
statmonster
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Everything posted by statmonster
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Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Not sure - it's been so long since I played vanilla. Let me go look. Overall it's (ENB Brighter setting) somewhat darker (than vanilla) but that really misses the profound difference. First the contrast between well lit areas and poorly lit areas is MUCH higher than in vanilla. In vanilla everything is lit up about the same - very bland. With the ENB Brighter setting the brightest areas (say a shaft of sunlight ) are much brighter than vanilla while the areas away from light are much darker; corners are difficult to see into. (Whereas in vanilla there's not really any difference seeing things in recessed corners versus near a light source - it's all about the same in terms of visibility.) So - overall a bit darker on average but mainly much higher contrast between well lit and poorly lit areas. Second there is a huge difference in the saturation - fires (braziers) and things they illuminate have a distinctly yellow-red color tone to them whereas in vanilla everything is sort of bland and gray. IMO there is no question that this (ENB Vividian Brighter) is better than vanilla. However whether it's better than the normal Vividian setting is a matter of personal taste - how much do you want to be feeling your way around in the dark? The overall effect when playing is that's probably not much harder if at all than vanilla, but the lighting looks MUCH better. EDIT - PS: If I were to continue using the default Vividian lighting setting I would seriously considering adding No More Chain Torture by ProtologolusX https://www.nexusmods.com/skyrim/mods/61499. I hate stumbling around in the dark looking for the hidden chain. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
So I did the run through Helgen with brighter dungeons. It was pretty good and definitely showd off lots of the textures better. Much easier to find the dead bodies and miniature spiders when it came time to loot the place. There were lots of nice shadows, but it was clearly brighter than a real dungeon and cave woukd have been - I can easily see how someone wanting the ,out realistic experience might not want it this bright. I guess my verdict is that it's easier to play and better eye candy but might be a bit too bright - a setting half way between the normal and brighter might e nice. I think I will stick with this brighter setting for a while. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
I wonder if it might not be better to leave the Wet and Cold setting where non-workers return home during storms off. While it it perhaps more realistic, it does seem to have the potential to break a few scripted scenes - causing some of the actors to leave rather than say their lines and advance quests, etc. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Yes. it overwrites some of the gem textures from Gemling, maybe put it above that mod in the order. Unless they are the same stones used in both mods - which they do seem to be. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Yikes - forgot all about that b@$+@rd -time to update it again. Do I need to do anything besides update the weatherlist.ini ? Since I've been adding other mods I guess I should update everything... Depends how realistic you want it - darker is probably more realistic but less "playable". The normal setting is playable but you miss a lot of the details. I imagine Dungeons of Doom are going to have a lot of Drauger ambushing you as you stumble into them in the dark - fortunately they make a lot of noise so you will hear them coming. Make sure to craft plenty of torches(or mage light spells). FWIW - with the "Brighter Dungeons" setting I found the prison cell to be bright enough I could see pretty much everything but had enough shadows to be moody. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Thanks - I think there's a few more files, but it looks good. Now that I've got both I figure I can switch back and forth as desired. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Has anyone used the Brighter Interiors and Nights function in Vividian? If so does it work OK with all the other setting Neovalen recommends? I know the standard setting might be more realistic but I sort of feel like I'm missing out on seeing some of the great graphics we have installed. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
I would suggest you not put your changes in Neovalen's patch. You will want to keep yours and his separate so you know where they came from. Also Neovalen is likely to update his patch from time to time; if they are separate you can just drop his changes into your MO and replace his previous one and your changes in your own patch will remain unscathed. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
I would suggest a different procedure. First load ALL your load order - it takes longer but you can make sure nothing else is conflicting. (With Inigo this might not be an issue as he is probably only in his own mod's esp. But Kharjo could be in a LOT of mods - at least if you have many that modify NPCs in various ways like me.) Next find the NPC record as danielleonyett describes above. But when you do find the record, copy it as an override (from whichever mod you like the best - presumably the right most) into your own personal patch file (mine is statmonster.esp). Say yes to proceeding in the face of various warnings of doom. You can also drag and drop different changes to various parts of this record from other mods into your personal patch - say you want the BOYD dead body fix, some other mod's change to his appearance and some third mod's changes to his spells or combat class, etc. Now edit any values you want in your new personal file, sort masters on your file, exit and save the new file, activate it in MO and use BUM to put it directly after the SR Compatibility patch. The advantage of this is (1) you can make the record reflect the changes you want from a variety of different mods that affect it, (2) because you have now saved all the changes to your personal esp you can update the underlying ESPs as necessary (though you should check that your patch is still doing what you want if they make further changes to this particular record) and (3) if you screwed up just remove the new record from your personal ESP and you're back where you started. (I keep past copies of my personal ESP to make reversion painless.) I almost always prefer not to edit mods but rather to carry the changes I want to make over into my own patches. Once you start doing this it's addictive to go in and start making little tweaks you like to personalize your game the way you want it. Still - I'm far from an expert on doing the sort of thing so someone else may have better advice for you. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
I've actually given up on Vilja for a while - too willful and chattery. On my last attempt at a play through I noticed myself tuning her out. I figure I will try some combo of Arissa, Inigo, Sofia and Thorald - probably rotating 1-2 of these at a time and maybe a vanilla follower too. I'd like to try a good animal (dog) companion too if I could find one. (Anyone have any suggestions?) I fear the bath thing is somewhat random and thus will be tricky to diagnose and correct as some treatments will seem to work but it will just be the effect randomly not occurring. I wonder if it is a script issue where too many are firing at once causing some of the ones during the re equip clothing stage to fail to work correctly. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Ah - I don't know why I couldn't get it to work before - thanks! I wonder how dangerous it is using EFF to force recruit characters with unique AIs to get them to change their wepaon positions. They seem to retain the positions after I dismiss them - but have I done longer term damage to their AI? (At first impression it seems not - they revert right back to where they were.) -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
I've done (that but see no way to change the follower's weapon position when I do so. (Is it a problem if my character has no tattoos?) -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Does anyone know how to get the Weapon Position / Tattooing to work on followers? -
pack A Real Explorer's Guide to Skyrim
statmonster replied to CJ2311's topic in Step Skyrim LE Packs (retired)
That's unfortunate - I thought I had asked her about that but I guess she was referring to the previous one... :( -
pack A Real Explorer's Guide to Skyrim
statmonster replied to CJ2311's topic in Step Skyrim LE Packs (retired)
That's ... unfortunate... ---- I see the new ETaC has a patch for Mena's Inns and Taverns - I assume if we run that then her mod can be used with REGs - no? -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Agreed - unless there is some weird issue with meshes that is causing the issue - but that doesn't seem quite right. -
Suggestion for SRLE perfection
statmonster replied to Drakoktonos's topic in Skyrim Revisited (retired)
TAZ looks quite nice (at least on YouTube), though I actually like the Vividian saturated look in bright sunshine - it leads to a nice contrast when the weather is gloomy or you're in a dark misty dungeon. Still, from what I've seen of TAZ, it does looks nice and my preference would probably come down to which is more performance friendly. Beds - can't say I've thought about it much - though a mod like LP's Another Sleep Mod (see your character sleeping) or isoku's Sleep Tight (allow you to ambush sleeping NPCs and have snoring followers) might be nice. NPC Overhaul - they already look OK and a mod that requires 7 !!! hair mods (including 2 not on the Nexus) as requirements is absurd IMO. I use a variety of NPC mods that are much more lightweight than this. Color me dubious on this one. Sexy Winterhold - I prefer one's that make the places feel more alive rather than just touching up graphics. Elemental Dragons seems over the top - it took Gopher 6 hours to showcase this. Deadly Dragons is good because you can customize your dragon frequency and strength and add a few more varieties. Maybe add Dragon Combat Overhaul (though it strikes me as potentially buggy) as it does add new dragon combat mechanics, making for a more tactical battle against the beasts. (But I'm really not sure if it's stable enough to be worth it - I just don't know.) Or maybe I'm just feeling contrary today... -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Nettlebane 0001C492 needs to have its SR Conflict Resolution updated. (The new version of WAF updated dagger properties.) Same with Alessandra's dagger 00043E1E. Keening 0006A13C. Longhammer AE085 Can be removed Dragonbone dagger 3014FCB Stalhrim dagger 701CDB5 Bound dagger 701CE02 Bound dagger 701CE03 The Nightingale Blades and Bows need to be looked at too - they should have the silent tag. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
A couple of mod notes: kryptopyr's compatibility add on for aMidianBorn has been updated. It does not appear any of the mesh's paths in other mods will need to be updated (the only meshes I could see were for Skyforge weapons) but overall it seems huge with lots of little changes described in the esp. It seems there will be some minor differences in stats (damage, weight, "darkness" for Sneaking) in some of the variations in Iron, Elven, etc., armors - looks good. (Note that Book of Silence remains v19 so it might not show up if you just do a check for updates.) True storms now has a COT patch. https://www.nexusmods.com/skyrim/mods/63478/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D63478&pUp=1 This mod seems to do a few things - more intense visuals of storms (perhaps not needed with ENBs etc. in SRLE but the YouTube videos of it look torrential - like bone soaking storms that quickly soak your clothes and threaten flash floods not a gentle rain that waters the crops) and randomized lightening sounds that seem to work well with Minty Lightening. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Yes, I ticked them all as per the instructions. I think it may only occur with shields added from Immersive Armors. After the shield gets permanently stuck to her back I notice that the size of the shield mesh changes slightly when you equip or unequip it. If I use my archery set it will be a different size the the sword and shield set. (Diameter maybe 5-10% different if I recall.) It also seems to occur (most often?) when the shield is part of a Favorited set (F1) that is equipped while bathing. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Really? After the update I noticed (while using SSR Complete) that I was getting the malus to lock picking from leather bracers - which as they do not cover the fingers ought not cause this, right. (Although maybe I had the penalty before come to think of it - though I should not have...) -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
There are a bunch of Keywords that need to be updated in the compatibility patches with kryptopyr's new releases. Her older convention still used in the aMidianBorn_ContentAddon.esp was, e.g., WAF_Armor_Wolf_KRY. The new one is WAF_Armor_Wolf (dropping the _KRY suffix). See 01AF0107 for an example. It looks like there are just over a dozen of these that need to be patched. Mods that conflict are aMidianBorn, Immersive Armors, Nightingale Hall (not in SRLE), Stealth Skills Rebalanced (not in SRLE). -
pack A Real Explorer's Guide to Skyrim
statmonster replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Anyone know why Dawn of Riften was kept instead of being replaced by JK's Riften? (Unlike the other walled towns which all switched to JK's)? Was it just because the Riften one was done too late for the last revision of the guide? On a broader point - why were JK's chosen over the Dawn of series? -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
From the new Ruffled Feather Collection update, there does not seem to be a need to update - SRLE doesn't use WATER or Silver and the only changes to EDT described were moving it to an optional file. I suppose the Lust Trees option could be considered - though the plant life in SRLE already look really nice. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
It's not an issue of how MO works but which meshes are available in the different mods. The capitalized ones do not exist in Gemling (they do in SMIM though), thus there is no need to remove them to allow Gamling's superior meshes to be used.