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Noobsayer

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Everything posted by Noobsayer

  1. I don't know too much about that. However, although there IS more menu stuff to scroll through and there are potentially a lot more scripts to be run with AFT, you don't have to use those features. If that's important to you, I don't see a reason to avoid AFT personally.
  2. Yeah, I was mostly interested in keeping the colour balance etc. the same, just wanted to add a couple of ENB effect pretties on top of it. I really enjoyed CoT as well (thanks to the weather patch team, was kinda buggy before that) but I love hearing rain indoors and aLaaa isn't lying about how awesome those sunrises and sunsets are in RCRN, so I keep coming back to it. :)
  3. So despite not explicitly stating so, EFF is compatible with Moonlight Tales? AFT is the only one specifically mentioned as compatible is why I ask (and because of this comment in the forum thread for Moonlight Tales), but I see both are included on the Skyrim Revisited page so I assume they must be. I dunno why I'm obsessing over follower mods anyway, I usually just end up leaving them at my camp because they get in the way LOL. But still, I wanna do the werewolf thing this time around and running with a mini-pack sounds fun.
  4. No, I really appreciate the insight. I did not use the beta version before so I didn't have the MCM goodies. I'm about to start a second playthrough, maybe I'll give EFF a go again. I don't think the "versus" is so much a negative in this case as it is a, "What are you looking for in a follower mod?" From what you're saying, AFT combines a lot of functionality at the expense of clean menus; and EFF offers less function bloat if you already have mods to cover some of those bases. (I use Frostfall too, so I also don't need the camping function from AFT, for instance, but I think it would be a plus for some people). @Statmonster: My impression is just the opposite (at least from a companions point of view). Many custom ones (Hoth comes to mind as one I tried recently) didn't require a patch for AFT but did for EFF. I dunno, things could have changed with the beta.
  5. Derp, I swear I tried that before but apparently not. Anyways, if it says this I'm good to go? I know the // isn't part of what's applied, just put it there for reference :P
  6. Really surprised to see this doesn't have a thread. Amazing Follower Tweaks on Nexus I realize STEP seems to favor EFF, but having used both, I prefer AFT because: Ability to transform companions into Werewolf/Vampires (also compatible with Moonlight Tales, just need to use the "drink blood" option) Ability to have followers stay closer or farther from you with in-game options rather than ini tweaks Ability to make them ignore friendly fire (and take no damage from spells for multiple mage companions) in-game, without ini tweaks Ability to have them auto-toggle helmets Ability to have them auto recharge weapons Works with most popular custom companions right out of the box, no compatibility patch necessary (<--- this is a biggie imo) Works well with Convenient Horses Can summon/command all of them at once (nice for relocating to a new house etc.) Trap avoidance built in (?) I'll be honest I can't recall if this worked properly or not, will test with my new playthrough Built in poses n such if that's your thing, with an option for them to "set up camp" and create a fully functioning campsite Can be set to "catch up" upon drawing your weapon if they get hung up on terrain or something And of course it has the same EFF options to change followers' playstyle and teach them magic, and they level up automatically according to what playstyle you set. The things in EFF's favor are slightly more robust outfit management and menu vs. dialogue commands, but since I don't command followers in combat (or use them much in combat ... ) that's not a big deal for me. I dunno. What is it about EFF that I'm missing? I'm willing to be convinced. :)
  7. Quick question as a fan of RCRN. How does one edit the enbeffect.fx? What program to use, that is? Windows doesn't seem to know what to do with it and frankly, neither do I! lol
  8. Mind if I ask what sweet FX you used? Those are beautiful! And thanks Aiyen, you've been super helpful :)
  9. Other big things I noticed if you're using the quality option is to make sure you: Copy from [OBJECT] the SubSurfaceScattering values to the [VEGETATION] section (they weren't separate for older ENBs) [sSAO/SSIL] FilterType=4 so you use the old version of SSAO, which looks a bit different in newer ones. (thanks to JawZ guide) You may also want UseOldType=true --for the .119 version, but keep in mind that Ambient IL and Simple IL values will still have an effect apparently. ------------- That said, do I need the enbhelper/particle patch stuff if I updated to .241? Like I said I do want to spruce up water effects from the original.
  10. I'm glad you bumped this, because I expect this is also my problem. Will have to test when I get home. :) I had used it a long time ago for Oblivion so I was a bit miffed I was having issues even getting the thing running. EDIT: Yep, that was totally it. For me it was set to "western" and crashed, so I set it to "automatic" and it worked like a charm.
  11. I'll take a look at those JawZ guides, thanks! I assume you mean this? I actually intend (minus underwater stuff, because I remember it looking brokenly funky with old ENBs) to not use any of the new effects -- partly to keep it as true to the original as possible, and partly because of the difficulties you mentioned. ;)
  12. So the beautiful Winterheart II weather + enb mod is a bit out of date at this point, and I'd like to fix that for a playthrough with a second character. I intend to use this guide. I'm not savvy with all the ENB intricacies, but I figure I can follow directions. Anyway, I want to keep the original look but update so that I can use the ENBoost function. Do you guys recommend a particular version or is it one of those "might as well use the latest" things? I was thinking at least .236 for underwater goodies.
  13. First the Legendary guide says: OK, except in the main Skyrim directory I still see the Bethesda ESMs. So they appear to be there, and not need to be moved back contrary to what the final, bolded sentence says. It then proceeds to tell me to: So I'm overwriting the Bethesda ESMs in the main Skyrim directory>Data with the "dirty" versions that were in my Mod Organizer>Overwrite>TES5Edit Backup folder? THEN we get to: Except I just renamed, then moved them from the Overwrite folder, which is now empty. So there's nothing for MO to override with, and I do not know where my "clean" versions would now be. To be very clear, THE ONLY THING I SEE IN MY MOD ORGANIZER>OVERWRITE folder is TES5Edit Backups folder, with the backed-up, "dirty" Bethesda ESMs in it. Won't this process essentially remove the cleaned versions permanently if I overwrite the ones in the main Skyrim data folder, which begs the question, why did I do it in the first place? What am I missing? EDIT: OK, I read over the regular Skyrim Revisited for that section and that is WAY clearer imo than the Legendary instructions. Revert to the older instructions imo :)
  14. So I had posted in the general forums on a thread about heavily scripted mods but I realized that between your original and Legendary versions of Skyrim Revisited, you have included pretty much everything I wanted to use and then some. How stable will my game really be with all the scripted stuff? From Legendary, I will probably skip on Skyrim Immersive Creatures, sound stuff and OBIS simply to cut down on some scripting, but in your experience the rest are stable? Do you run all the Wet and Cold options? I notice that from the original, Run For Your Lives, When Vampires Attack and Footprints didn't appear to make the cut. Just unfinished Legendary or removed for stability? What about Achieve That? And I swear I saw Enchanting Awakened on the list at some point. I really enjoyed my testing of it. Please don't take this as a dig on your recommended mod list. It's obvious you know what you're doing. However, we all have different tolerance levels for hitching and such and I'd rather not experience that when running past a couple of NPCs etc. :) And I've STILL never finished the main quest and I really want to do that this time, so I would be super sad to reach a point where I couldn't tolerate the script lag. DISCLAIMER: I know Legendary is still a WIP and I know this is the holidays so you may not have time to answer right now. Just putting it out there. Thanks so much for all the hard work you put into your guide.
  15. I have a nitpick on the suggested Legendary lineup :) The mod Improved Closefaced Helmets imo should be swapped with an Open Faced Helmets mod, due to Wet and Cold's breath function (assuming you intend for us to use it). And if I may ask, why the preference for EFF vs. AFT for companions? (Not disagreeing, simply curious).
  16. I have used both the caravan and Dragon Killer Cart reloaded (without all the extra crafted stuff, it gets a little over the top) in conjunction with Frostfall. It depends on the type of character I'm playing. A confidence man, shady peddler type the caravan is great for, or a mage. More "rugged" types use the more basic looking dragon killer cart. I don't try to take it off-road. It does make a nice "striking out" point though. Park beside the road, leave the dog/a companion to "guard" the camp for immersion purposes (they often get in the way in combat anyways), restock from your food stores on the cart, and then head out with your tent. Besides, you still need your tent to get the shelter/warming bonus for Frostfall, gypsy cart beds don't provide it. Companions, if allowed to idle, can still use them though of course.
  17. Right, I understand Wet/Cold, Frostfall and RND must run at least SOME scripts pretty much constantly. I tried dropping Frostfall and just camping out myself, but it's not quite the same =/ Unfortunately I usually only zoom in to first-person in combat and I do a lot of poking around places so turning off frost/wet effects would be a wrench for me. What I was kinda trying to get a feel for is whether, with those 3 mods, I'm going to eventually implode my game if I also use those mods I listed (not Skybirds, that was just a question). I mean, Skyrim Revisited uses them and even some I'm afraid of (Deadly Spell Impacts), some that sound cool but I can definitely live without (such as SkyTest, Player Headtracking), and it's obvious by the detail of the guide that the author is not a noob.
  18. Hello all, scripted mods have been a concern of mine lately, and I wanted to both say I'd love to see some sort of rating system in place, even if somewhat subjective. I know this thread is a little older but I found it while trying to find if ALL the scripted mods listed in STEP Core are really feasible to combine. I am an immersion player mostly, to give you an idea of where I'm coming from. Notably: 101 Bugs (I assume scripted) Convenient Horses Dual Sheath Redux (I assume scripted) Footprints Gildergreen Regrown Rainbows Run for Your Lives Shooting Stars Skyrim Uncapper Wearable Lanterns Wet and Cold (I KNOW it's very script intensive, it's pretty much a must-have for me though) When Vampires Attack You list even more than this (I assume quest changes and such are scripted) but these are mods I am most interested in. And of those not listed, not installed, but that I've tested: Amazing Follower Tweaks (I actually want to use followers with this thing, I assume heavily scripted) Frostfall I am missing terribly in a test save Dragon Combat Overhaul was my wussie alternative to Deadly Dragons (I like the physics of it) Skybirds (Why is Birds and Flocks recommended over this?) Skyrealism: Time and Travel (I DO have this installed, but it should only run a quick script when first entering an area) Realistic Needs and Diseases (I DO also have this installed, not leaving my load order) A few other questions. Do perk overhauls like Enchanting Awakened/Speech overhauls/Stealth Skills Rebalanced fit into the "scripted" category? What about Dynamic Snow and Mossrocks type stuff? Maybe even more than a "risk" rating a "is scripted, lightly scripted, heavily scripted" etc. rating would be more useful? Another tangentally related guide I couldn't find (but would love to read) is, what savegame sizes are reasonable for hours played? (to help detect savegame bloating). I have used the realism/survival mods together for a good portion of a playthrough and didn't feel like I was encountering any real issues, except for occasional stuttering. I see the "Skyrim Revisited" encorporates these and even more. I don't want to get 50-100 hours in and find I have to start over, though. I know I'm asking a lot. :) Any insight offered would be appreciated.
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