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Everything posted by dreadflopp
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It is better with The Truth ENB, but not always. If it is worth the performance loss (if any) is up to the user I guess. If the pc can handle it, why not.
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I have moved on to making packs for SSE. My oldrim packs might be compatible with REGS, they most probably is. I'll edit the notes about REGS right away :)
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I suck at pasting links apparently https://mega.nz/#!IORmzTQJ!AlvohwSxob55gbJA1ntZGLS4N8gvHBDag_ctdWZRaco These are just to show some differences between SSE with and without using an ENB. The biggest gain with SSE over oldrim is game stability.
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I forgot to send you the screens :) https://https://mega.nz/#!IORmzTQJ!AlvohwSxob55gbJA1ntZGLS4N8gvHBDag_ctdWZRaco
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Here you go, some quick screenshots, first of each pair is with The Truth ENB, the second of each pair is without any ENB. Yes, most of the times it looks better with the ENB but not so much that it's worth it. That is some beautiful screenshots you got there.
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I would have a hard time getting back to oldrim now that I started modding SSE. The lighting and colours are much better imo, I don't even use an ENB. Not having to use an ENB to make the game look good and to fix memory issues is a huge improvement, both to fps and to game stability. I miss some mods due to the lack of a script extender but it's mostly fine. Loot and degradation is the mod I miss the most. It is incompatible and will probably always be. I can live without it ETAC. Tech will most likely continue to use ICAIO, but if I would have decided to remove it it wouldn't be a problem. I could fix a patch without dependency on ICAIO. That said, I've decided to keep it and will watch the development of REGS to see what Kelmych decides to use.
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Thanks [emoji4] yes I've seen it. I actually use most of arthmoors villages, all except whistling mine which may be incompatible with ICAIO. I also use JK's whiterun and riverwood. ETAC isn't officially ported to SSE. I'm waiting for REGS to develop a bit to get hints on city/village mods that work well with ICAIO.
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I've used this in the past, an old steam mod. It works as intended, but the spell that teleports followers doesn't work for me: https://steamcommunity.com/sharedfiles/filedetails/?id=87578317
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Adept is most of the times the "fair" difficulty level, where the player and the enemies deal an equal amount of damage. I play with Inigo as a follower. He has his own follower framework and mods like AFT doesn't do much, if anything (?), when using him as a follower. I might add AFT or EFF, I'll take a closer look at them to see what works in SSE. You're welcome
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I use a lot of mods by Enai in this pack, this is probably the biggest reason for choosing Sacrosanct over bv. All his mods fit very well together and Sacrosanct is the more appealing of the two vampire mods. I haven't done any big in-game comparisons between the two, but I have used both. Both mods are great. Most mods in the pack are conflict free and all mods in the pack are optional. Switching out Sacrosanct in favour of Better Vampires shouldn't cause any problems, if you'd like to do that.I saw your post in Tech's thread, but I wanted to create this thread first before I answered. It's better to discuss my packs here and keep Tech's thread for discussions about his guide.
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Thanks. I can understand you regarding Hunterborn. If you don't want to play a hunter, it can be tedious, good thing it's completely optional [emoji6] The good thing about it is that it limits your food sources. If you want meat from the animal you killed, you need to spend time preparing the animal and cutting out the meat (I'm a vegetarian irl though [emoji4] ). This increase hunger, thirst, fatigue and possibly makes you freeze depending on the climate. You need to do decide if it's worth it to prepare the animal. Absolutely not for everyone but a solid and well made mod.
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Thanks! Thank you for making mod picker [emoji4]
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I'll wait for some more feedback on HLE. Are you playing on adept difficulty? Most combat mods are balanced around adept difficulty. I saw the post on the HLE nexus page about too powerful enemies at higher levels, but there is mostly positive feedback. How you build your character, what magic items you use and your playstyle can greatly effect how difficult the game is. Capping at level 60 just to be able to use HLE doesn't sound very fun. Better to not use HLE maybe?
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Ultimate Combat and TK dodge are not available for SSE. It doesn't make sense tom me to install a mod (Mortal Enemies) to counter the effect of another mod (HLE). Isn't it better to skip both mods? Mortal Enemies seems interesting. It is abandoned though, and it seems to require quite a lot of patching.
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HLE have been in my packs for a long time and have been recommended by other people who have helped me with balancing the game. I almost never reach that high levels, so my personal opinions on HLE are somewhat vague. I know it has high level enemies that I don't like, like high level mudcrabs and rats. The game needs rebalancing at higher levels and if HLE don't do it well, I'm open to suggestions. The pack used Smilodon, using Combat Evolved probably doesn't make much sense since they overlap. Both mods are individually balanced without the other. The same thing can be said about Duel.
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Dread's SSE Packs link: https://wiki.step-project.com/User:Dreadflopp/SSE_packs These packs are Skyrim Special Edition (SSE) successors to my STEP packs for Skyrim. Since we do not have a script extender for SSE, many mods that I have used in my previous packs are missing. Some of the packs are much more basic for this reason. They are still of use for those who don't want to or don't know how to do their own conflict resolution. With these packs you get exactly what a pack is; an extension of STEP that adds upon STEP and patches all included mods. Since we won't have STEP Special Edition for quite some time, this guide uses Tech's Skyrim Special Edition Guide as a base. Tech's Skyrim Special Edition Guide is not the official STEP Special Edition guide which means that these are not proper STEP Special Edition Packs.
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Looks like I need to give it another go then :) Thanks for clarifying. One thing I noticed is that Mator Smash leaves a lot of ITP:s (Identical To Previous Record, that's what the're called right?) in the worldspace. I'm guessing Smash is removing child ITP:s but leaves the parent record, which also is ITP. I'm using Realistic Water Two, Enhanced Lighting for ENB, Immersive Citizens and Relighting Skyrim so there is quite a lot of conflicts in the worldspace.
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No worries. English is not my first language, I might sound confused but I'm really not. Thanks for you're answers exactly what I meant. Wrye Bash doesn't preserve deletions, it preserve deletions from the tagged plugin's masters. Example: High level enemies.esp has some records that adds high level weapons to the bandit's leveled lists. Say I want to make a patch that reverts this. I take each one of these records and copies them as overrides into a new plugin, a patch. In the patch I remove all high level weapons, reverting the records to vanilla. The master to the patch is Skyrim.esm. I add delev to the patch and create a bashed patch. The bashed patch will restore the elements removed in the patch because it only preserves deletions from Skyrim.esm. If I manually add High level enemies.esp as a master to to the patch and recreate the bashed patch, the deletions from High level Enemies.esp will be preserved. This feature is many times crucial when patching/merging/deleveling leveled lists. It enables patch creators to chose exactly which plugins to preserve deletions from. Maybe a possible future feature in Mator Smash?
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Hi, I need some help getting the correct settings for leveled lists. I make three clones of the smah.all setting and I want them to smash in three different way, basically the same way as wrye bash does but with the mator smashs extended smash.all functionality: smash.all delev Record is in the master plugin and in this plugin -> forward recordRecord is not in the master plugin but is in this plugin -> forward recordRecord is in the master plugin but not in this plugin -> do not forward recordsmash.all relev Record is in the master plugin and in this plugin -> forward recordRecord is not in the master plugin but is in this plugin -> forward recordRecord is in the master plugin but not in this plugin -> forward recordRecord has previously been delev:ed, but is in this plugin -> forward recordRecord has been changed, like changed level -> forward record smash.all relev/delev - a combo Record is in the master plugin and in this plugin -> forward recordRecord is not in the master plugin but is in this plugin -> forward recordRecord is in the master plugin but not in this plugin -> do not forward recordRecord has previously been delev:ed, but is in this plugin -> forward recordRecord has been changed, like changed level -> forward record If I've got something wrong in how wrye behaves, please correct me :)
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I'm definitely interested in seeing your guide to compare with what I'm currently using. Comparing texture mods isn't one of my strengths, I'm leaving that to STEP and focus on xEdit patching and packs :) I've seen the list of ported mods. It is what I used to build my base setup. I have chosen to use some other mods instead of those, but I'm not quite pleased yet. So if you could pm me a link, that would be great.
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@tech do you have any early stage SSE list? I'm making SSE packs but I'm making asking my own base which I'll replace when (if?) STEP SSE gets released. I'm also messing with mator smash to replace most manual patches.
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New less loot mod - name it & feedback
dreadflopp replied to dreadflopp's topic in General Skyrim LE Discussion & Support
FYI, I published the mod and went with techs suggestion: https://www.nexusmods.com/skyrimspecialedition/mods/10821/? -
[WIP] Mod Picker
dreadflopp replied to Terrorfox1234's question in Mator's Utilities Support (archived, read-only)
Ok, that makes sense. -
[WIP] Mod Picker
dreadflopp replied to Terrorfox1234's question in Mator's Utilities Support (archived, read-only)
I see too bad, I was confused by the error message. (the "liking" of your post was unintentional, Tapatalk is strange sometimes)

