
Mousetick
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Everything posted by Mousetick
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What is 'Skyrim - Patches' exactly? It's not a part of the STEP Guide AFAIK. Are you talking about a file named Skyrim - Patch.bsa in the game's Data directory? This vanilla Bethesda file existed in Skyrim SE 1.5.x. It doesn't exist anymore in Skyrim SE/AE 1.6.x. If it's still present in your setup, that would mean either you're using an old, unsupported version of Skyrim for the Guide, or your installation of Skyrim AE is somehow mixed up with an older version of the game.
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If you have installed the optional mod FIZZLE from the STEP Guide, it's the most likely cause and is its expected behavior (not a bug). Its effect on NPCs is strongest and very noticeable at the beginning of the game where most NPCs are low level (and low skilled) like the player. It gradually decreases with higher level NPCs.
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Apparently I did a really bad job at answering your questions. Let me try again: You couldn't possibly have turned on CC Survival Mode when you started, because Sunhelm disables the CC Survival Mode prompt. They're mutually exclusive. They can't be turned on at the same time. Sunhelm "takes over" when it's installed. When Sunhelm is installed, certain Survival Mode features also used by CC Survival Mode, are enabled. Sleep to Level Up is one of them. In your case Sleep to Level Up is enabled by virtue of having installed Sunhelm. If you want to turn off Sleep to Level Up, install Survival Control Panel, which is a user-friendly MCM UI to control certain Survival Mode settings not presented in the Sunhelm MCM. There is no "console" involved...
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Sunhelm and Survival Mode are mutually exclusive: you can't have both simultaneously turned on. However Sunhelm uses some Survival Mode features under the hood, such as Sleep to Level Up, among other things. When using Sunhelm, you should also install Survival Control Panel. This will let you turn off Sleep to Level Up if you don't like it, and configure other Survival Mode settings that impact Sunhelm, in an MCM, separate from Sunhelm MCM. This is all explained on the Sunhelm and Survival Control Panel mod pages. Both mods are made by the same MA and intended to work together. They're split for technical reasons.
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See Z's answer above. Once you've made the Experts tab visible, the option is there: It's absolutely relevant That's the part slowing down xEdit's startup at every launch. Once you've turned the option off, this message will go away and the startup speed should be more or less what it was with 4.0.x. Hope this helps.
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TESTING Vanilla Script (micro)Optimizations (by Subhuman0100)
Mousetick replied to Kattmandu's topic in Skyrim SE Mods
As Greg hinted at above, it stands for 'All In One'. That is: several individual components in a series, assembled into a single downloadable and installable package. Typically: a compilation of related components from the same mod (e.g. main mod + all optional downloads), or a compilation of related mods from the same MA (e.g. all retexture mods from MA lambda). By 'All', it's understood that the collection is complete. So AIO is actually not an appropriate designation for either mod discussed here. This mod is not a compilation at all. Ultimate Optimized Scripts Compilation is a compilation of mods from various MAs and it's incomplete. Not one would consider an AIO. Hope this clarifies. -
TESTING Vanilla Script (micro)Optimizations (by Subhuman0100)
Mousetick replied to Kattmandu's topic in Skyrim SE Mods
This mod is not an AIO. It's an original single mod. It is included in AIOs such as Ultimate Optimized Scripts Compilation, so it becomes redundant if used with such AIO. This mod's scripts are packaged in a BSA, not as loose files. Its plugin is meant to be loaded very high (e.g. just below USSEP) so that the scripts in its BSA can be overwritten by other mods. I don't really understand your points, as none of them apply to this mod (VSmO - the mod being discussed in this topic). If you were actually talking about the Ultimate Optimized Scripts Compilation mod itself, then I'd agree partially, but it's not clear which mod(s) you're referring to by 'this script AIO' and 'the other option above'. -
Do you have the Options > Experts > Decode Texture Hashes option enabled? Turn it off. You won't need this feature (new in 4.1.x I think) until you'll know you really need it, which is probably never.
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Andrealphus' Harder Quests (by AndrealphusVIII)
Mousetick replied to D1Z4STR's topic in Skyrim SE Mods
I've used all components of this set. They're all very good and make sense in my view. They make the player progression slower and the game longer, so some players may not enjoy that. With Harder Thaneships it can be difficult to find enough people to befriend in order to reach the higher quest thresholds, even more so if the player is not familiar with the mechanics or with which Hold people belong to. It's fine for completionist players or players very familiar with the mechanics and the NPCs. For everyone else, you may want to adjust the global values to a less stringent number than that prescribed by this mod, but still higher than the vanilla easy-peasy number.- 3 replies
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Yes. In my experience I found it particularly useful for hiding utility spells or powers added by mods. Like for configuring the mods. I can't stand seeing those in the UI. About the starter spells: they can be easily patched out in xEdit (I know from experience having done it). I'm sure there are mods available that do this for you though I can't name any off the top of my head, sorry.
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TESTING YASTM - Yet Another Soul Trap Manager (by Seally25)
Mousetick replied to D1Z4STR's topic in Skyrim SE Mods
I used this mod in all my latest playthroughs as a replacement for GIST. It intercepts the soul trap at the engine level so it's inherently more compatible with anything that uses the soul trap magic effect. As an SKSE plugin it's also more efficient than GIST's Papyrus scripts but the difference is probably not very significant or perceptible. The latest version (3.0), which I haven't played with, brings optional feature parity with GIST with its so-called "soul trap levelling" so it should be an easy swap with GIST even for users accustomed to it. There are many configurable settings and features.- 5 replies
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TESTING NPCs Learn Skills and Spells (by sasnikol)
Mousetick replied to z929669's topic in Skyrim SE Mods
I used this mod in all my latest playthroughs as a replacement for, and step-up from, the couple of mods (their name escape me, sorry) currently used in the STEP Guide to distribute perks and spells to NPCs, leveraging SPID features that the other mods don't. It's not perfect but it's overall pretty good. There are a few lingering issues which you can read about in the comments or bugs section, none are game-breaking IMHO. It's worth a try, or you may want to wait for the revamped 2.0 version, although at the pace things have been going* you may have to wait quite a while longer (*) No offense meant to the MA. I understand they're quite busy juggling many plates and this mod must be mind-boggling work with all the permutations of vanilla classes/perks/spells + mod-added perks and spells.- 7 replies
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Same comments as about Enhanced Reanimation. Some configurable settings can make the game easier compared to vanilla mechanics when enabled.
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Imperial Soldiers Using Wrong Shields Fix (by DEEJMASTER333)
Mousetick replied to D1Z4STR's topic in Skyrim SE Mods
I've used this mod and I liked it. Its cosmetic and consistency effect is immediately noticeable and it makes a lot of sense, to me. -
Yet another tiny fix by tarlazo for a tiny detail. Still good and useful in its small way.
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Andrealphus' Bleedout Revamp (by AndrealphusVIII)
Mousetick replied to D1Z4STR's topic in Skyrim SE Mods
I used this mod in all my latest playthroughs. It mostly makes sense when adventuring a lot with followers, although there are quests where the player is joined by temporary followers for the story and where this mod would still have an impact. I loved it and wouldn't play without it but it increases combat difficulty and adds its own healing mechanics, which many players may not enjoy.- 3 replies
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Arena - An Encounter Zone Overhaul (by Simon Magus)
Mousetick replied to D1Z4STR's topic in Skyrim SE Mods
I didn't use this mod directly but I used Open World Loot which incorporates it. I liked it very much but it won't appeal to everyone's taste in how it somewhat alters the open-world mechanic by "gating" dungeons based on levels, thereby increasing difficulty and limiting freedom of exploration/questing. It makes the game a bit closer to old-school RPGs where as a lowly adventurer you're supposed to chase wolves and clear bandit camps before hunting dragons. I found it worked quite well with other mods (they're popular and included in STEP Guide I think, but I forgot their names) which restrict the quests and/or radiant dungeons that are handed out to the player based on player level. So one doesn't get stuck with a radiant quest sending the player at level 10 to a dungeon with enemies level 20+, for example. It all seems to progress naturally and organically without roadblocks, unless one willingly persists in exploring dungeons above their level.- 2 replies
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I used this mod in all my playthroughs. I can't really tell whether it's a necessary fix or improvement - I don't recall playing without it. It never caused any issue either as far as I could tell.
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I used this mod in all my playthroughs. Yet another small tarlazo mod which makes the world a bit more lively and believable.
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I used this mod in all playthroughs. I'd consider it an essential QOL mod along with Swiftly Order Squad - Follower Commands UI when playing with summons and/or followers.
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I tested this mod intending to use it in my ultimate playthrough which never happened as I got tired of modding along the way. But I liked it, it's a nice touch and it's well done I think. There were some object placement conflicts with ASLAL at the Whiterun camp, if I remember correctly, and perhaps at the Markarth camp as well. Easily solved by disabling the conflicting objects. ASLAL adds a tent and some other stuff there for the player starting as a Khajiit Caravan guard, which I didn't care for, so I removed them with manual patching. Better compatibility could be achieved by keeping and moving all conflicting objects in CK so they don't clip.
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- 13-gameplay-immersion
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I could be wrong but I believe this mod is redundant when using one of the more recent script fixes/optimizations compilation mods, which includes this one.
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I used this mod in all my playthroughs. It's a nice improvement I think.
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Skeletons don't breathe SSE (by RJinthematrix)
Mousetick replied to D1Z4STR's topic in Skyrim SE Mods
I used this mod in all my playthroughs. Not much to say about it. It works.- 1 reply
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I used this mod in all my latest playthroughs. Like many other tarlazo's mods, this touches a very specific and tiny aspect of the game which most players may not notice or be bothered by. But it improves the player's "immersion" and the game's "simulation".
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