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Dynamic Distant Objects LOD - pre 2.xx
Solmyr replied to sheson's question in DynDOLOD & xLODGen Support
So recently I noted a string of posts on Reddit about unloadable save games. This problem was similar to what I've been having. The posts: https://www.reddit.com/r/skyrimmods/comments/43yc6g/all_new_save_files_on_a_100_hour_playthrough_fail/ https://www.reddit.com/r/skyrimmods/comments/44g7kh/skyrim_ctds_after_loading_screens_but_does_not/ https://www.reddit.com/r/skyrimmods/comments/44qs0w/help_save_file_cant_load/ What happens is: - you play for a while - at some point, after many hours of playing, you save the game in an interior cell - after loading this save, upon exiting the interior, any new saves you make on that character are unloadable, regardless of where you save; Skyrim crashes when loading them, so does SaveTool.exe The thing in common for all of these posters (and myself) seems to be DynDOLOD; one poster said that he managed to fix the problem after removing DynDOLOD from a loadable save and cleaning it. Has anyone else experienced this behavior (30+ hour playthrough, suddenly unable to make loadable saves)? Could this be some bug or conflict in DynDOLOD? -
I wonder how it would work with hold-specific crime bounty amounts.
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Complete Fast Travel Overhaul (by Kinaga) This mod is intended as a replacement for Better Fast Travel. From the Nexus page: Ferries Ferries operate on the north coast, Solstheim, Lake Ilinata and Lake Honrich. Scroll down for a complete list of destinations. You can build a jetty and hire a ferryman at Lakeview Manor and Windstad Manor. A ferryman is also available for Honeyside. Ferries are slightly cheaper than carriages, but only offer destinations on the same waterway. They also offer some destinations that carriages do not. Previously they cost the same price, so there was no reason to use them - carriages were superior in every way. No more buggy ferry seats - after paying the ferryman you will be transported after a few seconds. You don't need to "use" the horrendous, glitchy "ferry seat" activator. To preserve realism, ferries do not offer routes that would involve going up or down waterfalls.Carriages Carriages have been added to Falkreath, Morthal and Dawnstar. Different carriages use different breeds of horses, they're not all plain brown anymore. Carriages will take you to any settlement in Skyrim. When you ask to hire a carriage, you'll be presented with a list of nearby locations (usually within the current hold). You can also ask to be taken to any of the other 8 holds, in which case you'll be presented with a list of their settlements. Hearthfire homes are included as destinations (provided you own the house). Prices are roughly based on the length and danger of the journey. For example, from Whiterun a carriage to Riverwood is only 40 gold. To Falkreath it would cost 60 gold. To Winterhold it would cost 80 gold. You have to pay for a carriage before you can use it. If you change your mind, you can ask the driver for a refund. If you wait too long, you'll lose your money.
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DROPPED Immersive Citizens - AI Overhaul (by Shurah)
Solmyr replied to EssArrBee's topic in Skyrim LE Mods
Out of curiosity, have people tried using ETaC with this mod? Are there gamebreaking problems, or just some small non-fatal errors? As for city overhauls, I think this is as good reason as any to move to Dawn of Skyrim. It's also more gentle on my FPS. -
SKYRIMLE Carlotta's Market Stall Fix Whiterun
Solmyr replied to paradoxbound's topic in Skyrim LE Mods
This mod appears to have a bunch of ITMs after examining it in TES5Edit. -
DROPPED Immersive Citizens - AI Overhaul (by Shurah)
Solmyr replied to EssArrBee's topic in Skyrim LE Mods
So is the only conflict with ETaC and similar mods due to navmesh edits? Or is there something else that needs patching? -
ACCEPTED Not So Fast - Mage Guild (by cdcooley)
Solmyr replied to WilliamImm's topic in Skyrim LE Mods
Yeah, I've been looking for more of a storyline overhaul ever since I read this: https://www.shamusyoung.com/twentysidedtale/?p=14422 -
ACCEPTED Not So Fast - Mage Guild (by cdcooley)
Solmyr replied to WilliamImm's topic in Skyrim LE Mods
Which mods overhauls the Thief questline? I was looking for one, especially as the guild storyline makes no logical sense. -
Just to note, Wiseman303's Trap Fixes https://www.nexusmods.com/skyrim/mods/55100/? includes a different way of fixing respawn on coin purses (which are classed as flora), and he is working on extending this to other plants. So it could be an alternative to FRF eventually.
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Would this conflict with https://www.nexusmods.com/skyrim/mods/54867/? which adds enslavement of the player by the Falmer in Blackreach as a death alternative?
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SKYRIMLE SkyTEST - Realistic Animals and Predators
Solmyr replied to Bealdwine's topic in Skyrim LE Mods
I don't think they actually touch the same things, as birds in Skyrim don't have any AI and only exist to provide visuals and possibly be killed for ingredients. -
CTD and Performance patch ENBoost (by Boris Vorontsov)
Solmyr replied to EssArrBee's topic in Skyrim LE Mods
Apparently it happens when you use OneTweak. To fix, open OneTweak.ini and change BWMode = 1 to BWMode = 2 -
DROPPED FSS - Better Bards (by FuzzySockSucker)
Solmyr replied to stoppingby4now's topic in Skyrim LE Mods
IMO it's actually more realistic that NPCs stumble over their words and talk ahead of themselves... real people don't talk like in the movies. ;) -
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
Solmyr replied to statmonster's topic in Skyrim LE Mods
Has anyone managed to fit CCO with SkyRe?