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Everything posted by carlos3lance
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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 ^^
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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 -
SKYRIMLE Armored Skeletons and The Walking Dead
carlos3lance replied to JudgmentJay's topic in Skyrim LE Mods
Nice, I was wondering what was up with all the naked bodies in crypts? Fabric doesn't disintegrate completely in under or around 100 years, and armor doesn't disintegrate at all...also, armored skeletons are badass :D -
This list needs to be refined so mods with potential can be tracked easier by the guys working on Step. We all want the best experience. The vast majority of the mods listed are indeed already in Step or the Texture pack combiner, others have been removed, with the exact reason mentioned in the Step PDF file, you should give it a read. There are quite a few good mods in there though, all the more reason to filter the list for future reference.
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DROPPED Destructible bottles Extended (by lamer1000)
carlos3lance replied to EisDrache's topic in Skyrim LE Mods
For some reason, I keep picturing bar fights, and breaking bottles over heads for no good reason :D -
Does this still have an issue I wonder, with npc navigation? I remember the author mentioning a bug were Gulum-Ei would get lost during the Thief's guild quest and just stop walking towards the warehouse. Edit: still there.. "Bugs I know there will be bugs so please let me know Where they are and ill stomp em. oh ya and in the thieves guild quest when you have to follow gulemi to the east empire company he will stop moveing:( the easyest way to fix this is to uninstall the mod do the quest then reinstall it.."
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Belethor's general goods - Blank Trade inventory
carlos3lance replied to carlos3lance's question in General Skyrim LE Support
You sir are a gentleman and a scholar...this plugin is a Godsend ;) -
Yupp: "Attention! Due to real life commitments, I am no longer able to update this mod. If you are interested in continuing work on Radiance will I left off, consider this your official permission. Just leave me a PM here in the forums, so that I can direct people to the more updated version of the mod." - taken from https://forums.bethsoft.com/topic/1373997-relz-radiance-a-simple-immersion-booster/
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Completely slain after not playing Skyrim for 9 months
carlos3lance replied to Raistlin's question in General Skyrim LE Support
Hey there. There's a Wiki related to STEP mods, installing them and trouble shooting: https://wiki.step-project.com/Guide:Skyrim_Installation#tab=Mods Specifically, this one relates to mods and savegames: https://wiki.step-project.com/Guide:Troubleshooting#tab=Mods_and_Savegames But, as Fri said, making your savegame from way back work with the current mod configurations might be, tedious, at best. -
Belethor's general goods - Blank Trade inventory
carlos3lance posted a question in General Skyrim LE Support
Evening. Strangest development with my latest new game regarding Belethor. I walk into his shop, engage in trading, and I notice both his and my inventory is blank in the trade window. His gold is displayed as 750, and my gold is also at it's current value, but there are no items displayed on either side. Screenshots below: https://postimage.org/image/lj6qodidb/  https://postimage.org/image/yhi00d6gr/ Since I haven't installed any new mods,I'm wondering if this is just one of those rare glitches that sometimes happen. Searching on the net yielded a single mention of this issue by someone over at gamespot, with no replies to the thread. I was wondering if anyone here had something like this happen? So far,  no console command seems to reset his inventory. Killing and resurrecting doesn't help either. By now I started a new game a 2nd time with the same issue. -
SKYRIMLE Crafting 300 - Armoury of Tamriel
carlos3lance replied to frihyland's topic in Skyrim LE Mods
This is a fantastic overhaul for Skyrim's smithing. Not that the original concept is overly bland, but this one massively expands the system - it seems to make smithing an exciting experience, as opposed to a utility chore, the designs are great and it's completely lore friendly. Not to mention realism. I mean let's say as a smith you have a favorite weapon design and you come up with cutting edge alloys. wouldn't you wanna apply that design to that specific alloy? Daedric orcish greatswords and the sort :P The only question here is that of balance. What it does to overall game experience with the weapon capabilities and skill progression. Excellent features, I hope this somehow finds it's way into Step ;) -
SKYRIMLE Skyrim Bigger Trees (by Xweto and Jonigts)
carlos3lance replied to Besidilo's topic in Skyrim LE Mods
It's basically an independent stretch of any textures you may or may not apply to your trees. I speculate that you might be able to compensate for this with 4k textures, but it doesn't eliminate the over sized pine needles in the big version. I'm completely modding illiterate, so I'm just explaining my observations as clear as I can :p