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kewiz

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Everything posted by kewiz

  1. My bad. I was missing the latest VC_redist. Runs perfectly fine now.
  2. I just installed the new dyndolod alpha 39 + resources alpha 11 and now it doesn't utilize my CPUs anymore and takes 1h30 instead of ~15min. I switched back to 33/09 and it works as expected again. It ran with higher CPU UTIL and finished in 17min (1.9Gb). I make a new run with alpha 39 again to get logs. Thanks for all the great work.
  3. @dreadflopp Thank you for checking it, really helps a lot. Arcanaeum is out then, it has too many conflicts and I'm going with your guide, which I'm still digging through and reading. There's a lot in there and kudos for putting this all together, it's really awesome. While I figure out how the new experience, leveling, skills, race, perks and class mods/tweaks work, two minor things at the start I don't quite understand: In the fomod I can't opt out of the uncapper settings and both cap the skills again at 100 like vanilla. So, is the 'skill uncapper' mod even necessary, or is it needed to make the adjustments, slowing it down to match eg. slower experience? On a technical side, are all the DLL plugins (incl. Skill uncapper) loaded by SSE Engine Fixes (Part 2) ? I haven't seen anything else in the resources part. Well then, thanks to you I'm spending a few more months with Skyrim again!
  4. I just saw you include Obscure College of Winterhold, sorry I missed that. With Alchemy & Food Adjustments, there's a 'no food' option in the installer. That way it shouldn't get in the way of any Frozen North food changes. If FleshFX and Reliquary of Myth is Ok then I'm good to go and there's always room to expand with mods in your list, thank you very much. One last thing, I guess it's not advised to run a Smash(all) Patch, especially since I have no clue how to edit it if wrong changes were forwarded, is this correct?
  5. I'm fairly new to modding skyrim and wanted to revisit a game I played years ago on ps3. I was looking for guides and I think this one here helps me a lot, thank you for making this guide. I don't want to use the STEP one because it's not modular and leaves little room for a noob like me to change things. Now I have a few questions and hope someone here might help me out. 1. I already set up textures-weather-lighting. I use UNP+TMB Armors/clothes and don't care for weapons, armors, crafting, smithing, loot, quest and city/town mods. Pretty much all of that is not in my modlist. 2. I want to use your core gameplay mods for a stable game. Those are: Unofficial Patch, Cutting Room Floor, AI Overhaul, 3DNPCs, Guard+Relationship Dialogue Overhaul, all SimonMagus616 overhaul mods, Audio Overhaul, Book Covers, Improved Traps, Point the Way, Here we go again, Frozen North, Experience, Trade and Barter and a few other minor ones, but they're in your modlist and it's basically just a fraction of it. 3. What I am missing and asking if I can add are: Reliquary of Myth, Magical college of Winterhold, FleshFX (has a mysticism patch), Bibliophile's Arcanaeum and some kind of alchemy mod. STEP uses CACO but I thought I can use 'Alchemy Potions and Food Ajustments'. These mods all have their own patches but do they have bigger conflicts with your core gameplay modlist, or maybe they're kind of redundant by things in your guide I missed? Maybe there are alternatives I can incorporate with patches?
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