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Kelmych

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Everything posted by Kelmych

  1. Some users experience problems with adding plugins even though they are using far less than the maximum number of plugins. I don't have this problem myself so I haven't been able to investigate it, and none of the users who report plugin limit problems have reported information on what seems to be causing the problem or any solutions. I have had a problem like this in Skyrim where it appears that there was a conflict in which of the plugins being used had issues when the plugin count exceeded some value; I tracked it down to one plugin but I still don't understand how that plugin caused the issue. Have you looked at the CPU usage, GPU usage, RAM usage, and VRAM usage when you are using 159 plugins? If any of these are close to maximum they might be responsible for the the problem when you add more plugins.
  2. Did turning the game overlays help or does the problem remain?
  3. I agree. We would only be accepting one item.
  4. I've been using it and found it useful; I wish more mods with large or complex configurations used it since only a few mods actually use it. Seems like an excellent addition to STEP. As Tech mentioned, the biggest issue is that few mods use it.
  5. I have had it in my Skyrim game profile for a long time and I agree it should be in STEP.
  6. I think it should be included in STEP, especially since CACO makes use of it.
  7. Like others I added it to my STEP profile and I like the way it looks.
  8. I added it to my STEP Skyrim profile when it was released and I like the improvements and feel it should be added to STEP.
  9. I've been using this mod for over a year and it doesn't seem to have caused any performance problems on my system. It would be a good addition for STEP.
  10. I've been using this since Neo added it to Skyrim Revisited and I agree we should add it to STEP.
  11. I mentioned ENBoost since it does't include the graphics capabilities of ENB so there is less to cause problems. I haven't seen this problem myself and it hasn't been mentioned in these forums, although a web search does show entries of users with a similar problem.
  12. Have you tried using only ENBoost without any separate ENB configurations? On a recent FNV thread a user suggests using an older version of enb instead of the most recent: FO3/NV patch downloads section- not the newer enb/enboost download . I don't have problems with the current version of enb but some users might.
  13. Unfortunately it doesn't seem like SKSE will be available for SSE anytime soon.
  14. The problem I have with Ordinator and similar perk mods is that it's all or nothing. There are mods like CACO and Archery Gameplay Overhaul that Tech mentioned, and Mighty Magick that make a lot of changes that I like outside of perk changes. If I use a perk overhaul I can't use any of these. I'm quite comfortable with using xEdit to provide compatibility patches, but the perk mods I've looked at make such extensive changes that this doesn't seem to be feasible. I also don't agree with all the changes the perks mods make. Ordinator, for example, makes some significant changes to Conjuration including allowing more summons which can potentially make magic overpowered.
  15. I never felt that magic mods were likely to be in STEP Extended so I began discussing a pack. Some of the users wanted some fairly powerful magic mods while the other users, primarily those who use magic to augment their melee or thief builds, prefer the magic mods that are closer to vanilla. So far there hasn't been a while lot of interest or enough consensus to move forward. My observations on vanilla magic being underpowered are primarily for low to medium level characters (5-30 or so), at least in the partial playthroughs I had. At these levels the defensive spells are hard to use since they last such a short time, and multiple simultaneous melee enemies can be quite difficult. In vanilla magic once you have the impact perk things are a bit easier, but many users feel it's overpowered. I also haven't tried choosing one or two schools and concentrating almost solely on advancing these, so I don't know what would happen. At higher levels magic certainly becomes more powerful, but at all PC levels the TES games I've tried seem geared more for melee combat users. I haven't used mods that make major changes to gameplay like Ordinator. Midas Magic and RoC were useful primarily because they add some interesting gameplay. Eliminating them doesn't affect mage power much if at all. I'll remove them from what I wrote since they aren't available. The other mod you mentioned seems useful, and Apocalypse has expanded a lot since I first started using it.
  16. The magic pack guide has been updated a bit based on these comments. Elemental Destruction Magic seems like a good addition, and I have always found Apocalypse very useful. I can't recommend Forgotten Magic since it completely removes any staggering from the Impact perk and while vanilla staggering is too powerful removing it entirely is a bad idea IMO especially since some other mods like Mighty Magic have an approach that changes but does not eliminate it.
  17. My views, which I updated since magic is being discussed in some recent threads, are in the magic pack ideas referenced in my signature. My main magic mods are Mighty Magick Skyrim, Apocalypse, Midas Magic, and the Revenge of Colette. Using a hotkey mod primarily to simplify the regular casting of buff spells is important. This also helps the spell casting levels to increase at a rate that allows magic to be be useful after a while. Of course, there is still a lot of melee and/or ranged arrow/bolt combat and a fair amount of potion use in major battles to maintain magicka. Crowds are still a problem; the strong area spells cost a lot of magicka. I also frequently use spells that increase running speed to allow retreating.
  18. A few comments: 2) you will find discussions and recommendations on follower mods in some of the Skyrim Revisited and Skyrim Revisited: Legendary Edition (SR:LE) threads on the STEP site. I'm not aware of any problem-free follower mods, especially the ones that haven't been updated in a long time. Most have conflicts with some other mods, so it depends which of the conflicting mods are used. 3) I've used DD for a long time along with STEP mods and I haven't had many problems. It can make the game tedious if the rates of dragon attacks and dragon aggressiveness are set too high. 5) A good hotkey mod is important when playing a character that uses a lot of magic. I've been using More Hotkeys Please and found it works well; I haven't tried AH Hotkeys which seems to have a similar level of capability and more recent updates. I haven't seen any compatibility problems with hotkey mods as long as care is used to avoid keys used by other mods. 6} I use Immersive College of Winterhold but it isn't really the same as the ESF - Companions Guild; it isn't about changing radiant quests. The college mods that Shadriss mentioned do affect progress as a mage. I generally don't use these because spells are usually not used as often as melee actions, so it takes a fairly long time anyway to raise spell skills to useful levels. I agree that some of the mage quests seem to start fairly early, but if you are also following other side quests it takes a while to get around to most of the mage quests. Spells in Skyrim are a bit nerfed, especially if you don't use some of the mods that add additional spells.
  19. I also use Chrome. It seems to be working today (at least on my iPad) so the problem may have gone away. Thanks for the help.
  20. I'm glad you were able to get it working properly with Fallout Redesigned. A note will be added to the guide entry that you were able to get it working with a small set of patch edits.
  21. I noticed recently that the table of contents in the FO3 and FNV guides no longer show up. Does the "TOC Right" template no longer work (I remember some discussion a while ago that the TOC capability would be removed at some point) or is there a problem with the template?
  22. The guide notes for the beta version of Fallout Character Overhaul mention that it is unfinished and causes problems if Fallout 3 Redesigned is also used. It should be possible to use xEdit to create a patch. However, there aren't any published patches or guidelines for such a patch that I've seen.
  23. When I use the subreddit link above I get an error because it has a space at the end. When I remove the extra space the link works fine.
  24. All of the dropbox links should now be fixed. Apparently the author of UHQ Terrain Overhaul removed the mod from Nexus. I haven't seen information on why this was done.
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