Jump to content

statmonster

VIP-Supporter
  • Posts

    1,245
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by statmonster

  1. I would say RS works well about 98% of the time - occasionally I get persistent microstorms. When you are passing under an arch the transition from clear to snow/rain to clear and back can be a bit off - I find that when in 3rd person on horseback this discrepancy is particularly noticeable. But in general it's working well, a vast improvement from vanilla, especially with Frostfall installed.
  2. I actually have about a dozen different mesh mods that I use and occasionally edit the meshes myself to alter them to suit my tastes, selecting which ones I like best for each... And periodically changing things up. MO makes it really easy to pick and choose. But yes you can just overwrite, though I much prefer using MO 's structure to control what you see - the only thing to be careful about is that we few mesh mods require their own textures, but unlike ESPs or scripts, you can really do permanent harm with meshes and textures.
  3. Nope. If I do a start inside Whiterun (Breezehome, Companions, Bannered mare) it starts out dead, otherwise fighting, but always in in the field.
  4. Vividian comes with three levels of brightness. The normal level (which is recommended for SRLE) makes interiors quite dark and you will need a torch or the like in most dungeons except near a light source such as fire or a hole in the ceiling. There is an even darker version which I assume is even more extreme. I have actually switched back to using the Bright version which is maybe only slightly darker than vanilla on average but has dark shadows and corners but most areas are modestly well illuminated - while I concede a darker version (like Vividian normal) would be more "realistic" I find them less enjoyable to play and I miss seeing all the textures etc. My guess is you will find either the install suggested by SRLE or a simple change of installing the Vividian dark setting to be suitable to you. (BTW, you can create multiple ENB profiles wit the ENB Manager so you can quickly swap between one and the other - I would suggest setting one up as Vividian normal and one as Vividian dark and see which you like.) Of course Aiyen knows a whole lot more about lighting than I do so I would recommend you listen to his advice...
  5. The immediately preceding version did not have this issue.
  6. Where does one find this? RS Children Patch for Incosequential NPCs EDIT: Apparently from here: https://www.nexusmods.com/skyrim/mods/55668 :O_o:
  7. I think it is wrong. The directions are: RSPatch.esp TOP Dynamic PluginsSince Bashed patch is before Dynamic Plugins this means RS Patch comes after your bashed patch. Thus: SR Conflict Resolution.esp Bashed Patch.esp RS Patch.esp Asis Dependency.esp Asis.esp Dual Sheath Redux Patch.esp
  8. Hi Neo - What's your current thinking regarding installing the dynamic LODs for SRLE? Also, you should take a look at Armors and Clothes for Females by raiserfx (https://www.nexusmods.com/skyrim/mods/61588/) - it has UNPB clothing (and a few armors) for females with HDT/BBP which are good and quite close to vanilla in style - I use it alongside Exeter's and mine.
  9. The other thing that was nice about the main WIC file was that there were enchanted fur cloaks around - some in loot and some worn by NPCs IIRC. This was about a year ago and I didn't have any issues with double cloaks, helmets, etc. Currently I sometimes get people with two cloth (CoS linem hide, etc., not WIC fur) - I think this is most common among Stormcloaks in Helgen - like they were all given one and then had a random chance to get one. I am currently using the SRLE setup for this.
  10. I think very highly of the REGs pack and use most of it with SRLE - they work quite well together, though require a few edits. I think the team working on this have done a great job focusing on compatibility - navmeshes (and, to a lesser extent, lighting issues) are a bugbear to deal with and they seem to have a good handle on them. Over time, I've become less enamored of most of the combat mods - I think they generally tend to make the game much more lethal but also more random and upset the balance a bit - the focus on first strikes tend to makes archery overpowering, and a PC is always a better archer than hapless NPCs. (If you use combat mods, be sure the check them in TES5Edit - some of them have a few unusual conflicts with mods like EFF.) I really appreciate Neo's focus on stability - as well as all I have learned from watching what he does. I've added quite a few additional mods beyond SRLE and REGs and the techniques Neo uses have served me well at getting my game into a stable shape and given me the ability to diagnose and repair some anomalies along the way.
  11. It wasn't so much any item - but do we really need 4,200 different jewelry items?
  12. Looks like the newly rebuilt Footsteps might have much more efficient scripts. Plus it has an MCM menu and everything is better with an MCM menu!
  13. If you go to Page Tools (I think) you can open the history page which shows which sorts if changes are being made in the guide (new mods added, versus updating the version, etc.) You can also do this for the compatibility patch page.
  14. I use the description a fair bit now. I started with a download but then backed out changes for mods I don't use (such as OBIS), for which the descriptive page was essential. I then add in new updates as you post them - so I use the change log much more and find them much more important than than the actual updated .esp s you create...
  15. I've been using had 101 Bugs for a couple of years and don't seem to get CTDs from it. The issues it brings out are: 1. Unbalanced alchemy ingredients, but I sort of like them. They add greater variety to potions and poisons. 2. Increased actor count (I think). This mod spawns a LOT of insects which can just sit there stupidly on their spawn point (or may cause other actors to loose their AI routines). To combat this (and my propensity to add lots of NPCs via things like Inconsequential NPCs and increased spawns via ASIS) I crank up the AI counts and Combat AI counts to 100 and 50 respectively. I'm only 75% confident that this mod's bugs are affected by this AI count (their routine may be too simple to qualify for the Complex Actor AI limits), but I do seem to get more dynamic insects after I increaased these count. (Vanilla AI counts are 40 and 20 if I recall correctly.) I can't recall, but I think I went with lower resolution bugs here (and almost certainly not with the increased spawns option) because there can be a lot of insects generated and with small objects high resolution seemed overkill. In any case they look great - especially with Vividian's saturated colors. I've not had any CTDs I can trace directly to this mod. I have had a PC too busy chasing butterflies that he got eaten by a wolf - maybe more than once!
  16. There are two distinctly different things happening: One is that when you use the smelter in third person with experience turned on you get a bright flash for 1-2 seconds. I assume this is from loading the duplicate smelter. The other is that when you approach a town from certain angles you get a flash roughly from where the carts are. I get it approaching Solitude from the road to Dragon Bridge when I am still south of the turnoff to Katla's Farm and the port. There is no smelter in this area but there is a cart by the tower. I also get it approaching Whiterun along the main road from the west when the cart just comes into view. I do not get it coming from the east but I suspect this s because the cart is behind the hill when that cell first loads - again no smelter in the area. Given the similararity of the phenomon I wondered if the second type of flash is due to Better Fast Travel loading the carts. I also assume that it is a combination of the ENB (or other graphical effect) and one or more mods, it's not just a single mod alone causing the effect.
  17. You are more likely to CTD on a reload from a death, but that's not the reason to exit the game upon death and start again from desktop. The problem is that when you die and reload in game (or really anytime you reload a saved game while already in game) Skyrim has a chance to bring some of the data from your previous game with you into the new save you are loading - this is rare but can fatally corrupt your new save - at least as I understand it. Note that I am by no means sure about this, it's in the more likely to be true than not category. But it costs little to do this as a precaution. Plus it makes death enough of an extra hassle that I try harder to avoid it...
  18. This is how vanilla Skyrim works. You could try adding a damage multiplier (<1.0) to the followers you want to use to reduce their damage output - I think there is a line in the NPC record for this. Then reduce their health to make them more vulnerable... Still I would suggest you might try to find a way to balance the game on Adept so that you don't have these sort if inevitable distortion a creeping into your game. This sounds very impressive - I didn't realize he was also the one who did Sky City for Markarth which seems very well done. If it's only a matter of patching/deleting a few of JKs objects that would seem quite encouraging... I'd also be quite interested to get your take on how stable this is....
  19. There is a very similar effect when you use the smelters in third person. I think this is because CCOR is adding a second smelter in order to get around some issue with experience from smelting in the third person. I think the overlapping items cause this intense bloom. (You can tell it's a second item because sandboxing NPCs can come up and use the original smelter while you are still using the copy added by CCOR.). Given that these duplicate smelters cause the bloom when first invoked I thought it might be a similar process occurring with carriages causing the bloom as you approach the outskirts of the towns.
  20. I get a horrible flashing light display whenever the carts for Solitude and Whiterun pop in. In Solitude I see it coming from Dragon Bridge, in Whiterun coming fromRirikstead. It last for about two or three seconds. I suspect it us because BFT has superimposed new carts on the old ones. Anyone else get anything similar?
  21. It is not technically a master as WAF has all the assets I imported (keywords) but I change the clothing to have the same properties as CCF clothing. (There are only a few instances of playable clothing in SIC where CCF had made changes - mostly Mage robes of various sorts if I recall.
  22. On another question - is the new version of Rustic Soul Gens worth adding an ESP for? It's nice but an ESP for something so small is questionable. Still it's pretty cool so I'll probably end up using it...
  23. I agree. Once you move off of Adept the balance of damage output by various actors and methods starts to get distorted - it's also why I've backed away from things like Dual Combat Realism 7.x and Deadly Combat. I do like AI changes to make NPCs more aggressive or make better use of blocking and attacks. I also like ACE Realistic Fighting module to make wearing light armor or sneaking riskier but also reward flanking attacks better. I've also come to quite like ASIS (along with SIC, HLE and Deadly Dragons) for balancing things - additional potions for enemies are good and additional spawns create a threat of being overwhelmed by mobs as well keeping dungeons fresh with additional unexpected challenges. The other suggestion I highly recommend to make combat more challenging and interesting is to use Dynamic Potions - don't allow potion (and food) effects to stack and also have all effects spread out over time - the preset I use forthis mod has potions of minor healing (for example) heal 2 points per second for 60 seconds. This means that you absolutely can't just spam potions whenever your health gets low - even vigorous healing only adds 8 health per second and you can't stack the effect. This means potions are not a get out of jail free card and get you instantly back to full health but rather something that needs to be used early to help you tip the balance in a long combat. As an aside I really have come to dislike combat mods that massively increase the odds of getting one (or two) shotted - however realistic they might be they ruin immersion and roleplaying for me.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.