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Mousetick last won the day on July 3

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  1. There is no problem in the vanilla interactions, AFAIK. This is not a fix. This is merely a QoL UI improvement. Its purpose is to give you a choice of interaction and streamline it. To clarify, the vanilla behavior when you activate a book, if I'm remembering correctly, is: The reading UI comes up, with the book open for reading, and an option to take/steal the book. This always happens, whether you have already read the same book before or not. You can either exit the reading UI, putting the book back in place, or press a key or button to take/steal it, in which case it goes to your inventory. This mod changes the interaction like so: The Read action opens the reading UI, same as vanilla. The Take action picks up the book and puts it directly in your inventory, skipping the reading UI entirely. Same as picking up a weapon or a food item off a shelf. It becomes a Steal action if the book is owned. You have a choice via configuration: automatic, that is Read if book is unread or Take if book is already read; always Read; or always Take. Or you can toggle the action, when you activate a particular book, with the shortcut key. You prefer reading all books you find. I prefer taking them and reading them later, at home or in an inn before bedtime (in the game). It doesn't make sense to me from an immersion and RP perspective to take a break in the middle of dungeon delving to read a book I just found. I also don't want them to be marked as read when I take them, otherwise the read marker becomes useless and I don't know which ones I've read or not when comes the time to read them later, I want them to go straight to my inventory. Hope this helps.
  2. Discussion topic: Im Talking to You by RedxYeti Wiki Link Addresses an issue where NPCs don't realistically react to your activating them to initiate dialogue, and continue to walk off on their merry way. This results in a surreal dialogue where you find yourself conversing with thin air while the NPC has walked off screen. I'm sure you've encountered this situation before. This is more disturbing in first person, and exacerbated by using mods that give NPCs more elaborate AI packages, such as AI Overhaul. With this mod, the NPCs will promptly stop, and attempt to get close to you if they can find a path, if not they'll stay where they are. They'll also turn to face you. It's script-based. There is a single, very simple script that kicks in when the dialogue menu opens and stops when the dialogue menu closes. Most of the scripting is done efficiently via SKSE scripting functions, although the mod itself is not an SKSE plugin. Previous versions used several Papyrus scripts and had an issue where NPCs would perform a 360 degrees spin when turning to face you. This was funny but weird. The new simplified and optimized version fixes those issues so I can recommend it without reservation.
  3. Discussion topic: Read Or Take SKSE by powerofthree Wiki Link A simple SKSE plugin that allows you to take or read books or notes placed in the world, when you activate them. There are 3 possible modes, configurable in an INI file: Automatic: read unread books and take already read books. Always read. Always take. The default read/take action depending on mode can be reversed by pressing a key while activating the book. Also configurable in the INI file (left Shift by default). As it's an SKSE plugin, you can install/uninstall at any time. Beware the following issues as of this writing (refer to the bugs and comments sections on Nexus for more details): There is a minor cosmetic glitch when used in conjunction with moreHUD, where the Read eye icon floats over the book in read mode. This only occurs when activating to read, it's fine if reading from the inventory. This mod's and moreHUD's MAs are currently arguing over which mod's fault it is. Hopefully they will come up with a solution at some point. Apparently the modifier key feature doesn't work with a gamepad. Has yet to be confirmed/acknowledged by the MA. The description of Default action values in the INI file is reversed. It should be: 0 - Automatic, 1 - Take, 2 - Read.
  4. Perhaps you may want to clarify that users need to run TexGen with whatever glacier textures they're using, beforehand. I know it's kind of obvious as the instructions are referring to 'TexGen Output', but just in case
  5. Unlike, let's say, SPID for Footprints or SPID for XMPSSE, for example, this one is nice to have but it's not going to make a big difference. ACE only affects a few named NPCs (about 100). Without SPID there is an invisible quest and associated script that runs at the start of a new game to change their default outfit. The changes are then baked into the save file. This part only runs once at the start of a new game and shuts down, but remains dormant and available in case you toggle the changes in ACE's MCM, in which case it runs again (once each time). SPID replaces the above by static changes that are no longer togglable (no more MCM, which arguably nobody probably ever uses, so not a big loss). It saves you a few milliseconds at the start of a new game. Big whoop. SPID doesn't completely eliminate ACE's quest and script however, because ACE changes the outfit of certain NPCs dynamically and conditionally depending on their statuses. For example NCPs who become jarls during the civil war will have their outfit changed by ACE to reflect their new status. SPID can't handle this kind of dynamic change. So even with SPID, ACE's quest and script remain and are still used. So for me it's nice to have it, but I don't consider it a significant improvement over what ACE was doing without it. It's more a case of "SPID is cool tech so let's apply it to all the mods we can think of even if they don't really benefit from it, because I'm cool" by a user (Kinok) who is not officially maintaining ACE. One benefit of SPID however is that end-users can tweak the distribution files more "easily" than patching plugins in xEdit or editing in CK, to resolve conflicts between mods that change the outfits of the same NPCs for example.
  6. Once you move it higher in the list (i.e. give it lower priority), you can then get rid of these hiding instructions which are no longer necessary because SLaWF will now be logically overwritten by all the respective mesh fix mods and other mods that are installed below it and have precedence/preference over SLaWF: It makes your life easier, and installation by users simpler. Nice, huh?
  7. No, you need to have all mod plugins that edit the terrain enabled in your load order before generating the grass cache. Helgen Reborn should be enabled for example. As well as CRF, Wyrmstooth, and all the others. To simplify things and ensure everything matches correctly, the grass cache should be generated with the same load order as that used for playing, i.e. a complete, not minimal, set up. Same principle as generating LODs with DynDOLOD. Can't help you with the crash. Need to provide more info. If you disable plugins that are masters for other plugins, things will break. Does the game even start normally, not in NGIO cache generation mode?
  8. This is very confusing. Why do you want to overwrite MM meshes with SLaW meshes? They're not at all alike. The additional triangles are for improved collision compared to vanilla. The SLaW version is based on vanilla. The additional mesh node comes from the vanilla mesh, which has it too. It's not a fix or an improvement at all. Quote from SLaWF comments section (currently at bottom of page 3): Quote from SLaWF compatibility section on main page (emphasis added), and confirmed in the comments section: The MM meshes are based on vanilla, but largely rebuilt, and most of all, they use a different texture set than vanilla, so they look different and are consistent with the rest of the MM aesthetic. Comparison shots of mountaincliff02: Vanilla > SLaW > MM (Double-sided) If you want MM meshes with MM texture sets + Double-Sided + Improved collision, there is this mod: Majestic Mountains - More Accurate Collision (by Korodic). I was suggesting (and showing) the complete opposite. SLaWF currently has highest priority for assets because it's in the 'Fixes' category of the STEP guide, causing unwarranted conflicts that need to be resolved by hiding stuff. It should have lowest priority. Considering these points: SLaWF is a hodge-podge of various fixes (and gameplay changes). The fixes are "better than nothing" on top of vanilla, they're vanilla-based and not essential. The gameplay changes should not be included in this mod, but that's beside the point. The SLaWF plugin is sorted very high by LOOT, meaning it's considered very low priority and should be overridden/overwritten by most other mods. Like USSEP. Consequently its assets should be treated the same: they should have very low priority too and be overwritten by most other mods which provide actual specific improvements and features over, or deviations from, vanilla. Because its assets are loose files (they should really be in a BSA to make things easier), they need to be sorted very high on the left pane to have very low priority. If you move SLaWF to 'Foundation' for example, there will be no hiding necessary. Imagine USSEP came with loose assets instead of a BSA, where you would put it in the guide: in 'Foundation', or in 'Fixes'? And how much hiding would you have to apply?
  9. Not sure if this was a rhetorical question or you were asking me, but I can't answer. Like I said previously, my modded game deviates too much from vanilla levelling mechanics and formulae, for my particular gameplay experience with this mod to be meaningful to others. What is almost certain is that the longer you play and the more skill books you read, the faster your skills (and thereby your character) will level, at the same time potentially giving access to more perks faster. If multiple skills grow faster, and therefore level faster, in parallel, mechanically the character levels faster. Keep in mind the cap is 5 skill books (up to +20% bonus) per skill. Not 5 books total. It's relatively easy to find 2 skill books for a skill, giving +8% bonus - not too shabby. Combined with a standing stone bonus, this can be a huge boost. Please take my opinion with a large pinch of salt - it's very biased in this regard, and it's unsubstantiated. If you want to do all the math, and predict the skill and level progression with/out the bonus(es), there are some formulae available on UESP. Rough approximation with a +8% bonus, rounded to 10% to simplify: every 10 skill levels increase relative to any given starting skill level, the player with this mod will be one more skill level ahead of a player without this mod. Since reading the skill book in vanilla grants one skill level, the first 10 skill levels increase is a draw. The difference will become apparent starting at the 20th skill level increase: +1 level ahead compared to vanilla. Then at the 30th skill level increase: +2 levels ahead. And so on. I hope this looks about right, if not please correct me.
  10. Don't get me wrong, I like this mod quite a bit too. Otherwise I wouldn't be playing with it It's an SKSE plugin + some magic effects + some scripts, easy to uninstall if desired. I just like it better nerfed a bit. I agree with DY that this is probably not a big issue for most players. I'm not sure it can be tested during a playthrough, though: how would you characterize and reproduce an average or typical playthrough? Edit: not simply an SKSE plugin.
  11. That comment was from meh321 (the MA of SSE Gameplay Tweaks) explaining to Parapets (the MA of this mod) how SSE Gameplay Tweaks' reading bonus works. SSE Gameplay Tweaks has a similar but more general and configurable feature whereby reading a book (potentially ANY book depending on configuration) gives a bonus to ALL skills learning, using a complex exponential formula: AllSkillsBonus = Base + (AmountFlat * BookReadCount) + (AmountExponent ^ (BookReadCount - 1)) Whereas this mod's formula is unknown and undocumented, but based on its description and behavior is assumed to be a flat multiplier: SkillBonus = 4 * SkillBookReadCount
  12. Thinking more about this, we can roughly approximate the results of using this mod in a best case scenario. Assuming one skill book is found very early in the game, its bonus will apply to the whole game. For example, in a pure vanilla play, there is an Archery skill book that can be found in Helgen Keep during the escape quest. There are 100 levels per skill, ignoring Legendary skills to simplify. Therefore a 4% bonus would result in gaining a total of 4 skill levels spread over the course of the game, by reading this one book early. Compared to 1 skill level gained by reading the book in vanilla. That's not entirely correct, because skills levels start at 15 for a new character, and at 20 or 25 depending on race: 100 - 25 = 75 * 0.04 = 3 skill levels 100 - 20 = 80 * 0.04 = 3.2 skill levels 100 - 15 = 85 * 0.04 = 3.4 skill levels It does seem like the bonuses provided by this mod can result in significantly more skills levels per book than in vanilla, depending on when the book is read. But the previous calculations are an extreme example - not all skill books will be found simultaneously at the beginning. Let's see what happens with a skill book found later in the game, say when the current skill level is 50, with 50 levels remaining: 100 - 50 = 50 * 0.04 = 2 skill levels. That's still twice as many levels compared to vanilla. It's hard to compare this mod with vanilla in terms of balance and power curve because the payoff is not immediate and varies based on timing, but as-is it looks in theory a little overpowered to me.
  13. Right. The animations are the .hkx files that also stored under the meshes/ folder tree. One for each skeleton .nif mesh. They overwrite files from the vanilla BSAs.
  14. I agree. This mod should be treated as a basic "better than vanilla" fallback fix when it comes to meshes, like USSEP. All meshes from all other mods should win over it. Suggested overwrite order that doesn't require any hiding because it flows naturally and logically (from broad to specific, from basic to refined, with improvements and fixes positioned alongside the things that are improved/fixed, not segregated in their own separate category): DynDOLOD Resources ... Skyrim Landscape & Water Fixes ... SMIM ... Majestic Mountains Majestic Mountains - DoubleSided Meshes (this mod) Skyrim - A Mountainous Experience (Double-sided version) ... Other meshes and mesh fixes... Nothing to hide here, which makes all conflicts clearly visible and the overwrite prioritization easily understandable just by looking at them in MO2. As soon as stuff is hidden it becomes a lot harder to understand why mods are sorted the way they are on the left pane.
  15. I don't think it was me, or I don't remember. But coincidentally I've been using this mod in my current playthrough. It works as advertised. Or at least it appears to, going by the bonuses displayed in its MCM, but it's hard to tell for sure without looking at the actual before/after skill gain numbers and I have no idea how to do that. One thing is working for sure: reading a skill book no longer gives a skill point. As per its description, it grants +4% per book and it's capped at 5 books per skill. I patched it in xEdit to nerf the bonus per book (+2% instead of +4%) and to increase the book cap (10 instead of 5) because I have mods that add more skill books to the game, such as BCS - Lost Library (part of STEP). I also felt that the default +4% permanent bonus per book might be OP... +4% skill points x skill books over the course of an entire game seems to me like quite a lot of skill points compared to a one-time skill level per book. But I really don't know, it's just an impression. Last, I can't tell how balanced it actually is with vanilla levelling mechanics, as my game is modded to decouple character XP and levels from skill XP and levels (i.e. gaining skill XP and levels has no effect on my character XP and level). I also modified the skill XP curves to be much harder at low levels (half of vanilla skill gain) and flatter than vanilla, using Skill Uncapper. So the little skill bonuses provided by this mod are very useful and valuable for my modded game - assuming that they do work.
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