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Glanzer

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Everything posted by Glanzer

  1. In addition to what redrishlord said, AFT also allows your followers to catch up on weapon draw.
  2. Sorry if this is off topic... I'm wondering why BUM is suggested for use in SR:LE anymore. I used to use it but it gave me all kinds of problems. It simply would not allow me to create simple rules because some of the ESPs could not be chosen in the interface. Anyway, finally switched to BOSS's built in rule creator and now I have no problems and rule creation and management is really easy now.
  3. Regarding that santa bag, I use EK_limiteditems which gives space allotments to items.
  4. The Skyfalls/Skymills mod is now hidden, looks like the author is repackaging it according to his note (https://www.nexusmods.com/skyrim/mods/40564/): ============== File hiddenThis file has currently been set to hidden by the author of the file. You cannot look at this file page or download any files relating to this file until the author makes the file visible to the public again. The reason given by the author is: Reupload made small mistake packaging.
  5. I've been using Realistic Clouds for a few days and I think it looks good. I am using CoT and Project ENB so you really need to see the affect these textures have for your particular setup. In order to see the textures you MUST force a vanilla weather to make sure you're not looking at CoT clouds (as noted elsewhere in this thread). The best way to make sure you're looking at the correct textures is to do this: 1. Open the Realistic Textures download and make note of the *.dds filenames. 2. Use TES5Edit to look in skyrim.esm at the "Weathers" to find the weather formids that actually use those textures. 3. Enable Realistic Textures in your load order. 4. Start the game and "fw <weatherid>" in the console. btw, if you want to see more vanilla weathers and you use CoT, you could probably change the "chance" values in ClimatesOfTamriel.esm file, but that would take a lot of work I guess.
  6. Wow I completely overlooked that. I'll get that corrected! I see it now in the description: HLE - Skyrim Immersive Creatures Edition replaces the the original version for user of my mod. It offers streamlined compatibility and consistent experience... Changes made in comparison to the original mod: merged High Level Enemies.esp, High Level Enemies - Dawnguard.esp & High Level Enemies - Dragonborn.esp into one plugin file
  7. Are you sure you're done with the quest? If you don't plan on finishing the quest then maybe you could manually complete the quest via the console. Also, you could use the console to drop the item but I don't know what that would break. See these for the console commands: https://www.gamefaqs.com/boards/615805-the-elder-scrolls-v-skyrim/61227932 https://forums.steampowered.com/forums/showthread.php?t=2245135
  8. I searched this thread for "bag", "container", and "inventory" but it seems no one has asked about a mod that gives you simple bags or containers that can organize your stuff? For example when I'm gathering items for a quest I want to put them in a bag so I don't accidentally sell them. And another bag could be used for items that I DO want to sell to prevent selling the gear off my back! And no I do NOT want to increase my carrying capacity like Bandoliers does.
  9. I installed a mod that removes the lockpicks from all vendors and made them rare on NPCs. I still have like 150 lockpicks. :-( I guess I kill a lot of bandits.
  10. Yes they would be redundant. Whatever mod you combine in SMC doesn't have to be installed again.
  11. I thought they looked great even up close. They only look bad because they are "made of wood" and hence don't move. If they moved it would be perfect I agree.
  12. I would like to find a mod with bags that don't need to be worn. I don't care about the carry weight I just need the organization. For example when gathering items for quests.
  13. Thanks, I went ahead and upgraded to 1.2.9.
  14. Oops, I had no idea you weren't supposed to unpack the official patches. I've configured MO (version 1.2.1) to extract everything since that was the original recommendation 6 months ago. So absolutely everything I've installed has been extracted. I've never noticed a problem though, but maybe I don't notice it. What would be the symptoms? BTW I'm using the latest 2.05 versions of all the unofficial patches. Should I upgrade to 1.2.9?
  15. Why do you put Mod Organizer way down the path inside Steam? I guess that works, but I like to keep my Steam folders as clean as possible. Here are my install folders for the various Skryim related stuff: D:GamesBOSSBOSS.exe D:GamesDDSOptDDSopt x64.exe D:GamesENB_Manager_and_ChangerENB_Manager.jar D:GamesModOrganizerModOrganizer.exe D:GamesSavegame_Script_CleanerSaveTool.exe D:GamesSkyrim Performance MonitorPerformanceMonitor.exe D:GamesSkyrim_Configuratorskyrim_config.exe D:GamesSteamsteamappscommonskyrimTESV.exe (and skse_loader.exe) D:GamesTES5EditTES5Edit.exe D:GamesWrye_BashMopyWrye Bash.exe
  16. Yeah that would be nice but then you'd have to work out possible mod conflicts. The author does make this clear on the main page: "These ducks and swans are not creatures, they are animated statics that move on a given path, like other critters such as bees, butterflies, pond fish and hawks. So of course they show no behaviour like attack, fly, eat, rest or the like. Their only purpose is to add to the atmosphere." Can you have an animated static? I have no idea. He mentions butterflies and they definitely are animated.
  17. No I have not installed the optional files, just the 2 main ones ("High Level Enemies" and "High Level Enemies - Falkaar"). I'm wondering now if I should load those too? I get my butt handed to me too much at level 44 I don't need it right now. But maybe when I'm much higher in level?
  18. I've used the following mods which are peripherally related to this discussion: Stealth Skills Rebalanced: "Light has a much greater effect on your ability to remain undetected. Stay in the shadows and avoid brightly lit areas." But I guess once you are found maybe the enemies don't have trouble seeing you anymore in the dark.Better Torches: Provides greater radius for the torch illuminations.Realistic Lighting Overhaul (RLO): I *think* this causes guards to carry torches. At least they do in my game. There is a version of one of the plugs called "No guard torches" which makes me think this is true (I don't use that plugin, I use the regular one).
  19. How does this mod differ from "Immersive First Person View" (nexus #49036)? I tried Immersive First Person View back in January and it didn't work out for me very well so I posted this: hmmm, I tried this mod and played with it for about 15 minutes. At first it was totally unusable, but I finally set Profile 1 to everything and had to reduce the rotation to 0 just to get the screen from going all over the place. But when I draw my weapon (bow) I really can't see it. I tried moving the camera back bit by bit until I could see my own jaw but the bow still wasn't visible. I then tried moving and aiming and shooting. Aiming is waaaaaayyyy too jerky using this mod. The slightest movement causes the bow to jerk to one side then back again.I tried setting the camera height and camera forward settings a bit but nothing helped.Not sure what I'm doing wrong here? It must be easier than this. I just want to get one view working correctly before I feel like it's worth putting the effort into getting all the correct views while riding horses or other things, but just standing and shooting my bow seemed unusable. So I uninstalled the mod for now.
  20. I installed Ducks and Swans for Skyrim about a month ago and the mod has worked great. I now see swans and ducks (and little baby ducks -- they are SOOOO cute) all over the lakes and ponds throughout Skyrim. The ducks have really good quack audio, you can hear them when you're near the pond. Please note that these birds are not real "birds" like other animals, they will not react to you nor will they move their heads or feet. They are "static" objects placed on the water and are programmed to move around in the water according to specified patters. So when you go up close they kind of look like floating decoys since they don't move their wings, head, or feet. But that was done consciously by the author in order to make these objects compatible with every other mod out there. And it's good enough for immersion and good enough for me. I've really enjoyed them. And did I mention the baby ducks are REALLY cute? :-)
  21. I've used High Level Enemies since I started my last playthough (about 6 months ago) and had no problems at all. I'm at level 44 now. It seems to be compatible with about everything else; I have about 310 mods installed and about 240 plugins. My game is really stable with only about 1 CTD every 10 hours of play (usually while I'm actively in a modded zone like Moonpath to Elsweyr or Into the Depths). I have tons of combat mods and follower/AI installed which have worked together well: --ACE Combat Skills (all modules except archery) --Deadly Combat --High Level Enemies ("Normal" version and also the Dawnguard/Dragonborn/Falskaar optional choices) --Skyrim Immersive Creatures (though I haven't turned on the Monster Hunter portion of the mod) --High Level Enemies SIC Edition --AFT. I have 4 followers: Vilja (not controlled by AFT obviously), Inigo, Zora (from iNPCs), and Jenassa --Stealth Skills Rebalanced --Better Stealth AI for Followers - No Torch while Sneaking --Follower Trap Safety --Deadly Dragons I also play on Master difficulty and only wear light armor. Yeah I die a lot but it's challenging. :-)
  22. You don't understand. I do change it but MO changes it back. If I type 1.2a it gets changed to 1.2alpha. If I type 1.2b it gets changed to 1.2beta. If I type 1.2.8.02 it gets shortened to 1.2.8. MO basically thinks it knows better. It is really frustrating.
  23. I thought you weren't supposed to be using the ELFX Enhancer with an ENB?
  24. I know this is an old topic but it's still a thorn in my flesh when looking at the version numbers in MO. I would say let the mod author decide what version numbering system to use and simply display it unchanged. Right now the display is NOT what the author intended.
  25. There are some directions in the link below for doing it permanently in the ini files: https://forums.steampowered.com/forums/showthread.php?t=2227329 *edit* actually according to this note if you do it in the console using "fov" it gets saved with your savegame: https://wiki.step-project.com/STEP:2.2.1#3.B.1._Optimize_Field_of_View_.28FOV.29
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