statmonster
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Everything posted by statmonster
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Hmmm. What's the effect of this approach (global patch) on mod updates? What about mods that are withdrawn from nexus? The current policy seems generally to be to remove them from SR. If the global patch has dependencies things could get ugly. Is there a way to make global patches without (non-Beth/unofficial patch) masters? I do like the idea of trying to merge some existing ESPs. I've wondered if it is possible to build the various patches but then merge them. The advantage of this is we have all the individual patches to build a new merged global patch if we need to remove one or more patches - in the ling run this might be easier to redo than starting from scratch each time such a decision is (inevitably?) made.
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Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
I think he's saying if you play a male character load the one and if you play a female load the other.  If you play both, pick one. The nice thing with MO is you can pick pick and just quickly toggle from one to the other. Anyone have any opinion on which of the any options is "best"? -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Were you not able to get Creation Kit to work as an MO executable? Once you have the Creation Kit installed as an MO executable it can open any activated files within MO just like they were in the Skyrim directory. -
personally, I turn it off because we have good textures for most of objects(and many meshes are good too). Why we should prefer high quality blur instead of high quality image? that's just a taste.And also DoF in Realvision makes hard to see and identify different lifeforms due to targeting problems. That's pretty much my feeling. If I've got all these high res graphics, I'd actually like to see them and not some blurry approximation of them. I also don't think it's terribly realistic and it is hard on the eyes. It's true that IRL what you are not focusing on will be blurry, but when you look at the blurry thing yours eyes pretty quickly focus (in real life). (And if the DoF/blurr/etc. prevents your eyes from focusing the blurry picture, they become tired as they attempt to do so.) With DOF on, distant things are often always blurry or you have to move the object into the center of the frame. It makes playing much less enjoyable (though does give a more photographic like picture as a camera generally has one focal length and after the picture is taken you can not refocus as your eyes wonders over the scene.) I just hate it!Â
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Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Face to face was updated today. Maybe he fixed the mod start bug - looks like it: "Version 2.3.2[fix]Can't see this mod in MCM for first time." https://skyrim.nexusmods.com/mods/30533 Also if anyone uses Kryptopyr's Better Stealth AI for Followers that was updated to carry forward recent USKP changes. https://skyrim.nexusmods.com/mods/16531 Also a new verions (1.6) of XPMS XP32 Maximum Skeleton https://skyrim.nexusmods.com/mods/26800 Looks like it may have issues! EDIT - Yep XPMS 1.6 has issues! -
Chesko has separated out his Belt Fastening Quivers to a new mod: https://skyrim.nexusmods.com/mods/35717 Not sure if there are changes but he interludes an animation only pack that might be useful.
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You probably have the wrong animation. You should have Dual Sword Wield -- Swords on Back. (The shield takes the place of one of the swords if you have sword + shield). If that does not work try adding the IAN Dual Sword Wield from Back optional file after the other. If that fails - Do you have the right skeleton?
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Not sure. I was interested in Dragon Combat Overhaul. I think this works with or without DD.
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What ENB had you been using? YAENB?
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Mod Suggestions for SR - Post in STEP Mods Forum
statmonster replied to z929669's topic in Skyrim Revisited (retired)
Kryptopyr has upgraded unique leveled item spell to include a Dragonborn version. https://skyrim.nexusmods.com/mods/16090/ This mod adds a spell which allows you to upgrade unique artifacts as you level up. In vanilla if you get these items at low levels they gradually become useless. With this spell you can improve these items as you level up. Items it affects (from her web page above): Chillrend Dragonbane Gauldur Blackblade Gauldur Blackbow Lunar Iron Mace Lunar Iron Sword Lunar Iron War Axe Lunar Steel Mace Lunar Steel Sword Lunar Steel War Axe The Pale Blade Tsun's Battle Axe Shield of Solitude Nightingale Blade Nightingale Bow Nightingale Armor Nightingale Boots Nightingale Gloves Nightingale Hood Amulet of Articulation* Mage's Circlet *For the Amulet of Articulation, the spell uses the same leveling scale as the Unofficial Patch. In addition to all of the items listed above, the Dragonborn version will also level: Miraak (mask) Miraak's Robes Miraak's Staff Miraak's Sword -
Mod Suggestions for SR - Post in STEP Mods Forum
statmonster replied to z929669's topic in Skyrim Revisited (retired)
Just so I understand this right: I would still pick a perk (say, Marksmanship, from SkyRe) and then this mod will do the math to distribute to the Health-Stamina-Magicka points? If so, I'll have to try this out. I really dislike vanilla Skyrim's stat system - much prefer Oblivion's. I assumed this used your skills (1H, 2H, Lt Armor, Alchemy, etc.) not your perks to determine what when to increase your H/S/M. -
Mod Suggestions for SR - Post in STEP Mods Forum
statmonster replied to z929669's topic in Skyrim Revisited (retired)
Cabal (aMidian) still doesn't have his glass retexture out... I understand Neo has been looking at Realistic Transparent Glass Armor (https://skyrim.nexusmods.com/mods/33602/ ) and BGM Glass and Elven Armor (but only the Glass side of it as I'm using Cabal's Elven) (https://skyrim.nexusmods.com/mods/2060/ ) so I figured I'd take a look and see what I thought of the options. Transparent tries to make the armor and weapons semi-transparent. I think they succeed for the weapons and shield (though this will need a shield on back mesh if used with DSR) but not so much for the armor. The weapons end up looking much different from the armor. I tied the 1.2 and 1.2c version - they are both more of less the same. BGM makes the armor an opaque blue-green - the idea being that glass is really from the mineral malachite. I think it ends up looking nicer. Because it's just a texture replacer you can use other meshes (such as Exeter's UNPB which is in SR) with it. In theory the transparent sounds nicer - but it just doesn't work out as well. -
That's what I thought. Thanks. You have to look for it to see it, but once you do it's easy to spot :(
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Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Prefs.INI and it should be going from =16 to =0 since ENB doing it. Fixed. What should it be for Nvidia? My SkyrimPrefs.ini shows it as iMaxAnisotropy=1. -
Using Realvision (with DoF, Blur and AntiAliaising disabled) I get distant mountains changing rapidly from bare to rocky on part of the slope(s) during bright days. Is this z-Fighting? Would disabling SSAO fix this?
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The nice thing about Footsteps (in theory) is that you should be able to get rid of some other mods like Horse Steps, Clanking armor and Better Animal Sounds dropping a couple of net ESP slots in the process. This might not matter to pure STEP (only) but if you add a bunch of other mods and compatibility patches on top of it it could help stay under 255.
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First, turn of Elys f4. Second, hit ESC to get a menu up that prohibits you from interacting with the game and also stops time. Console (~) might also work as might TAB. EDIT: Or try Aiyen's suggestion above which seems better. Ninja'd! (You still have to turn off Elys.)
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wanted Installing ASIS and SkyRe with some additional stuff
statmonster replied to Iroha's topic in Skyrim Revisited (retired)
FMO is a total music relplacer right? Does it do something different? -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Do you follow the guide and copy them out to a new folder before DDSOpting them? Since DDSOpt puts stuff in a new fodler I would not think that being read only would matter. But that's just my intuition -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
I don't know if it's possible in MCM (and I haven't seen it yet) - but if there is a way to run a single batch file to set all the MCM settings for a new game that would be great. I usually wait until I enter Helgen Keep to do this and it takes quite a while to go through them all, plus remembering what the ideal setting for each it. -
Mod Suggestions for SR - Post in STEP Mods Forum
statmonster replied to z929669's topic in Skyrim Revisited (retired)
Tying fletching the new arrows into either archery or sneak perks might be good. Making them expensive to buy might also work -a way to sop up player gold and make the items rare for low level characters. Since I'm not much interested in joining the thieves guild I don't really favor that approach - but I have to admit giving access to the Thieves Guild (and/or maybe Dark Brotherhood) does make logical sense. Maybe us non-thieves could loot the odd item off the occasional thief's body. -
Mod Suggestions for SR - Post in STEP Mods Forum
statmonster replied to z929669's topic in Skyrim Revisited (retired)
Yeah, I just wish it didn't give you the tools until you joined the Thieves guild or some such thing. Getting it from the get-go seems like cheating. I'm looking at both these mods, and I might see about possibly doing some sort of a custom patch for Sneak Tools if I get some free time.I've had fun with Sneak Tools, but I find that the (almost) guaranteed kills, knockouts, and disguises to be rather overpowered. Still, it's a well made mod that has a lot of very neat features. I do agree with Neovalen that I'd love to see the tools only available to Thieves Guild members (or at least a bit more difficult to access). I've always thought it would be great if the arrows were sold by the fletcher that eventually appears in the Flagon. Not only would it seem much more integrated into the game that way, but it would provide an added reward for your progression in the Guild.Interesting. I'm not really all that enamoured by the changes to sneak attacks or the hidden masks etc.  What do seem really interesting to me are the arrows - rope, water to extinguish fires, and fire arrows. The oil one seems a bit much - unless magical it couldn't have enough oil to matter much - though a thrown bottle of oil could. -
Mod Suggestions for SR - Post in STEP Mods Forum
statmonster replied to z929669's topic in Skyrim Revisited (retired)
I've been looking at and playing with some of the sneaky mods. Stealth Skills Rebalanced looks good - makes it tough but rewarding to play a sneaky type. Sneak Tools is also really cool - I really like the arrows (oil, water, rope) but I'm not sold on the rest (slitting throats, knocking unconscious, disguised masks). The mains ESP looks clean but the hood and mask esp need to bring forward the unofficial patches - and might have one ITM (that BOSS doesn't mention). The two make a nice pair - SSR makes it quite a bit more tricky to play as a rogue, requiring some real effort and thought to sneak about) while Sneak Tools gives you more options for how to sneak about - dowsing lights, using ropes, etc. -
Mod Suggestions for SR - Post in STEP Mods Forum
statmonster replied to z929669's topic in Skyrim Revisited (retired)
Doesn't Trade and Barter already do this? -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Thanks. "Lightning During Thunder Storms" updated to v 23.

