statmonster
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Everything posted by statmonster
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Mod Suggestions for SR - Post in STEP Mods Forum
statmonster replied to z929669's topic in Skyrim Revisited (retired)
I like those imperial textures. Maybe more appropriate for the Imperial Guard on parade in the capital than out i the boonies hunting down bandits and rebels - but nice looking. Which ones are shared with Cabal that you thought he did a better job one? Since early characters seem to spend so much time in Imperial gear I've lamented that Cabal seems to be saving these for later. -
Mod Suggestions for SR - Post in STEP Mods Forum
statmonster replied to z929669's topic in Skyrim Revisited (retired)
I saw the NPC patcher - in some ways the option for lots of NPC variants is nice but in others not so much. I'm not all that keen to replace all the named NPCs in the game - I figure they each have their own look and randomly reassigning face, weights, etc. just seems undesirable - though I suppose you could use this to add in things like Apachii Skyhair, etc. On the other hand it might be good for adding variation to generic NPCs - guards, bandits, etc. An AV like option for armors and clothing might be good - allow for more variation in appearances of armor and clothing. I'm always a bit dubious of things like Immersive Armor that just add a ton of extra stuff because some of the additional items just don't appeal to my taste (or are under- or over-powered or don't play well with other mods) and I fear getting a lot of low quality dreck along with the good stuff. (I really like Cabal's stuff because I feel I can implicitly trust the quality of his work.) If there was an easy way to just choose which ones to add (and to preview them so I could know which ones those were) I would e a lot more inclined to use it. Except for mods with a good back-story like Skyforge Shields that explain why only the PC can have new items, I'm not much impressed with mods that only allow for crafting and don't add the items into the leveled lists so I can discover them in the wild. -
Mod Suggestions for SR - Post in STEP Mods Forum
statmonster replied to z929669's topic in Skyrim Revisited (retired)
Cabal has a new mod out this - aMidianBorn Targe of the Blooded. See https://skyrim.nexusmods.com/mods/34635. However it is 4096 x 2048. Next up are Dwarven Light Armor - but this might be for the online game only (or it is based off of the online game, not quite sure) and something for hothtrooper's Immersive Armors - both by this weekend. He plans to have Glass out later this month. Speaking of armor mods - UNP Armor Replacer Package (https://skyrim.nexusmods.com/mods/34102/) by MadBomber83 is quite clever. It allows you to choose which UNP armor mod you want to use for each armor and clothing type. You can choose one mod for bandit1 and another for bandit2, etc. You go through the installer one armor or clothing type at a time and see a picture of each mod's take on the armor/clothing and then choose the one you want to install. It's expanding pretty rapidly - there are about a dozen mods in there now covering most of both the more popular lore friendly and skimpy mods (or just choose vanilla). It just changes the meshes, the only textures provided by a mod for a new feature - like a strap or underwear if a mod adds such an item. This way if will pass cabal's excellent textures right through. Further if you choose "vanilla" it passes through whatever you were previously using with MO. You also have the option to only choose certain armor or clothing types in the installer or only choose certain mods to display as options in the installer. This allows you to alter a few choices if you wee unhappy with what you chose the first time but don;'t want to redo everything. It's set up for UNP rather than UNPB, you can drop in the UNPB meshes into it before you run it - Exeter's UNP Female armor (sued by SR) is an option, to get UNPB just drop his UNPB meshes into the replacer where his UNP base meshes are before you run the installer. Very clever. His companion mod Madd Haven (https://skyrim.nexusmods.com/mods/34251) creates a couple of world spaces with NPCs wearing all of your chosen (female) armor and clothing options - you can open it up and stroll through them to see what they all look like. This is great to test which armor/clothing textures and meshes you like and which you want to alter. Since it creates them all in game it works no matter what mods/bodies/options you use. I suspect he could pretty easily create more bags for male armor/clothing too. It only works on replacer armor - not craftable only ones - though it could probably be modified to add extra NPCs for those too. The combination of these mods seems pretty useful for tweaking armor and clothing options. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
MO and downloads - has anyone else encountered the issue where, when you navigate to a new nexus page, MO will start downloading that mod without waiting for you to press the "download" button? I noticed this started happening recently - not all the time but occasionally. I wonder if some setting needs to be reset to halt automatic downloads in MO, or if this is some new obnoxious feature added by either MO or NMM. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
I think Neo is using default for now. The CoT one is calibrated for 2.1 so the thought is that the RLO one might be the best. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Updates: GDO -1.301 minor update for 1.9 compatibility Animated Dwemer Lift Load Doors for Dragonborn DLC - 1.1 add-on for Dragonborn areas. Soul Gems Differ 1.5.2 - Updated plugins (CK v1.9.32.0)Now also includes a BAIN Wizard installer for Wrye Bash usersNew black gem option and all transparency options are now available for all gem typesTextures optimized with DDSopt (now 45% original size with no quality loss) -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Thanks to Aiyen for helping me out with my Solitude infinite load screen issue. He suggested not using the z-Fighting tweaks to the .ini and this solved the infinite load screen issue immediately. (I tested with a new character to make sure the ini changes took effect.) I suggest anyone else with this issue try removing these tweaks and reverting these settings to Vanilla. On the issue of CoT Sounds in cities -when I finally made it out into Solitude I ran around a bit and listened to these. I agree that there is a bit of an issue with them. The sound file is very short and you always hear some guy laughing and children giggling to your left, whichever way you are faced. It repeats every few seconds. It's not all that loud but definitively noticeable. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
There have been quite a few comments to that effect. I think the cities are particularly noted for being brighter now. The mod author suggests turning the brightness all the way down, but says the darkest (highest numbers in 3.0) settings are still as dark (on average) as the darkest (lowest numbers in 2.1) before. Others seem to suggest that ENB setting are the way to solve for this issue. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
I'm having a brutal time avoiding infinite load screens in Solitude. If I generate the default character in Live Another Life and choose Proudspire Manor to start I can't get out into Solitude unless I deactivate DSR, AV, the related mods and patches, plus Exeter's UNP Armor. If I do that I can get out about 66% of the time. I was originally fooling around to test out CoT & RLO and thought the crashes might be related to them, but just turning those off was not enough. However, leaving them on but turning off DSR, AV and Exeter usually allows me to leave Proudspire. I had similar load screen issues leaving Castle Dour if I started there but have not tested it as much. -
I think 2 sounds like a good idea. How about in addition to (or instead of) 3 you allow (all) the favorited weapons to show up on sheaths? I suppose if someone goes crazy and has two dozen favorites there might be too much clipping. Lots of people are looking for a more stable ATTT and this might be the way to get there. I expect such an option would be very popular. (I have no idea how feasible this is - but it's an opportunity to turn a bug into a feature!)
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Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Thanks - I saw that but figured I was screwing up so cancelled out of it. The first time it seems to create the patch,m then the 2nd I can move do the overwrite. Weird. I figured I had to have screwed something up! -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
For "Expand "Cell">"Block 1">"Sub-Block 4">"00016789">"Temporary" and select the "000CB956" node." I assume you mean: "Expand "Cell">"Block 1">"Sub-Block 4">"00016789">"Temporary" under RealisticRoomRental.esp and select the "000CB956" node." At least to keep the style consistent with prior entries. Edit ------ Except when I do that I get an error: "FormID [0604E50] references a master which is not available in file [08] RRR-RLO Patch.esp" -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
If you use CoT Winter with high res textures, the HR textures turn much of your new winter wonderland back into summer (or fall). The following mod will make sure they still look snowy: https://www.skyrim.nexusmods.com/mods/34584 -
wanted Installing ASIS and SkyRe with some additional stuff
statmonster replied to Iroha's topic in Skyrim Revisited (retired)
Couldn't you create a deleveled Skyrim by either using Community Capper to cap the skills at your starting values or use BYOG to to do the same thing or to reduce the XP/action to such a low value that you never level up? -
wanted Installing ASIS and SkyRe with some additional stuff
statmonster replied to Iroha's topic in Skyrim Revisited (retired)
Thanks Iroha - interesting - what does it mean to remove the skill level limits for NPCs in practical terms? -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
I've read that some people are using Relighting Skyrim's Dragonborn module (only) with RLO to fill in for RLO lack of support for Dragonborn yet. This might be worth looking into the the RLO update to 4.0.8 (which I assume will cover Dragonborn) will be a while. -
wanted Installing ASIS and SkyRe with some additional stuff
statmonster replied to Iroha's topic in Skyrim Revisited (retired)
Is "No Skill Limit" different from the Community Uncapper? Does the former render the latter superfluous if you use the "No Skill Limit"? -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Mature Skin -why did you adopt this mod in place of the Fitness Body? Better performance or fewer conflicts, or just liked the look of it better? -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Thanks - that's sort of what I thought (and how I did it) but wasn't sure. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Can the ENB Manager and Changer be run as an executable within MO? -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Which RLO options do you use? It sounds like the Ambient Weather Interiors (or something line that - the last option on the installer) is not suited for use with CoT - it sounds like it will be for RLO 4.0.8 but 3.0.7c is of ready for that. I've been using Major City Exteriors (but not the guards without torches) but I have seen speculation that this is either unnecessary with or in conflict with CoT. Apparently RLO 3.0.7c does little for dungeons, I think the plan is to change this in 4.0.8. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
There have been quite a few complaints that the CoT Sounds in Whiterun and (mainly) Solitude aren't very good. In particular they: 1. Have chattering that is set to come from the same direction relative to the character so that it as the character turns and moves it sounds like the talking people are moving to stay at exactly the same relative position. 2. Busy street noise occurs even when the streets are deserted. I think there were also complaints of children playing sounds when there were no children or in the middle of the night. 3. The talking is in foreign languages (apparently French). I'm not sure exactly why this is a problem but several peoe have complained about it. I haven't played enough to know if these are true but it might be worth listening for to see what you think when you're there. I have also had infinite loading screens in Solitude ever since I installed CoT but I'm not sure of the cause. The complaints generally stressed that the rest of the Sound module was good, especially in the wilderness. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
"Project Reality - Climates Of Tamriel - Weather - Lighting - Audio" Which options are you using? I assume Base, Dawnguard, Dragonborn and maybe Sounds but not Winter. I'm curious what "level" you decided for everything in the installer - so far I've tried the default interiors, nights and dungeons. -
Skyrim Revisited Pre-Release Feedback
statmonster replied to Neovalen's topic in Skyrim Revisited (retired)
Yes. There were no changes required to the patch esp. You should re-do the fixes to the Dragonborn module though.What is the Dragonborn module?  I don't see any changes related to Dragonborn to RND. -
wanted Installing ASIS and SkyRe with some additional stuff
statmonster replied to Iroha's topic in Skyrim Revisited (retired)
Immersive creatures looked interesting. Of course it's hard to tell how well the leveled lists and overall balance and abundance of the new creatures is until you play quite a bit. A lot of this seems to consist of adding a bit more variety to skeletons, draugr, etc. which is a good idea.

