Jump to content

statmonster

VIP-Supporter
  • Posts

    1,245
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by statmonster

  1. Discussion thread: Complete Crafting Overhaul Remade by kryptopyr Wiki Link Looks like a good replacement/upgrade for Ars Metallica. CCOR looks like it will go well with her other crafting overhauls and features can be turned on or off via MCM, Patches or included compatibility with many mods (and looks like they are done in such a way that we might be able to reduce the number of ESPs used), though not being able to use this mod alongside the Ore Guardians in Skyrim Immersive Creatures is disappointing (though it is compatible with everything else in SIC) - maybe someone will do a patch though i fear it will need merged scripts... Maybe Kryptopyr herself will give us a bit better of an overview.MT Notes Complete Crafting Overhaul MT Notes: EssArrBee - "This mod will need testing with input from the STEP Pack authors for compatibility reasons. It has already had lots of testing done for personal use and other mod compatibility, so lets gather that info and apply it to the STEP Mandate. Also, make note of any mods in STEP that might be changed or dropped because of it." To Do Notes: Find mods in STEP Core and Extended this will conflict with or change, i.e. Ars Metallica and AMB BoS.Get input from pack authors about compatibility issues and ease of work around for STEP users installing said packs.Testing with just STEP Core and then STEP Extneded to determine it's use.
  2. Whoops - please move to other thread. Hi: The mod seems interesting. States that it works with DSR. Allows you to: Gear Up (display multiple favorited weapons)Realistic Unequip - Drop weapons when you switch to new one (seems more realistic for bows if you need to swap a bow for melee weapon in a hurry) andLit Torches - Dropped torches stay lit (useful in combination with the above)MCM menu allows you to choose any or all of the above features. https://www.nexusmods.com/skyrim/mods/49784/?
  3. Does RRR no longer need to be patched? Or did putting in the no taverns patch for ELFX fix up all the issues? No conflicts with RND?
  4. I wonder if this mod is really suited to Ranger/Hunter type players but not really for others. The extra detail with new challenges and rewards fro Rangers might really make it more immersive to play that sort of character. But is it all too much for characters where hunting will only be a peripheral concern? Of course the idea that a player should be a Jack of All trades yet competent to skilled at everything is a bit absurd from a realism POV and someone with little experience hunting and skinning animals would almost certainly just buy leather from a merchant rather than occasionally hunt an elk when he needed a bit of leather.
  5. Isn't there a smelter at the mine just outside of the mine near Winterhold? Or was that added by a mod I didn't know abut.
  6. I used both of these together a few months ago and they seemed to work fine.
  7. I am (as is Kryptoyr). I am unsure what this mod adds that hers do not and whether this is compatible with things like Smithing Perks Overhaul.
  8. I like the ability to randomize the length of time re-spawns take and I really like the ability to change the length too.
  9. What about combining 4.8.3 and 4.8.4 - New Items Cloaks and Miscellaneous under New Items or New Equipment or New Wearable Items?
  10. Trade Routes certainly seemed interesting - good for realism or if you want a merchant based character, i wonder if it is overkill if you are just casually involved in trade (i.e.. all you do sell your looted items and buy what you need/can afford and not engaged in arbitrage).
  11. I've seen some people use it without issue, I have not tried it for a prolonged period to give you an indication either way. I used to use this a lot. However my understanding is that some of the early work on this used TES5Snip which can lead to save game issues down the road (or not if the author got lucky). Also, anything which adds a lot of scripts or NPCs will tend to make the game unstable. (My crude understanding is that every extra NPC you have to spawn and apply scripted "cloaks" etc to the more you are eating into the resources the game needs to run. If you have lots of HD textures, NCP and scripts then it will reach a breaking point - you have to decide what you want.) Finally you will need to build a compatibility patch with TES5Edit for this and SR-LE as it edits so many items in the world - does Interesting NPCs have good pre-made compatibility patches these days?. However ultimately it was probably not these issues which had me stop using it but rather Interesting NPCs just gets tedious - so many very complicated dialogs to click through... The first time or two you run into all the NPCs hearing their long background stories is interesting - but after a while it just gets old - it's like being surrounded by old friends who tell the same old boring (and LONG) stories every time you see them. If it weren't for the issue in my first paragraph I would probably be willing to keep using them and just rapidly click through the tedious bits, but given that I find much of it to be tedious it's not worth running the risks above. (Still it's a great mod with some very interesting characters and fun to play with once or twice.) If I could just pick a couple of my favorites to play with that might work too - but last I used it you could not.
  12. Maybe. I'm not a big fan of first person anyway. What I think this mod misses is that even if people's heads bob or move about during actions they undertake, our brains are actually pretty good at compensating for our own motion when they processing the signal from our eye, thus we don't actually perceive the world as all jumpy when we move about. The fact that our brains cannot do this nearly so well when watching a moving camera scene or when traveling in a vehicle is why people sometimes get nauseous from these viewing during activities - the disconnect between our eyes perceiving motion and our bodies not perceiving it causes this.
  13. This is a known quirk from vanilla Skyrim.  Merchant gold and inventories persist in memorary across reloads rather than being read from the save game. The solution is to kill the merchant, quit and load a save. This will cause the merchant's inventory and gold to respawn (randomly).
  14. No. It would give you a better play through experience in that you would get the effect you wanted from each mod where they conflicted (assuming the conflicts were in ESPs and not textures, meshes and scripts). However most crashes are probably caused by scripts or textures putting too much demand on the engine and your approach would not fix these. I assume what is taking much of Neo's time is balancing visual and game play enhancements from mods against performance losses associated with scripts and textures, etc. Not that editing patches for ESPs is not important, but that alone won't get you a stable modded game.
  15. It's nice to see that you are occasionally able remove some of the compatibility patch lines you are creating - I take this as a sign that many mod authors (or patchers) are improving the compatibility of their mods out of the box with recent revisions.
  16. Woo-hoo! Lots of updates today! Arthmoor's Run for Your Lives and Vampires Attack are must haves. I'm wondering if Arthmoor's newish Cutting Room Floor (47327) is also worth getting - seems interesting but will it conflict with too many mods? Deadly Dragons also has a nice feature to prevent crucial NPCs from getting killed.
  17. Good overview Solmyr. I've often been tempted by this but fear it will lead to an unstable play through.
  18. My impression is that EFF has few if any compatibility issues but AFT has quite a few. At least this is the impression I get reading through many other mods' descriptions and posts. To me this is the most important difference between them.
  19. Is it desirable to add smelters? Or is it a deliberate game choice that there is a limited number of them and you often have to go somewhere else to use one? I can never decide if I like the game where there are little annoyances like this.
  20. Could I acheive the same effect by just adding PerkSkillBoosts to selected NPCs using TESS5Edit? I always find it annoying I can't give enchanted items to my followers - but I don't really care too much whether the odd bandit could make use of such an item (though it would be cool if they could).
  21. This mod has always struck me as slightly immersion breaking. Not that the technology is too advanced, but more that it's just a little bit silly. It might be OK for a traveling merchant or the like but not for a heroic adventurer. I pretty much never use fast travel anyway (nor do I use carriages), so don't think it's much of a change to go to hardcore in Frostfall.
  22. Nice to see Realistic Needs and Diseases and Trade and Barter making their return! The changes to RND look really good. What are you thinking regarding combat mods (Duel Combat Realism or others) these days? I have come to suspect that the troubles I had with stability were at least in part due to the interaction between using script mods (Wet & Cold, DSR and others that apply cloaks to NPCs) and NPC adding mods (Immersive Patrols, Inconsequential NPCs, etc.). Having all those extra scripts firing on all those extra NPCs was probably overwhelming the engine. Or so I suspect. Too bad if true because I like both types of mods.
  23. Thanks for the recap. You spend a lot f time saying which features you turned off and why - as someone who has not used it I am curious which features you leave on. I'd also love to hear your experience regarding game stability as you play with it and which mods you end up using. BTW, having adventurers relaxing in dungeons seemed reasonable to me - realistically they probably would spend considerable time doing this and not having them moving about must reduce incompatibilities like stumbling into traps and dungeon denizens, etc. seems like it must make them much simpler to implement and cause fewer issues.
×
×
  • Create New...

Important Information

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