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DROPPED XP32 Maximum Skeleton (by XP32)
carlos3lance replied to WilliamImm's topic in Skyrim LE Mods
So how do you install this in line with a pure Step mod setup, in conclusion? The detailed instructions aren't exactly what I'd call clear, the latest versions wizard in Wrye bash seems to be generating one error after an other, even after placing the ,/ after the "Â in line 7 and 21. And what about the listed detailed instructions regarding the Back Hip Dagger file under miscellaneous on the XPMS page(mod page on the nexus or the wizard page? -which I now saw for the first time with the previous version 1.8b). I'm sorry I just don't spend a lot of time on the forums or reading changelogs, so the current release of Step is all I have to go on and the wording is somewhat confusing... Edit: figured it out, but on first glance it's hard to know what to look for according to the instructions alone... -
Evening. This is not a Step featured mod query, I just figured that most Skyrim players turn up here. Anyway, does anyone know if the lip sync bug introduced by the 1.9 patch is still happening? Has it been fixed yet, or has anyone found a specific thread where the issue is acknowledged by the devs? It's quite an irritating issue, and if Bethesdas announcement saying that they've packed up and finished with Skyrim means that any bugs left are to be contended with by the player base, it's quite an ignoble blemish on an otherwise good game with a descent patch history. From what I can tell, it's not an issue that can be fixed by mods, and a roll back to a previous version seem unreasonably impossible - makes me wanna torrent the damn thing over Steam.
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I guess it just comes down to personal taste. From a quality perspective, both Langleys and the HD look good, the HD looking more aged and rusted. It boils down to nitpicking, a rusty cage with hinges rusted to that extent would be nigh unreliable and horribly loud. You'd expect a different, louder screeching sound from it. Langleys is pretty cool, but in comparison to vanilla or HD, it looks well maintained, pristine..actually makes me wonder what material the cage is made of..Like I said, taste and nitpicking.
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ACCEPTED Dual Wield Parrying (by Borgut1337)
carlos3lance replied to rpsgc's topic in Skyrim LE Mods
Well, yeah, technically you can parry with two weapons. Not being able to do so is to nerfy, I don't want to be reminded that I'm playing a game, I just want to stop thinking of my bills and balancing checks :D -
Yupp, like it's been said, it's a waste of resources to render something so small, that, let's be honest, you barely notice. I know I spend 10% of my skyrim time gazing into eyes of npc's, 90% hacking them up in creative ways.
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This is awesome...the featured voices really add to the immersion, from a story telling perspective. Heck, every time you open a book, you'd expect something like this, in a a game like Skyrim.
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Wow, it's so simple, yet it makes a huge impact on your perception ^^
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SKYRIMLE Skyrim Perk Enhancements & Rebalanced Gameplay - SPERG
carlos3lance replied to carlos3lance's topic in Skyrim LE Mods
I'm checking back with a small update of my experiences with this mod. Now, I've never tested Skyrim mods before according to the Mod Testing Workflow checkpoints stickied at the top of this forums section - and for the upcoming two weeks I don't see myself having enough time off work to learn and officially undertake this properly. Anyway, my initial concern about this conflicting violently with Skill Interface retexture might have been premature. I installed this mod(consisting of 2 .esp files and 1 bsa) with Wrye Bash, as lowest/last in my load order of exclusively current Step release listed mods. Definitely after the SIR mod. Advised by BOSS, I cleaned the mod with TES5Edit. Nothing in the current list of Step mods should conflict with this mod - in fact I'm almost 100% sure, according to the Wrye Bash Installers and Mods interface, Boss and knowing each mods area of effect; other mods that are conflicting are mentioned by the author by name. Physically there are no overwriting files, no active conflicts listed by Wrye Bash, and for the past hour no ctd's or obvious issues. I was going to start a New game, but I decided to see if the import existing character feature works as it should. Apparently, it does; I loaded my last non Sperg save game, no content warnings, and the game initialized and updated my now reconfigured skill setup in roughly 10 seconds. I opened up the skills window, visually everything seems in order - the aesthetic changes made by SIR have been retained beautifully(nebulas, meshes, perk stars and perk lines) and the layout of perk trees and their stars has been changed and expanded per specifications of SPERG. Nothing is missing or seems to be broken. The character import reimbursed my perk(useable) points that I have previously invested in perks that were converted to automatic progression by Sperg, while retaining the points invested in the now specialization(manual investment) type perks - filling in other automatic perks according to experience in the given skill(20, 30, 40 with bows, illusion and so on). All in all by the book so far. I intend to start a new game tomorrow and see how the mod works, leveling up from scratch, so far it looks awesome and it has great promise from an RP perspective. Looking at the mod, one might think its leveling mechanics and speed might be overpowered, but in fact it's quite balanced and well paced by default - elaborate description in the readme on the Nexus. The mod itself lists Skyrim -Community- Uncapper(currently present in the Step list under Gameplay) as required/recommended for balancing and further customization of the means and frequency of perk rewards/perk tree features for a more challenging and selective experience of this mod. -
Skyrim Perk Enhancements and Rebalanced Gameplay - SPERG by seorin https://skyrim.nexusmods.com/mods/24445 Hey there - one thing that always bothered me about Skyrims skill trees is the necessity of investing in useless skills at times(with no logical progression connection) to get to promising ones higher up the tree. I mean, in real life, you learn what you wanna learn right? And repeatedly doing/practicing something would inevitably lead to improvement. Not to mention the jack of all trades syndrome that can, at some point make all classes feel so similar that it affects replay value. For eg. archery + heavy armored warrior. As good as archery perks are, the experience, given enough bow use is all to similar to that of a dedicated archer - classes seemingly meld, something also addressed in this mod by the reorganization of perks into automatic and specialization perks, see the mod page for a more eloquent an detailed description. It improves skill synergy across a given tree(perks interact and inter-depend on each other, as opposed to one perk doing only one, isolated thing), makes the various classes feel diverse and level in a unique fashion and apparently a whole lot more, in a customizable package. It might qualify as part of theme packs, as I suppose not everyone might like it, but then again, it doesn't add any alien elements to the original feel of Skyrim, just improves what's already there. In any case, the author makes a good case for the benefits and offers a detailed description on the mod page. One thing to mention though, this might be totally incompatible with the mod "Skill Interface Retexture" of the current Step compilation release, but at first glance it seems to be the only conflict.
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SKYRIMLE The Dance of Death - A Killmove Mod for Update 1-5
carlos3lance replied to Bealdwine's topic in Skyrim LE Mods
Hey there ;) Just revisiting this mod, after observing the development of several of its kind. What's the general verdict about it? Anyone observed any unwelcome effects with the current Step contingent? -
DROPPED High Realistic Tundra Moss for AOF (by Aron)
carlos3lance replied to TechAngel85's topic in Skyrim LE Mods
Wow, that is so awesome and badly needed. If I remember right, the rocks in the pictures he uploaded used to be bare and clean in vanilla, right? Always found that strange - realistically, rocks are rarely clean in nature unless they're young fragments, or systematically stripped by sand storms, clearly not the case in Skyrim. -
Not all textures have to go all out on resolution and detail, thus maintaining a good visual\performance balance. But items like the torch and weapons are in your face constantly, really close - so this is a damn fine addition to my mods list ^^
- 7 replies
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- SKYRIMLE
- 06-models and textures
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SKYRIMLE Possibly The Most Realistic Rocks and Mountains in Skyrim
carlos3lance replied to Ramrod51's topic in Skyrim LE Mods
The black appearance looks like tropical granite. In a setting with azure colors and powerful sun glare, it'd fit marvelously. But for northern Skyrim, emulating the Scandinavian climate and color palette, it stands out, like others have said. -
Yes! This promises to be a fantastic addition to the collection of mods increasing immersion. I'm starting to think that not a lot is impossible with this particular game :D Just gotta make some time to reinstall TES and mod it and some point it.
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SKYRIMLE WSBP - Windsong Skyrim Beauty Project v2
carlos3lance replied to mothergoose729's topic in Skyrim LE Mods
Tracked this down on the nexus; it's tagged as adult only content, so you need to be logged in. It's a model skin mod, looks pretty good - no comment on compatibility and things, I just caught this thread on my way out. Here's the link:Â https://skyrim.nexusmods.com/mods/26404