statmonster
VIP-Supporter-
Posts
1,245 -
Joined
-
Last visited
-
Days Won
1
Everything posted by statmonster
-
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
I think he meant 2K as the 1 K one is MQ not HQ. But explicit clarification would be good. -
SKYRIMLE Glorious Fort Dawnguard by Dahveed
statmonster replied to Kuldebar's topic in Skyrim LE Mods
Thanks for the insight. Makes sense. -
ACCEPTED WSCO - Windsong Skyrim Character Overhaul (by Windsong)
statmonster replied to Crimson13's topic in Skyrim LE Mods
Very interesting. Gives them a rugged but handsome appearance that seems appropriate for a heroic ethos. I assume it requires a new game otherwise the appearance of any NPC you have already met will not change. -
SKYRIMLE Glorious Fort Dawnguard by Dahveed
statmonster replied to Kuldebar's topic in Skyrim LE Mods
A good concept, but perhaps needing some polishing. The Dawnguard definitely need some more love, I'm sick of all the vampire glamor! (Speaking generally and not necessarily about this mod in particular...) I always wonder on ambitious projects like this if it would not be a better strategy to start out with something small but polished and then add on to it rather than a large and ambitious but not really playable at first. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
This order: Better Circlets HQ Gemling Queen Jewelry New Jewels for Circlets makes Better Circlets redundant. EDIT: The "1.1fix" version of Gemling corrects this. -
pack A Real Explorer's Guide to Skyrim
statmonster replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I didn't bother with the Apple Garden but Dagger Alley looks interesting. EDIT: Question - If I use Helgen Reborn and activate it after leaving, do I need to redo the bashed patch or the SUM patches? -
pack A Real Explorer's Guide to Skyrim
statmonster replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Thanks for all your quick replies. I'll see how it works without Nernies', Sewer, 3DNPC, etc. -
pack A Real Explorer's Guide to Skyrim
statmonster replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Thanks. "Also, there's no need to install REGS - Cities.esp" That was more or less my plan until I started going through it and found lots of extra bits that seem to be stuck in there. -
pack A Real Explorer's Guide to Skyrim
statmonster replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Thanks. That would be helpful as I thought it was modular and was leaving them out as I went until I got deep into the TES5Edit and realized this was not possible. What a mess. Are there conflicts with using the full version of ETaC (i.e. Dawnstar, Falkreathm, Morthal, etc?) (Assume I don't mind the conflicting architectural styles...) -
pack A Real Explorer's Guide to Skyrim
statmonster replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Is it possible to do this without Sewers and Nernies? I was going by the "modular" nature of it and leaving those out but now it seems not t be working at all. They seem so deeply embedded in Reg-Cities I am not sure if it is possible. -
pack A Real Explorer's Guide to Skyrim
statmonster replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Thanks Gandaganza, it does. My fourth question was more more about technique, how do you go about finding and removing the offending grass markers? Do you load everything up in CK to find them and then delete them in CK? -
pack A Real Explorer's Guide to Skyrim
statmonster replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Nice work here guys. I have a few questions if you will: 1. For the ETaC buildings that don't match lore (for example, you mention Dwemer architecture in Falkreath and Solitude in Dawnstar), do you remove the whole building, redo it or what? 2. Does Mena's Inn mod have any conflicts with SRLE? (Touring Carriages might be the most likely.) 3. Is Raven Rock Expanded safe? Comments indicated it had CTD issues when I last looked. 4. How do you get the SFO grasses not to poke through the walkways and buildings in ETaC? -
SKYRIMLE Vivid Landscapes - Birthsigns by Aron
statmonster replied to rootsrat's topic in Skyrim LE Mods
I like the look of them, using VIvividian ENB and the All in One version of his mod. -
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
statmonster replied to statmonster's topic in Skyrim LE Mods
I like that you can turn off Eastern or Fanasty/Lore unfriendly options. This makes for some interesting additional swords (I assume from JaSuS Swords redone by Sharlikran) without adding lots of katanas and the like. Well done. One feature (which I like but may depart from "Vanilla") is that with the smelting options mining for iron ore is pretty unnecessary as there are always loads of iron weapons to smelt down. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
I've used that before, no issues. I can't rememember if it required FNIS but you'll be using that anyway. -
2K for small items seems excessive to me, unless you are going to be examining them up close. For example, Cabal only uses 1K for most helmets, gloves and boots, to use four time this for grass seems overkill. (Remember that 2K uses 4 times the memory as 1K.) I'm certainly not up on all the details, but it struck me that you grass ini settings were very high. How do these compare to default?
-
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
statmonster replied to statmonster's topic in Skyrim LE Mods
Maybe this last one is more suitable as a request to the author of more HUD. -
1. To me they seem somewhat independent. Quite a lot of overlap but lots of differences too. 2. I started with STEP but then switched over to SR quite a while ago. I suggest using one guide to build a base and understand what you are doing (and make sure your game is stable), then modify it, perhaps looking at other guides for inspiration. 3. Should work fine. UNP and UNPB are largely interchangeable - just a different shape for the most part. You might also have some minor issues with seams (neck, wrist, ankle). Be careful of BBP, if your skeleton does not support BBP then any BBP mod will crash your game (CTD). 4. Custom races can be tricky and I tend to avoid them, so I don't know. You will almost certainly have to build patches for them. Where it goes in your load order is not as important as patching it - where it goes will determine the sort of patch you have to build.
-
Get the Quest from Lars, then she'll have a Quest maker.
-
I wonder if doing a recycleactor would fix her. (Assuming you could figure out where top point...)
-
Add &action=history at the end of the url
-
ACCEPTED Gemling Queen Dragon Claws (by Saerileth)
statmonster replied to Noobsayer's topic in Skyrim LE Mods
The backgrounds, lighting etc. are so different in the 3rd image that I can't really compare it to the other two. -
I've used this mod several times and have not run into this issue and have interacted with her. Does this occur on a new game for you? If it is an existing save one of the other mods could have modified her and gotten baked into your save game like they do for named NPCs.

