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statmonster

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Everything posted by statmonster

  1. How do you enable driver AF in nVidia GPUs?
  2. Monster Mod (v12) is back on the Nexus - though it seems you have removed it from your guide. https://skyrim.nexusmods.com/mods/35631. It looks like a few creatures have been removed (those with IP disputes perhaps?).
  3. I never did change mine to CoT night level four. (I left them at the default.) I thought it looked pretty good with the Realvision ENB - much darker than without it. It's certainly dark but not unplayably so. Torches now really help in dungeons which are dark away from light sources. Quite nice. (I turned off DoF, EdgeAA and Blur - effects which I hate!) Thanks for all your work on the ENB issues! It creates gorgeous pictures - which are a bit moody - bright and cheerful on a sunny day, brooding on a a stormy day, dark but clear on a clear night and brooding shadows in the dungeons.
  4. Do your Skyproc and Java versions match? I htink someone earlier mentioned this could be a problem that led to this symptom.
  5. You enter the dungeon at a different place than if you go in the front door (and maybe take some falling damage in the process). (Wherever the cave has a big skylight.) Also might allow you to exit via this alternative exit too. The mod would need to make sure it didn't break any quests by allowing this, but it does seem "vanilla" in that the holes are already there (at least on the cave side where you see a big hole in the ceiling letting in all that light) - Beth let in light, etc but just didn't install a loading screen to allow people to use it too.
  6. I put Immersive Animations' base file after XPMS and then add all the other Immersive Animations after XPMS.
  7. If it's the only thing without a rule it will always load last - where it should be. Still having a rule would help eliminate any concern over it when quickly checking for errors when using BOSS.
  8. Heh. Even though I'm mainly doing patches for quests that EBQO modifies, it wouldn't hurt to merge other changes from the conflicting mods - like the various Companions NPCs, for instance.Reading the MT posts - it seems that some people are having issues with that mods and the Companions Quests. I sounds like it might be an issue with AFT and maybe UFO. In any case a close look at how the Companions are affected by MT might be worthwhile.
  9. Speaking for myself, I'd rather see this than Blood Barrels.
  10. Enhanced Skyrim Factions - The Companions Guild Enhanced Skyrim Followers - Aela the Huntress I think these, especially the latter, have a conflict with Convenient Horses. Or at least that's impression I got from their mod page..
  11. Good point. It's hard to discover stability issues (and trace them to a particular cause) that only arise after extensive playing.
  12. Oh well, interesting concept. Might have been pretty cool with Sneak Tools.
  13. This seems really cool. The only one of these I remember from vanilla is the spiked mammoth trap in Halted Stream Mine. When I first read the title I wasn't sure if it was compatible with STEP/vanilla, but when you read the mod description it seems like it is. Hopefully the author did not break any quests by doing it this way - but it definitely seems realistic - allowing you to go through a hole in the ground that was already there in the vanilla game (at least one side of it was!) One potential problem could be followers accidentally falling into them requiring you to go down after them if you want to keep them. Is it stable and workable?
  14. Boss does not show any tags for RND. Are you advocating both a delev and relev tag? Or just relev like your previous post said?
  15. Looks like it should work fine for you.
  16. SPOILER: Well Moonlight Tales is working! I am level 6-7 and have Vilja and Janessa as followers. We attacked Halted Stream Camp and after overrunning it was three more bandits fighting a large white shaggy thing outside down by the ponds. It wiped out the bandits and headed after us. I hit it with half a dozen sneak attack arrows to little effect. Vilja then finished it off in close combat. (I have no idea where Janessa was off skulking while this happened.) I thought it was an SIC creature - but since I was using the Lore Purist MCM control wondered briefly if that was working right. Still there are bandits to be killed and a bounty to collect. In any case we head into the Mine, dispatch the lone guy up top and I snipe the head bandit (too little effect). All three bandits rush us and it breaks down into a general melee. While the chief bandit is pounding on my head I rear a roar and see this werewolf demolish a bandit (kind of cool when they fly across the cave!) and wonder what the hell just happened - is one of the bandits a werewolf? But then the werewolf turns back into Vilja. Strange! The NPC-NPC infection produces quite surprising results.
  17. Does ULO make Fly Amenita look very dense even after they are picked? I think it is making a lot more mushrooms, many of which survive the picking to leave a moderately dense collection of shrooms (including many large ones) post harvesting. White caps, etc. and other cave mushrooms don't seem to be affected, or at least not nearly as much.
  18. A clever idea - though perhaps a lot of work initially - having fewer people actually doing them might enable the odd bug/miswording to slip through - though there would be a lot fewer questions for Neo about how exactly to do some of the tricky or ambiguous ones. I would have appreciated such a thing when I started doing it and it would make it much more inviting for newer players to adopt SR - but in hindsight I would not have learned about how to use some of the tools (here - TES5Edit mainly), which is proving to be useful when I look at other mods Neo did not include. So in hindsight I'm glad this option did not exist. Of course I do seem to spend a lot more time now fiddling with mods than actually playing... I wonder if it would violate Nexus's terms of use? No idea.
  19. I know there was some interest in Kryptopyr's Weapons and Armor Fixes a while back. One nice feature of this mod is that it seems to override the need for many of the patches currently used by SR in that her multi-mod compatibility patch pulls forward a lot of the changes from USKP (and her mod) that mods like ASW, GDO and Improved Closed Face Helmets overwrite.
  20. Good question and one i would like to know more about. My operating assumption has been something like... A good starting point on figuring out which to use is that any change which overrides a previous mod and sets the value back to vanilla Skyrim is probably a mistake. These are changes that "fail to carry forward" another mod's change. However any change that seems to be related to the purpose of the new mod should probably be left. For example, I was looking at a mod called Follower Facelifts which alters the appearance of so e NPCs and changes female housecarls, etc. to use their own gender's animation. I loaded up this mod, BOYD, USKP, etc. So my assumption was that any changes USKP makes which this mod made which didn't carry forward what happens to dead bodies or changes to Housecarl sandbox modes or fighting styles should be edited to carry forward the USKP values. However changes to tint masks and not using opposite gender animations that this mod made I left alone as these are intentional changes that this mod is making. I would of course appreciate hearing from anyone who can point out flaws in the way I have been doing this and come up with better recommendations.
  21. Has anyone tried the No Death Mod ( https://skyrim.nexusmods.com/mods/29312 )? It seems like a pretty cool mod. If it works it would avoid the death-corruption of reloading last save, as well as make have have a bit more of a consequence. Plus it seems immersive (assuming you don;t have the will to toss away the the character you have spent dozens of hours developing) - knocked unconscious, looted and left for dead in the wilderness or rescued and brought back to a temple (sort of like Mjoll) sounds like it could be part of the plot of a hero. It would make losing a fight have more of a consequence than just reloading a save plus it would still be part of your overall story. Seems pretty good if it works.
  22. Looks like the new version of SUM will now blow away the AV and DSR patches and activate the SUM.esp when it's done if you set it to merge.
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