statmonster
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Everything posted by statmonster
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SKYRIMLE Realistic Lighting Overhaul (by The Realistic Lighting Team)
statmonster replied to Kelmych's topic in Skyrim LE Mods
I'm not sure what's doing it but I've noticed that with RLO 4.0.7c (but not the new darker dungeons) and CoT 3.1 (all default settings) but no ENB the dungeons and caves look pretty nice. They are much better than vanilla - they remain bright around the light sources; corners and remote passages are deep in shadows and pretty dark. The overall effect is create create a nice "dungeony" atmosphere but it's still very playable without eye strain. Perhaps not the most realistic look but I like playing in it. -
Do GTX 670s come in both 2 & 4 GB versions? If so, that's probably an important factor to note.
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A slightly more constructive approach might be for anyone who notices updates that need to be changed to let Neo about them. This might help him get through it quicker with less pain. Of course bitching about the inadequacies of those providing us things for free is far more enjoyable! :)
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Interesting. Does this just affect the ASIS Spawn mod or all of them? (I ask becuase I'm only using Perks, Spells and Potions). Does the exclusion get added to the main ASIS.ini or to one (or more) of the others? Thanks for any help with this.
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What's the ASIS issue?
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SKYRIMLE Correct Gender Animations for Followers
statmonster replied to rootsrat's topic in Skyrim LE Mods
IIRC there are quite a few mods that do the same thing as this one. -
I had thought the AV mods didn't like being DDSOpted.
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Mod Suggestions for SR - Post in STEP Mods Forum
statmonster replied to z929669's topic in Skyrim Revisited (retired)
The issue is that Skyrim by default does not create male or female animations for these, and Bergzore's ATAF follows this convention. But some mods do, and if these are created they will override the Skyrim/ATAF defaults.. If another mod does then Bergzoe's will not override it, you either have to edit Bergzore's file structure, or get rid of the animation from the other (female creating) mod. It's pretty easy to do. it just involves copy and pasting files inside of MO. BTW, close MO before making any changes! I have heard it does not like it if you fool with the file structure while it is open! Open up MO, go to data and open up meshes. You should check whether you have a .../character/female/1hm_equip.hkx and ...female/1hm_unEquip.hkx (or something like that). Anything in female will override anything in .../character/ which is where ATAF is putting it's meshes. You can either get rid of whatever you had in the /female folder or just edit Bergzore's /character folder to add /character/female and add the equip and unequip animations into that folder. P.S. Neo pointed me to those animations before. -
They are nice.i really like how they work with dual sheath redux. Some of these do replace skeletons. A few points 1 They do not work out of the box if you ave separate female animations. 2 If you use XPMS hip dagger the order you load these in ois quite important. 3. They might take a bit of care installing for custom races due to skeleton issues. (Not sure.) In general they mix well with other animations (such as XP32 and 360 walk), just do not install over top of XP32's combat animations (which are gendered, at least as I installed them) as they will not override the female specific animations. It seems that Bergzore is actively expanding this and creating more animations so it would be worthwhile to check back periodically. BTW, GEMS has a clever spreadsheet that shows which animations are altered by which mod. It compares YY Animations, XP32's New Animations and Bergzore's ATAF. Link: https://docs.google.com/spreadsheet/ccc?key=0AgLGgOD1havrdG1EZFBPRU5YQkNRa0hhTWNpb1dHRkE#gid=0
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wanted Installing ASIS and SkyRe with some additional stuff
statmonster replied to Iroha's topic in Skyrim Revisited (retired)
Thanks, Neo, I completely overlooked the actual mechanics of the mod :facepalm: I have been watching Gopher and I just never put 2 and 2 together. I did install ERSO with its leveling module and everything is working as intended (hard enemies in the wild, ass kicked in Embershard). I'll keep playing with SkyRe to see if I can find a good balance. Will increasing in-game difficulty help at all? hehe, I look on archery from different point:Not very realistic then you must to turn your enemy into hedgehog before he/she will become dead completely. Also I don't think that arrows in head is something compatible with life. Weapons should be deadly. And they are in SkyRe mechanic. I think you overrate how deadly archery actually is. Arrows generally tend to kill by causing their target to bleed out over time rather than from one instantly fatal wound.  For a famous exams consider, Harold Godwinson who took an arrow to the eye but was only killed by a close combat attack some time later.  Furthermore moderately well armored targets could sustain many arrow wounds - there are numerous accounts, for example, of Crusaders looking like hedgehogs with each soldier having numerous arrows stuck into their armor or shield. Of course we might want a different mechanic for our fantasy game, but there is nothing unrealistic about enemies surviving many arrow strikes, especially if wearing armor. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
And another ESP slot bites the (vampire) dust... -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
There's an update to Diverse Guards that fixes a potential issue with the guards dispatched from Whiterun to Riverwood. -
Mod Suggestions for SR - Post in STEP Mods Forum
statmonster replied to z929669's topic in Skyrim Revisited (retired)
I have been trying out Bergzore's "Animation Tweaks and Fixes" (https://skyrim.nexusmods.com/mods/34950) it's pretty good. I had previously been using XP32's New Animations. He has a variety of good combat animations. The sword and shield on back animation is quite good as is his dual sword draw. Keep in mind that Bergzore does not break his animation down to male and female so any prior mods you have that do this will take precedence over his even if you install his lower down in your MO load order. In particular, in order to use Bergzore's I had to reinstall XP32 without the combat options. My MO order looks like Better Turn Animations Bowlegged Jump Dual Wield Blocking Fore's NIS No MaaM No Spinning Death No Twitching Dragons Running w Bow XP32 New Animations (magic, jump, etc.) 360 Animations Tweaks and Fixes 1 handed XP32 Max Skeleton (to get the dagger on hip equip animation) Animations Tweaks and Fixes Dual Sprint Animations Tweaks and Fixes Greatsword Sprint Animations Tweaks and Fixes Strafe Animations Tweaks and Fixes Sword and Board Relaxed (use this for sword on hip) Animations Tweaks and Fixes Weapons on Back Relaxed (use this for sword on back - this replaces XPMS with a skeleton that's supposed to have less clipping of sword and shield on back. He has indicated he might add an animation to cover drawing an arrow from belted quiver Chesko's arrangment. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Looks like there's a new version of 360 Walk/Run. I think the only change is the addition of a BAIN installer. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Does Better Vampires improve NPC vampires? I'm wondering if there is really much reason to install this if I never plan to play a vampire. -
Looks good. I'd love it if there were an interesting alchemy overhaul both more mysterious and balanced - but that's not really a STEP issue!
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SKYRIMLE TTYM - Think To Yourself Messages (by VorpalBlades)
statmonster replied to Yggdrasilion's topic in Skyrim LE Mods
Khajiit speak is really clever. Almost makes me want to play a Khajiit so I can use it! Does Arthmoor have a clever Khajiit start? -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Are you creating this update for Weapons and Armor Fixes - Remade" or is kryptopyr updating hers for Dragonborn? If it's yours you ought to consider calling it "Weapons and Armor Fixes - Redux" to maintain your brand. Either way, I thought she did not have the Dragnborn DLC. -
wanted Installing ASIS and SkyRe with some additional stuff
statmonster replied to Iroha's topic in Skyrim Revisited (retired)
Thanks Elian. I wonder if altering the order from what is suggested in BOSS would be better. -
Are you planning on increasing the screen resolution at the same time? I guess here is one place having SLI might help.
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wanted Installing ASIS and SkyRe with some additional stuff
statmonster replied to Iroha's topic in Skyrim Revisited (retired)
Since I use Interesting NPCs I would like to hear about what patch you need! Thanks. -
SKYRIMLE Immersive Settlements ( by Pymous)
statmonster replied to Duginos's topic in Skyrim LE Mods
I also wonder what the performance impact of all these extra thing and NPCs is going to be, especially on some areas that already have stability issues. -
Thanks. It's not really like any of the illustrations. Both the light and heavy ones all have left-right and top-bottom symmetry. This illustration only has left-right symmetry; the bottom has a different design. Also, all of the metal work on the Skyforge shields is curved, this is angular. That's why I was wondering where this design came from. The issue seems to have first corrupted saves when she first set foot in Bleak Falls Barrow. (I have a save from just before and just after entering.) But I'm pretty sure it did not show up in any games until loaded some old saves today to test out some new mods. In any case the reinstall seems to have fixed the issue. After first reinstalling she would not put her shield on her back (though all the guards did) but when she went through a loads screen (left Dragonsreach) she did.
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Mod Suggestions for SR - Post in STEP Mods Forum
statmonster replied to z929669's topic in Skyrim Revisited (retired)
Economics of Skyrim will do that, somewhat. So will Trade and Barter. It woiuld be nice if it could be made to affect only potions instead of all goods. I wonder if the time delay hits NPCs if using ASIS potions - I would suppose so, but the AI probably doesn't know that so that might be an issue. Do NPCs in ASIS use potions if you pay without the ASIS AI? -
wanted Installing ASIS and SkyRe with some additional stuff
statmonster replied to Iroha's topic in Skyrim Revisited (retired)
Why don't you recommend checking the "spells" box?

