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Everything posted by Solmyr
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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? -
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
Solmyr replied to statmonster's topic in Skyrim LE Mods
Any idea if this can be made compatible with SkyRe? -
SKYRIMLE Warburgs Detailed Paper World Map (by Warburg)
Solmyr replied to Besidilo's topic in Skyrim LE Mods
Would it be possible to use only the map texture from this and nothing else? -
I am currently using ELFX with CoT, but I'd like to ask if anyone can share their experiences of other mod combinations (looking at RLO and RCRN here). What I'm looking for: 1. DARK dungeons and caves. Aside from lights like dwemer ruin glowing lamps, braziers, and torches, everything should be pitch black, to make torches or night vision mandatory. 2. DARK nights, perhaps with a little ambient moonlight if the moons and stars are out and it's not cloudy. It should be realistic that you could perhaps see to a short distance but not much out in the distance except silhouettes against the night sky. 3. No ambient light that comes from nowhere, all light should have a corresponding light source. Open windows or holes can be a source of light in interiors, if there's daylight. 4. Preferably compatible with Lanterns of Skyrim.
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I like Hunters Cabin of Riverwood. It's small and simple, but makes for a nice starter home until you can afford the others.
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Combat overhaul mod recommendations?
Solmyr replied to Solmyr's question in General Skyrim LE Support
Thank you, that was very helpful. :) -
This appears to have compatibility issues with SkyUI for some users, causing CTDs on entering inventory or barter screen. This can be fixed by editing SafetyLoad.ini and changing EnableOnlyLoading to true.
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BOSS puts this mod quite early in load order, so any other mods that modify the same content will take precedence. I see no reason not to include CRF as it is very lightweight and completely compatible with vanilla experience (it *is* vanilla experience, just deleted before release).
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How well can this be used without ENB? I don't want to use ENB for now to keep up performance (I use ELFX for lighting), but I like the bug correcting aspects of this mod.
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Skyrim Revisited Pre-Release Feedback
Solmyr replied to Neovalen's topic in Skyrim Revisited (retired)
Speaking of which, is there a concise guide anywhere explaining the meaning of the different colors in TES5Edit? I figured out some, but not every color. -
Another thing added is fighting the enemy jarls in their palaces during sieges, and new dialogue for their surrender and new jarls taking their place. I understand it's Bethesda dialogue that was cut before release but left in the files. I liked it, but it's probably not anything you can't live without. The jarl scenes can also sometimes glitch - for example, in Markarth, when I (as Stormcloak) fought in the palace, I killed the Thalmor envoy there; this caused the subsequent scene not to progress, as the Thalmor had some lines in it. Replaying the battle, I left him alive and the scene worked fine. EDIT to add: Overall, it seems that this mod is primarily there for atmosphere rather than radically altering the game world after the civil war. Whether you play this or vanilla, the end result is the same: jarls are replaced, Ulric/Galmar or Tullius/Rikke are dead. The only exception, I believe, would be if you lose the war with this mod. Now, I have not tested what happens when you lose, but as all the town guards will be replaced by appropriate faction, they will all be hostile to you, which will likely screw your character (though you can disguise yourself by wearing opposite faction armor). So IMO, this is not necessarily a mod that you NEED to have in every playthrough - as long as you've experienced the added scenes from it once, you've seen it, and the end result won't change.