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dreadflopp

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Everything posted by dreadflopp

  1. Random encounters+sic without asis spawns sounds good. And deadly dragons over mighty dragons. I'll try leveled worlds as you suggested in my next playthrough. Thinking of how to reflect this in the guide. I don't think nicopad likes the idea of a leveled world so I believe we will have two paths in the guide. Of course you will get credit for your work. It'll take some time for me to add this to the guide. As for scripts I removed ebt and footprints.
  2. That makes sense about HLE hardcore module. Thanks for the link. Eyed through it. I currently use SIC. Since it already adds spawn points maybe random encounters isn't needed? About the sic version of HLE. I asked because the HLE installer said its already compatible with sic and that the HLE:sic version is only needed for an armor added by sic. Do you know anything about that? More reports about spawns etc is appreciated ☺ As for dragons we choose enhanced mighty dragons over deadly dragon just because it has an unleveled option. But I know DD is more popular and it might be better? I know it has an option that only alters vanilla dragons and doesn't add any new, if one prefers that. About DCO, I read that it is script heavy and haven't tried it for that reason. Do you have any issues? Another question, do you use any combat mod, like duel? You should check out the new uncapper .ini I did a few days ago, it is in the pack. Feedback appreciated. You should also check ERSO 18 and 29. Link to Erkeils ERSO page in the pack. Manual install of ERSO is recommended if you updated Mod organizer.
  3. I too think its relevant. Having some plans but it'll have to wait a few days. Real life stuff. I also updated MO and messed up my install order (user error) so that'll have to be fixed first. For the guide, I'm thinking of ditching ACE just to have fewer patches to make and neither I or Nicopad uses it. Haven't heard from Nicopad in a while so I don't know how active he is. I'm sure he'll be back soon. Either way, he's the one that uses SPERG. I don't. SPERG don't need any patches though so either way we'll keep it as an option. I use TTR Skill Overhaul https://sites.google.com/site/ttrcreations/skyrim/ttr-skill-overhaul which is like a fixed/extended vanilla. I really like it. I also use kryptopyrs mods but they are not better, just different. TTR has one sneak aspect that I like over kryptopyrs, it has a perk that buffs the backstab multiplier for knifes further than the one for 1h weapons. When all is sorted out I'll try the mods you recommended. I'll take a closer look at revenge of the enemy. Nicopad recommended this for me too. I just want to make sure that all new perks/abilities for enemies are good and not immersion-breaking. High level enemies looks good if you don't use unleveled encounter zones. I'm thinking of playing without that too but keeping it in the guide as it is modular/optional without any patching. Isn't it better to play HLE without the harcore module if you have to play the game on easier difficulty levels? Will check radiance, think it looks good. ASIS may be an alternative to ERSO 9 (the NPC mod of ERSO). ERSO 9 is the least compatible part of ERSO and needs much patching. Will check NPC enhancement fix, don't know what it does. Will probably make a morrowloot patch for HLE. Is the SIC version needed? As for OBIS, I'd like to use it but not unpatched as it is now. For the economy I just have to trust you in this since I don't have time to play as myuch as I'd want too but it looks good with scarcity, will probably use it. Is random encounters better than increased encounters with ASIS? Whats the difference? I'm very thankfull for you wanting to test mods since I don't have time for it atm. Thanks!
  4. Had a little look in TES5Edit. Scarcity does what it says. It makes all loot harder to find. It doesn't touch the levelled lit though (Edit correction: it does touch it but it doesn't add or remove anything, just alters possibility of loot). This means that OBIS spams the levelled list with high level loot and will need much patching for all to be removed. If you don't there is not much meaning with using morrowloot since OBIS adds back daedric and ebony. High level enemies also needs patching but not much and it is easily done. If you decide to make a patch for OBIS-morrowloot I'd be happy if you shared because honestly, it is too much work for me
  5. It is as easy as that but that way you'll have to redo this every time the bashed patch is recreated. It will probably work to make a patch instead. In TES5Edit, right click the mod that adds high level loot, create an override into a new plugin that will be the patch. Remove the loot from the patch and add tag delev to it. Rebuild bashed patch and check in TES5Edit that it worked.
  6. It is easily checked if you load the bashed patch in TES5Edit. Jaysus swords are added to the leveled list but are turned of by CCOR so they are indeed there. They are added by CCOR and the relev tag is not needed since jaysus items are new. New items are always added to the bashed patch. If morrowloot is to remove high level loot added by other mods it must be loaded after them. But it also must be loaded before CCOR. I don't think it removes high level loot from mods that add new items but that is easily checked with TES5Edit.
  7. Load order might matter since a mod tagged delev removes items added before it. I am not sure if it matters for relev. But what I meant was to turn off item distribution for jaysus in CCORs MCM menu. This will make the swords craftable only. If you don't you may find high level swords from jaysus which contradicts what morrowloot does. Thats why I don't think you should install amidianborn content add on, or item distribution for other item mods for that matter. That is just my opinion though. I also turn off item distribution for immersive armors in its MCM menu.
  8. Your setup looks really great. When I get The time I will try these mods and hopefully use some of them in my and nicopads pack. If I remember it correctly, moving CCOR after morrowloot is enough to make CCORs crafting take priority over morrowloots. Removing relev delev from CCOR is necessary because otherwise it brings back high level loot to the levelled list. Jaysus swords and the like can be used too if item distribution is turned off. Same goes for amidianborn. Content add-on shouldn't be used (just information, I don't think you use it). Great job anyway, as said I will probably copy much of this. As a side note, I think its funny when you say your time to play is limited and you brought two characters to level 60 ☺ I'm lucky if I get the time to just create a character ☺
  9. A quick post about the deleveled ancounter zones. There are problems and benefits from both a leveled skyrim and an unleveled skyrim. Some discussion about that here: https://forum.step-project.com/topic/4606-de-level-skyrim-recommendation/ If you feel that you do not want a deleveled skyrim but still want to use this pack there is no problem with that, just leave out ERSO 8 to have the encounter zones leveled. Leave out ERSO 8.1 and ERSO 8.2 to have dragonborn and dawnguard bosses leveled. Leave out ERSO 9 to have all NPC's and enemies leveled.
  10. Updated patches because of Consistent older people and Expanded towns and cities updates. Some USKP forwarding. Following patches are updated: Morrowloot - ERSO 09 patch.espERSO 09 protected USKP - STEP patch.espERSO 09 protected USKP - REGS patch.esp
  11. I am using vividian atm. Skyfall is also very good I think. Very vanilla with fixed lighting. It should be ok to drop the deleveler. I guess creatures already spawned will still be around.
  12. Couldn't agree more. Ideal for a levelled world, imo, would be that monsters didn't scale but was accompanied by harder variants. Wolf packs could be led by dire wolfs and so on, if the pc is at a higher level. Dungeons with higher level enemy types could have items/marks outside to indicate what to expect of it.
  13. There are problems with a delevelled world. You seem to have done much more testing than I when it comes to really trying it out. This is what Erkeil answered when I asked him about the layout of the encounter zones in ERSO: There isn't a ERSO map relating to encounter zones. But, there is a general criteria to know their level of difficulty. Places (dungeons, caves, ruins) with necromancers/wizards/vampires/draugrs are all dangerous zones (from level 30 to up). Bandit zones are less dangerous (from level 10 to 25 generally). The animal zones (i.e. animal caves) are the easiest (from 5 to 15 level). Dragon cove are very dangerous (from level 50 to up). I really do believe some creatures should have a min level, which is fixed by this. I haven't reached high level with a deleveled skyrim but allowing some creatures to continue to scale should fix high level gameplay. The problem with your setup would be enemies that should be hard/easy being to easy/hard.
  14. Not at all. Som delevellers plugins have a min level and max level set to the same level for all encounter zones. ERSO have most encounter zones with a max level a little higher than min level and some (or all?) high level encounter zones with no max level. These zones will scale up with the player but at some point enemies stop scaling since they have a max level. High level enemies provides high level versions of these enemies and thus allowing them to continue to scale.
  15. Sounds perfect. Magelight should be MUCC brighter thna torches imo.
  16. Thanks will try that. Probably add obis to my and nicopads pack. I think you could easily remove the Max level from the deleveling plugin in with automation tools https://www.nexusmods.com/skyrim/mods/49373/? Not all High level encounter zones in ERSO have a Max level. By add high level enemies these zones will continue to scale up with you.
  17. Have you read the mod organizer guide on the step wiki? Two quotes: "When the manual installation dialog comes up, the first thing you should notice is the red text in the bottom left corner that says No game data at top level." "Most of the time when the manual installation dialog comes up, you'll see a data folder and a readme. In these cases, most of the time you can simply right-click the data folder, select Set data directory and install." If this is what's happening and you are not setting the data folder as the actual data folder as described above you are creating a data folder within a data folder and the mods assets will not be read by the game.
  18. Will def check scarcity and see if it fixes high leveled loot added by obis. Actually made a pack to delevel skyrim :)
  19. Thanks for your input and questions, I'll answer as good as i can 1) No idea. This is one of the reason the pack is labeled WIP. When I get more time to test stuff like this or get reports from others the WIP tag can be removed. I use alternative start to btw. 2) Load order is handled by BOSS with some exceptions mentioned int the guide. Install order doesn't matter. I don't see those conflicts you are talking about? All conflicts SHOULD be taken care of but if you spot any please let me know. Some script conflicts exists between some mods but these are the brawl bug patch and doesn't matter. Haven't tried LOOT but I agree, growing tired of BOSS. I have a lot BOSS masterlist overrides. 3) Great suggestion. This will likely come later when more testing have been done. I think Nicopad plays more mage characters than I do and I know he likes SPERG. Sorry I don't have any better answer now. I play sneaky characters, as you guessed. 4) Also good suggestion and this will also have to wait as I simply have no good answer to this. More reading and testing has to be done. I'm glad for reports from people trying this pack as well. Again thanks for your input. If you find perk-combos that fits well for a special character please let me know. All help is appreciated.
  20. If you use SPERG, would you mind check that and save me the trouble? ☺ if its there I'll add it to the guide.
  21. Thanks, will check it tomorrow. Totally agree with using CCO over SPERG. I don't use SPERG but Nicopad uses it with CCO. I'll make a patch if its needed. There might be settings in SPERGs MCM menu to fix this. There is also the optional override plugin in SPERGS that reverts skills to vanilla.
  22. I see, I'll correct that, thanks!
  23. You can mix freely between skills from the different skill mods; SPERG, ACE and TTR as well as kryptopyrs two mods. My recommended mix is in the description above the table with skill mods. Nicopads recommended skill mods will be added eventually. If you use too many skill mods the game might become unbalanced but they are compatible. All skill mods have plugins for each skill except SPERG. SPERG is therefore loaded first if used. Install order doesn't matter, only load order which is handled by BOSS and covered in the guide.
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