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phryxolydian

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Everything posted by phryxolydian

  1. Ok I definitely messed up somewhere because I'm pretty sure this is NOT suppose to happen. That's at the Dawnstar inn. Btw, incredible overhaul for Dawnstar, the market, the docks. So good. I am still undecided about the textures used but it does make Dawnstar unique, they look a bit too clean imo, and I thought the NSUtR patch was for sweeped version but this one doesn't look bad either. Only other thing I found worng was that the door from the Mythic Dawn Museum doesn't have any collision flag, I think, that dude was talking to me with only his feet showing outside the door..
  2. Brilliant mod. Been using for a while, Frostfall module from TTYM never worked for me so God bless Tooplex.
  3. Well, I'm really curious now about this Extended Encounters mod, as well as that No Combat Boundaries, that sounds really cool. However, please consider that my game already suffers from script lag, and I'm running both Frostfall and Duel, which, despite what the author says, in my experience, it's very script heavy, not to mention a never ending earthquake when in doors with that 7.7.2v, but that's beside the poiint... I'm thinking ASIS might be too much. And although Revenge of the Enemies sounds absolutely awesome, again, I think it may be too much script wise for my PC to handle. But what about the others, Radiance sounds OK I guess, what's your experience with the mod been like? And it Random Encounters adds 230 new spawn points, I use all of the Immersive Patrols modules, wouldn't this be waaay too much?
  4. Man, I want to jump of happiness! I just went to Whiterun since first installing ETaC, BCE and Dawn of Whiterun. It's just.. WOW! I love it! I absolutely love DoW. It makes Whiterun feel so different with all the different merchants and Ysgramor's statue and all that little things. Now I have to do the Gildergreen quest and it'll be perfect! I never got DoR to work for me, it wouldn't long before I would get HUGE stutters (VM completely frozen) when I turned to look down at the canal. A real shame because I really loved the concept (again). I saved inside the Bee and Barb and installed DoR and when I went out first thing that greeted me was a rat running about, I thought: YES! But I don't know what it is that is causing all those macro-stutters in Riften and not in Whiterun (I read you removed this because it was causing CTDs?). It's a strange game this Skyrim we all love and it can be truly spectacular with mods such as the Dawn of.. series. Well, this definitely gets my hopes up for Dawb if Windhelm, I hope it works!
  5. I've used it for about 2-3 weeks without any issues whatsoever. It does exactly what it says it does. Awesome mod.
  6. I'm having some difficulty understanding how the tags work, perhaps it's because I'm very tired and I need some sleep.. I just recently started using Wrye Bash and, after creating my Bashed Patch, I noticed that animals were back to having Septims as loot, so I went and checked and sure enough, Harvest Overhaul Creatures doesn't have any tags and if I understand correctly it should have both relev and delev? Or maybe just relev? Or delev.. HELP!
  7. You guys were testing SG Females, right? I think it's high quality work, I mean, look at lovely Aela. I am not sure if I did anything wrong here however, dirty girls don't really work nicely at all, do they?
  8. I do use HLE with both the raised ability caps and max resist optionals, I was just saying that Hardcore for a purely warrior/archer character was just suicidal. My level 40 character with a full set of Nordic armor, improved to Epic, fully enchanted got one shot killed at least 10/12 times in a row by a Forsworn Ravager using arrows with a damage output of 8! On Adept difficulty. And I had maybe 15% left of health on Apprentice. For me, it gets maybe even more tiresome because I always exit the game when my character dies. Because the engine saves data that should not be saved and all that, I've had times when the message "Heart consumed blah blah" appears even long after turning back to human form and I think it has something to do with that. Hasn't happened since I started following this habit. I mean sure, it's realistic, an arrow to the head and you are gone but 10+ times and not one miss? Too much, I say. I'll definitely look into the other mods you mentioned though, those look fun.
  9. Damn, I did not know about this female armors thing. But hold on, these are meshes and so, they are not separated into female and male folders... does this mean that men wearing these armors will be using the UNP body? OK, I know they probably won't but can anyone explain me how it works? I am not a modder so I have no clue these types of things. Are the meshes flagged to be used only by females or something? In Exeters' mod there are textures for bandits overwriting aMiddianborn as well as the Blades nif files, should I just hide these files or should I let them overwrite amb?
  10. You wrote the guide Ess? Brilliant, I thought it was very helpful and easy to understand. Thanks! I think I'll just use them and remove them with the console commands.
  11. cough cough ..maybe Saerileth could kindly make his version of those four files so JotN could be tossed altogether?
  12. Just counted and all my 41 perks are still there. Don't really know where those 2 unused perks came from.. I suppose I can just ignore them but I wonder if I did something wrong in the ini file..
  13. Thanks again Sparrow, finally was able to move on with that quest. I didn't write the pushactoraway and instead wrote pushaway lol which ofcourse said Script command not found, but I disabled the rock and Fuz Ro Dah her 3 times until she was back on the ground. Damn that orc took a beating Surprised she made it out alive. And she was cool, didn't even give me the stink eye.Thanks all for your help!
  14. I just uninstalled ELFX Exteriors. Should I reinstall ELFX, then? Hmm, I did think everything looked exactly the same. I do use Project Parallax, I also thought this was CORE included but now I can't find it anywhere AH, really? Well, if I get DoR to work I'll get rid of Smelters. Thanks for putting up with all my noobness, CJ!
  15. What am I doing wrong then? It seems no matter what I do I always get "Error could not be resolved" on the WNAM - First Person Model Object of Weapon files 9F25C, D, E, F and 9F260 after I create the merged patch. When I create it (before I close TES5E) everything seems fine and each have their WNAM exactly as it is on WAF_ambSkyforge_patch but when loading the patch again with TES5E the records somehow show that error..
  16. Recently, I accidentally deleted my Uncapper and when installing again and redoing my ini file, when I went to my skills menu, it gifted me with two unused perk increases that I didn't have before. All of my perks are there unchanged but why do I have two unused perks now? [spoiler=Uncapper ini File][General];DO NOT MODIFY THIS VALUE;INI file versioniINIFileVersion = 3;Enable(1) or Disable(0) the plugin;Default value = 0bEnabled=1;Enable(1) or Disable(0) the AutoUpdate functionality. IT MIGHT NOT WORK WITH CERTAIN SKYRIM VERSION! ENABLE AT YOUR OWN RISK!;Default value = 0bAutoUpdate=0;Enable(1) or Disable(0) the Uncapper Skill Level Caps;;Default value = 0bUseSkillCaps=1;Enable(1) or Disable(0) the Uncapper Skill caps inside formulas governed by skills.;Default value = 0bUseSkillFormulaCaps=1;Enable(1) or Disable(0) the ingame Enchanter Uncapper skill caps;Default value = 0bUseEnchanterCaps=1;Enable(1) or Disable(0) the Uncapper Skill Experience Gained Multipliers;;Default value = 0bUseSkillExpGainMults=0;Enable(1) or Disable(0) the Uncapper Skill Experience to Player's Character Experience Multipliers;;Default value = 0bUsePCLevelSkillExpMults=0;Enable(1) or Disable(0) the number of perks gained, set by the Uncapper, at each level up;Default value = 0bUsePerksAtLevelUp=1;Enable(1) or Disable(0) the number of health points, set by the Uncapper, gained at each level up when Health is selected during the Level Up screen;Default value = 0bUseHealthAtLevelUp=1;Enable(1) or Disable(0) the number of magicka points, set by the Uncapper, gained at each level up when Magicka is selected during the Level Up screen;Default value = 0bUseMagickaAtLevelUp=0;Enable(1) or Disable(0) the number of stamina points, set by the Uncapper, gained at each level up when Stamina is selected during the Level Up screen;Default value = 0bUseStaminaAtLevelUp=1;Enable(1) or Disable(0) the number of "Carry Weight" points, set by the Uncapper, gained at each level up when Health is selected during the Level Up screen;Default value = 0bUseCarryWeightAtHealthLevelUp=0;Enable(1) or Disable(0) the number of "Carry Weight" points, set by the Uncapper, gained at each level up when Magicka is selected during the Level Up screen;Default value = 0bUseCarryWeightAtMagickaLevelUp=0;Enable(1) or Disable(0) the number of "Carry Weight" points, set by the Uncapper, gained at each level up when Stamina is selected during the Level Up screen;Default value = 0bUseCarryWeightAtStaminaLevelUp=1[skillCaps]; Set the Skill Level Cap to; Between 0 and 10000;; Using too low or too high values may crash the game. Handle them with caution.; Default game value = 100iAlchemy=150iAlteration=50iArchery=150iBlock=150iConjuration=50iDestruction=50iEnchanting=75iHeavyArmor=175iIllusion=50iLightArmor=70iLockpicking=100iOneHanded=175iPickpocket=30iRestoration=100iSmithing=150iSneak=75iSpeech=100iTwoHanded=100[skillFormulaCaps]; Set the Skill Formula Cap to; If your skill level is higher than the cap set below, then the skill level showing in game will be capped and displayed in red color (like if it was affected by a negative enchantment); Between 0 and 10000;; Using too low or too high values may crash the game. Handle them with caution.; Default game value = 100iAlchemy=200iAlteration=100iArchery=200iBlock=200iConjuration=100iDestruction=100iEnchanting=125iHeavyArmor=200iIllusion=100iLightArmor=120iLockpicking=150iOneHanded=200iPickpocket=80iRestoration=150iSmithing=200iSneak=125iSpeech=150iTwoHanded=150[EnchanterCaps];However high the Enchanting skill is, the following values set an Enchanting skill level cap when using the ingame Enchanter.;If bSkillFormulaCaps is enabled, then the following values are also capped by iEnchanting inside [skillFormulaCaps], if iEnchanting is lower.; Between 0 and 10000;;Max Enchanting skill level for enchantment magnitude.iMaxEnchantingLevelForMagnitude=125;Max Enchanting skill level for enchantment charges;A value higher than 199 will cause inconsistencies in vanilla Skyrim.iMaxEnchantingLevelForCharges=199[skillExpGainMults]; Set the Skill Experience Gained Multiplier to; betwen 0.0 and 10000.0; Using too low or too high values may crash the game. Handle them with caution.; Default game value = 1.0;(Setting bUsePCLevelNotBaseSkillLevel to 1, will use Character Level instead of Base Skill Level for the subsections)fAlchemy=0.5fAlteration=0.75fArchery=1.25fBlock=1.0fConjuration=0.5fDestruction=0.5fEnchanting=0.5fHeavyArmor=1.25fIllusion=0.5fLightArmor=1.0fLockpicking=1.0fOneHanded=1.25fPickpocket=0.5fRestoration=1.0fSmithing=0.75fSneak=0.75fSpeech=0.75fTwoHanded=1.0bUsePCLevelNotBaseSkillLevel=0; All the subsections of SkillExpGainMults below allow to set an additional multiplier depending on the base skill level, independantly for each skill.; The format is PlayerLevel = Multiplier. You can specify many different levels.; If a specific level is not specified then the closest lower level setting is used.; Default value: 1=1.0[skillExpGainMultsAlchemy]1=1.025=1.150=1.2[skillExpGainMultsAlteration]1=1.0[skillExpGainMultsArchery]1=1.075=1.1[skillExpGainMultsBlock]1=1.075=1.1[skillExpGainMultsConjuration]1=1.0[skillExpGainMultsDestruction]1=1.0[skillExpGainMultsEnchanting]1=1.0[skillExpGainMultsHeavyArmor]1=1.0100=0.9[skillExpGainMultsIllusion]1=1.0[skillExpGainMultsLightArmor]1=1.0[skillExpGainMultsLockpicking]1=1.0[skillExpGainMultsOneHanded]1=1.0[skillExpGainMultsPickpocket]1=1.0[skillExpGainMultsRestoration]1=1.0[skillExpGainMultsSmithing]1=1.075=1.1100=1.2[skillExpGainMultsSneak]1=1.0[skillExpGainMultsSpeech]1=1.0[skillExpGainMultsTwoHanded]1=1.0[PCLevelSkillExpMults]; Set the Skill Experience to Player's Character Experience Multipliers to; betwen 0.0 and 10000.0; Using too low or too high values may crash the game. Handle them with caution.; Default game value = 1.0; (Setting bUsePCLevelNotBaseSkillLevel to 1, will use Character Level instead of Base Skill Level for the subsections)fAlchemy=1.0fAlteration=0.5fArchery=1.25fBlock=1.25fConjuration=0.5fDestruction=0.5fEnchanting=0.75fHeavyArmor=1.25fIllusion=0.5fLightArmor=0.75fLockpicking=0.75fOneHanded=1.25fPickpocket=0.25fRestoration=0.75fSmithing=1.0fSneak=0.5fSpeech=1.0fTwoHanded=1.0bUsePCLevelNotBaseSkillLevel=0; All the subsections of PCLevelSkillExpMults below allow to set an additional multipliers depending on the base skill level, independantly for each skill.; The format is PlayerLevel = Multiplier. You can specify many different levels.; If a specific level is not specified then the closest lower level setting is used.; Default value: 1=1.0[PCLevelSkillExpMultsAlchemy]1=1.050=1.175=1.2[PCLevelSkillExpMultsAlteration]1=1.025=0.9[PCLevelSkillExpMultsArchery]1=1.050=1.175=1.2[PCLevelSkillExpMultsBlock]1=1.050=1.175=1.2[PCLevelSkillExpMultsConjuration]1=1.025=0.9[PCLevelSkillExpMultsDestruction]1=1.025=0.9[PCLevelSkillExpMultsEnchanting]1=1.0[PCLevelSkillExpMultsHeavyArmor]1=1.050=1.175=1.2[PCLevelSkillExpMultsIllusion]1=1.025=0.9[PCLevelSkillExpMultsLightArmor]1=1.025=1.1[PCLevelSkillExpMultsLockpicking]1=1.0[PCLevelSkillExpMultsOneHanded]1=1.050=1.175=1.2[PCLevelSkillExpMultsPickpocket]1=1.0[PCLevelSkillExpMultsRestoration]1=1.025=0.9[PCLevelSkillExpMultsSmithing]1=1.050=1.1[PCLevelSkillExpMultsSneak]1=1.0[PCLevelSkillExpMultsSpeech]1=1.0[PCLevelSkillExpMultsTwoHanded]1=1.050=1.1[PerksAtLevelUp];Set the number of perks gained at each level up. If a specific level is not specified then the closest lower level setting is used.;Default game value is one perk per level (you can also use float as value, for example 1.25 per points per level); Level (2..10000) = Perks (0..255);;In the following inactive commented example the player will gain 1 perk per level at and from level 2 to 9, then 2 perks per level at and from level 10 to 29,; then 4 perks per level at and from level 30 to 94, then no perk at all per level for level 95 and above;;2=1;10=2;30=4;95=02=1[HealthAtLevelUp];Set the number of health points gained at each level up when Health is selected during the Level Up screen. If a specific level is not specified then the closest lower level setting is used.;Default game value is 10 points per level; Level (2..10000) = Points (0..10000);;In the following inactive commented example the player will gain 10 points per level at and from level 2 to 9, then 20 points per level at and from level 10 to 29,; then 40 points per level at and from level 30 to 94, then no points at all per level for level 95 and above;;2=10;10=20;30=40;95=02=1050=15[MagickaAtLevelUp];Set the number of magicka points gained at each level up when Magicka is selected during the Level Up screen. If a specific level is not specified then the closest lower level setting is used.;Default game value is 10 points per level; Level (2..10000) = Points (0..10000);;In the following inactive commented example the player will gain 10 points per level at and from level 2 to 9, then 20 points per level at and from level 10 to 29,; then 40 points per level at and from level 30 to 94, then no points at all per level for level 95 and above;;2=10;10=20;30=40;95=02=10[staminaAtLevelUp];Set the number of stamina points gained at each level up when Stamina is selected during the Level Up screen. If a specific level is not specified then the closest lower level setting is used.;Default game value is 10 points per level; Level (2..10000) = Points (0..10000);;In the following inactive commented example the player will gain 10 points per level at and from level 2 to 9, then 20 points per level at and from level 10 to 29,; then 40 points per level at and from level 30 to 94, then no points at all per level for level 95 and above;;2=10;10=20;30=40;95=02=1050=1575=20[CarryWeightAtHealthLevelUp];Set the number of "Carry Weight" points gained at each level up when Health is selected during the Level Up screen. If a specific level is not specified then the closest lower level setting is used.;Default game value is 0 points per level; Level (2..10000) = Points (0..10000);;In the following inactive commented example the player will gain 10 points per level at and from level 2 to 9, then 20 points per level at and from level 10 to 29,; then 40 points per level at and from level 30 to 94, then no points at all per level for level 95 and above;;2=10;10=20;30=40;95=02=0[CarryWeightAtMagickaLevelUp];Set the number of "Carry Weight" points gained at each level up when Magicka is selected during the Level Up screen. If a specific level is not specified then the closest lower level setting is used.;Default game value is 0 points per level; Level (2..10000) = Points (0..10000);;In the following inactive commented example the player will gain 10 points per level at and from level 2 to 9, then 20 points per level at and from level 10 to 29,; then 40 points per level at and from level 30 to 94, then no points at all per level for level 95 and above;;2=10;10=20;30=40;95=02=0[CarryWeightAtStaminaLevelUp];Set the number of "Carry Weight" points gained at each level up when Stamina is selected during the Level Up screen. If a specific level is not specified then the closest lower level setting is used.;Default game value is 5 points per level; Level (2..10000) = Points (0..10000);;In the following inactive commented example the player will gain 10 points per level at and from level 2 to 9, then 20 points per level at and from level 10 to 29,; then 40 points per level at and from level 30 to 94, then no points at all per level for level 95 and above;;2=10;10=20;30=40;95=02=550=1075=15
  17. Just outside the Temple of Talos, past the Treasury House.
  18. Came across this on my first visit to Markarth on an almost 200 hour playthrough. Has there really been a lot of changes to the city? The BCE does give it some nice additions but I'm not sure if there was any major changes from ETaC.. probably 'cause there's not a whole lot of room for additions, huh?
  19. https://wiki.step-project.com/Guide:Mod_Organizer As the legend says under "Priority" in MO: The higher, the more "important" it is and thus overwrites mods with lower priority. The highest priority of a given file (the one you will see in the game), be it textures, meshes, etc should be lower on your list. Example: Vanilla Optimized Textures is the first file on my Priority list, this ensures that any file proceeding like say, in my case, #84 aMiddianborn Landscape will overwrite any conflicting files between them. The guide is much clearer
  20. Err, I'm possibly going to be told off but I only need a little guidance so here goes: I've already merged High Level Enemies' plugins into one Legendary PLUS version, as well as an Improved Dragon Shouts - Legendary plugin. Now I want to make a patch kinda like STEP Core except I don't use AOS, I use Sounds of Skyrim. So I made my own merged patch for the 3 SMIM eps, WAF patches for aMiddianborn and GDO, Dead Body Collision, DeadlySpellImpacts and NoNPCGreetings. Correct me if I'm wrong but I must load both WAF and GDO and add them as masters for the merged plugin, correct? Unticking both of those, as well as aMiddianborn_SW for them to not be changed. All seemed fine, I checked for errors and there was none but when checking each record myself I came across 5 records under Weapons that had WNAM - 1st Person Model Object set to "Error # could not be resolved", what I did was to drag the records from WAF_aM patch to the merged plugin and it seemed to be OK. Did I do something wrong? What other esps would be wise to merge together?
  21. Hey thanks Sparrow, will try that next. The movetoqt indeed teleported me back inside the rock with Atub
  22. Oh no.. could it possibly be merged into the SMIM - Dragonborn.esp?
  23. Well, I know this isn't STEP recommended but I have always loved Sounds of Skyrim, specially The Wilds, and I will keep on using them. I stopped using the Civilization module cause I didn't like that I couldn't trace where all the throwing up and screaming inside taverns and such was coming from What are the mods you need patching with? There's already a patch out there for CoT and an outdated ELFX patch for The Dungeons, but it isn't at all hard to make one yourself, just copy and override into a new file and drag the XCAS - Acoustic Space from SoS to the new file. I think I'm right but CJ could confirm or plain prove me wrong, he/she is much more knowledgeable than the likes of me. Anyway, hope it helps.
  24. I gotta say that you are absolutely nuts. How does one play with the HLE Hardocre version? My character is lvl41 and with an armor rating of almost 500, he gets one shot killed by Forsworn archers (which arrows have damage 8) every single time on either Expert or Adept and quite nearly on Apprentice difficulty as well? I'm also using Duel, but still, it stops getting fun after reloading 10+ times without actually being able to do anything about it, other than lowering to Novice...
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