time in a very long time. Just added Living Takes Time but haven't had time to set it up yet. I agree, far more pros and cons and I didn't like the professions part of professions either. I noticed when starting to play the game that I should add some more MCM settings to the guide that is missing (frostfall for example, I play hardcore). If you get the time, would you mind posting your MCM setting for Living takes time since you tried it a while and it sounds like you found good settings for the mod. I'll add it to the guide. Thanks!
  9. My bad then, got it recommended to me from Garfink but has been too busy with TES5 and pack creation since then https://forum.step-project.com/topic/4357-is-there-a-mod-that-fixes-candlelight-spell/ Will definitely install the mod Metalhead recommended.
  10. Awesome, always bummed me. There is an ELE module that does the same thing (and a little more). May be worth checking out and compare. It's called Spell and Torch Lighting. https://enbdev.com/enbseries/forum/viewtopic.php?f=6&t=1930
  11. That could be a good substitute for professions. Report back with pros and cons and I'll switch to that if it suits our purpose (making stuff take time, not having professions) better. Thanks!
  12. I use the purist setting too. @kryptopyr these are exactly the kind of reports I'm looking for. I'll add an advice to turn off dwemer ghost in the mcm with a motivation from you and PingouinMalins motivations. Thanks!
  13. Thanks. As @hishutup pointed out, Sevencardz (the author of NPC knockout overhaul) said that they should be compatible but that is speculation. I think they should be too. I'll remove yield for now until someone can prove that they work well together. Thanks for testing! To everyone: Something that I asked about before: I'd like reports on Skyrim Immersive Creatures. I know that there are spawns of enemies that are not really immersive. If you see something like that or if there are some enemy that is just annoying, I'd like to know. This is so we can turn off everything that we do not want in the MCM menu. I'm thinking skeletons cause they only should spawn near mages, dungeons or magick places. I have encountered SIC skeletons in the forest several times. Maybe not a big deal but a little immersive breaking imo.
  14. Now I now what you meant. It was terrible on the first version of the test page. I fixed that. The spacing isn't perfect though, but close enough. Now I'm just waiting on a report to see if NPC knockout overhaul works with Yield 2.0. And for perkus maximus...
  15. Hmm, you're right. The spacing isn't in the .css, just <br>. Misstake to do it that way I guess. You can edit the test page, it is an exact copy. It even has the pack template: page tools/edit with with form.
  16. Thanks. Made it official. Checked all LOOT rules and collected them in their own section. Added a small patch.
  17. https://forum.step-project.com/topic/2973-weather-and-lighting-by-smile44/
  18. Updated the test page again. I'm feeling this is final (remember to refresh the page): https://wiki.step-project.com/User:Dreadflopp/mmo_test
  19. I'll keep them then, leaving them in the guide and add them to their own section. Regarding the TOC, the user can choose to hide it if he/she wants. I use it quite a lot when navigating the guide.
  20. I could change h4 to a different shade of orange. Or maybe light grey is better. Will try that. Agree with the green being better. I'm planning on removing the boss rules since I use loot now. I'm also planning to remove the loot rules from the mod install section and add them to their own section. I'll probably remove the mcm rules from the mod installation part too.
  21. I have done a test page of the pack where I have been testing some layouts of the guide (colors, borders etc). Check it out and tell me what's good and what's not! https://wiki.step-project.com/User:Dreadflopp/mmo_test I stole most of it from the official STEP css file
  22. Really helpful. Will add a notice and maybe a warning template to the guide. And dig in to css. Thanks. ps new avatar, cthulhu approven...
  23. Haha it was cthulhu in the old pic as well as in the new one... The mod installation section of the guide is actually the pack templates post install section, which functions like an ordinary wiki page. The first parts of the pack template uses h1 and h2 (at least I think so) which means their style can be manipulated. Some pages to refer to would be great.
  24. It is a pain indeed. Also I don't know how much work I should put into making a custom .css file since the pack template is going to be reworked which means I'll probably just use that https://forum.step-project.com/topic/5761-help-improve-pack-creation/
  25. Ah, I see. I don't think I have used this though. I'm a noob when it comes to this. I have checked the source from REGS and SR:LE and learnt from there. Had some 10 year old html basics :) I am currently trying to figure out how to make a .css page to make the guide looking prettier but I may give up on that. Checked your .css page as well as SR:LE's and REGS. Figured most of it out but I don't have an eye for these sort of things. https://wiki.step-project.com/User:Dreadflopp/MMO.css https://wiki.step-project.com/User:Dreadflopp/mmo_test
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