Jump to content

statmonster

VIP-Supporter
  • Posts

    1,245
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by statmonster

  1. I tired Animal Tweaks a bit. It looks like you pretty much need to run Combat Evolved (and maybe another combat mod such as Deadly Combat or Duel Combat) with it.This combination makes damage output for everyone much higher leading to very short combats (usually 1-2 arrows or weapon strikes to end it.)It does a lot more than tweak animal behavior, it massively ramps up the difficultly of animals in combat:better tacticstake more damagehave various damage negating abilities (some avoid melee or ranged damage, others avoid various magical types of damage etc.)inflict more damagepoisons etc. are much more dangerousvarious special abilities too (I'm pretty sure trolls are very dangerous if you lack copious amounts of fire)most animals level up with the PCFor example, the spiders in the room in Helgen would almost always drive Hadvar to his knees and then kill the PC unless you were pretty lucky/competent. 1-2 hits with their poison would basically end your ability to fight effectively after which they would easily finish you off with 1-2 bites. Without the extra damage output of mods like CE and Deadly/Duel Combat, this fight would be almost suicidal. The wolves on the route to Helgen could generally take down Hadvar and 1-2 in melee were very dangerous to the PC. I would recommend this for someone who wants difficult animal encounters. It also seems to really favor archery (and perhaps sneak) builds over melee builds (not sure about magic as I basically never use offensive magic) as the key is taking down down enemies before they can strike. Animals with ranged poison (spiders, chaurus) are extremely dangerous. Alternatively, or better yet in addition, having an essential/protected tank follower to suck up the massive amounts of lethal damage various creatures can put out seems very prudent with this mod. It had patches for several mods (SIC, OBIS, etc.) but also looked like a would take a few TES5Edits to work with my SRLE + setup. Seemed to work well (i.e. was stable, etc.) once this was done and technically seems well done (from what I could tell - which might not be a whole lot). I decided to remove it as I want the fighting to be interesting and provoke me to use a bit of caution and tactics but not be especially dangerous - it's hard to role play if you are constantly reloading from kills. I did see a video of another animal mod where they feared fire and would stalk at night you for a while (staying just out of sight but making noise) rather than attack straight away if you were carrying a torch which seemed interesting - giving a bit of creepy/danger vibe.
  2. It looks like he has moved them all into the Ruffled Feather Collection: https://www.nexusmods.com/skyrim/mods/13268/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D13268%26preview%3D&pUp=1
  3. Thanks Nozzer - I'll have to look at this!
  4. Thanks - sort of what I thought. I didn't think to check quest starts. Reloading a save does not seem to bring the missing actors back but I'm not sure about this.
  5. I am unable to get the character to move if I have a save where he is in the tower with the storm cloaks. Don't bother saving in the tower. Saves before the execution scene and after escaping into the keep are fine. This is not a FNIS related issue (as the character is not in T pose).
  6. I've had a couple of scripted NPCsmissing in Whiterun. Uthgard is missing from here scene by the stables - though the guy talking to here us there and says his lines (from Cutting Room Floor). The guy talking to the blacksmith about swords for the imperial army is missing - though the blacksmith is there and says hers. I ran into both of these later (Uthgard in the Benneted Mare for example) and they behaved normal. I'm wondering why they are missing from their scripted scenes. (I think I have actors turned up enough to catch everyone.)
  7. It's pretty good. Not essential, but adds quite a bit and makes Skyrim a bit more lively - which is the whole point of REGS to me.
  8. Normal (I think) - it's just showing what's overwriting what. Not a problem at all.
  9. Hi Darth M: The race menu allows you to move weapons and shields further away from the body now to prevent this problem (or correct the floating dagger problem if you've got the opposite issue. Below the position choice are several additional settings to further refine the location and orientation of each weapon.
  10. It's a little more difficult due to extra bandits (OBIS), some tough creatures in SIC and tougher dragons in Deadly Dragons settings recommended. But these can be set via MCM for the most part. The needs mods like Frostfall, iNeeds and Bathing also add some constraints, but rarely affect "combat" related difficulty. However, in general you can tailor the difficulty to suit your desires. The sword settings (1vs. 2) slightly change the angle of the sword on the back. IIRC 2 is closer to vertical than 1. Maybe 1 is 30 degrees off of vertical and 2 is 15 degrees. They are similar overall but you might prefer one or the other looks. You can fiddle with them in game by doing ~ showracemenu - it's easier to judge which you prefer when the character actually has a sword equipped. Quiver 1 is horizontal above the hips, I forget what 2 is.
  11. Yes. (Assuming you meant SR Patch for and not RS Patch.) Look at your soon be be exiled mod in the left pane, go into information on that mod and check out its conflicts to make sure you like what will happen to textures, meshes, scripts, etc., when you remove it. (As a preliminary first step I create a new profile and then copy the SRLE Overwrite mod (which is just a mod that contains everything in your overwrite file for that profile) into a new SRLE-Modoified Overwrite mod, activating the new one and deactivating the old - you might need to rerun BOSS.) Load up your order in TES5Edit and investigate the mod you are removing - make sure it is not carried into the SR Patch - if it is remove any problem nodes in SR Patch, Clean Mods, Sort Mods exit and save the new SR patch. (PS keep good notes of what you are doing because you will probably do it again for a future version of the patch, etc.). Your new SR Patch should not list the other mod as a master now... if it does you missed something. Then deactivate the offending mod in the left pane, check that you didn't get any warning abut missing masters on the right in the plugin tab, run BOSS and redo BUM if necessary, run FNIS, Wrye Bash, SUM. EDIT - to be clear I am NOT recommending anyone else remove this mod - it's easy enough to check if you are having an issue, and if you like OBIS I'm sure there is a way to solve it even if you are.
  12. Bathing breaks DSR's shield on back. After bathing the shield is permanently affixed to the character's back, it remains there if a bow is equipped or a sword drawn - the character tries to block Asia holding a shield why the shield remains on the back. This only seems to happen with the custom FNIS animations, not the default ones - no idea why. I did FNIS correctly (AFAIK) and the animation plays correctly - the character is just bugged after.
  13. Yanked out OBIS; I kept getting buggy (i.e high level bandit) spawns with it. (For example running out of the Helgen start and into the Bandit camp would often have a 35-40th level Bandit in there.) Plus I think it's just gotten too weird - I like my bandits to be... well bandits. The odd magician or guard dogs etc., in with them is cool but they just seem to be getting more and more weirdos. Using ASIS additional spawns will give me more bandits without all the crazy types. (Though I can easily imagine others really like the new bandit types - they are just not my cup of tea.) Maybe I'll try my hand at editing leveled lists to add a few new bandit types, some pets and give them a bit more variety in armor. Also dropped KS Hair - it's very nice but I actually end up going with the vanilla ones so it doesn't make much sense for me to take a slot with it. A mod that added a few more vanilla (i.e. medieval or somewhat rugged looking) hairstyles might be handy - I might look into getting an HDT hair mod - hair whipping around can look good. BTW, the latest textures and ENB, etc. are amazing. The game really looks stunning.
  14. Using the above setup combat against storm cloaks in Helgen was not too difficult. I was very conscious to let Hadvar suck up the first blows while I stabbed his enemies in the back while they were raining blows on him. One on one I could take down the storm cloaks with 2-4 hits (or so it seemed) though they very rarely got a chance to take a swing at me. The high level bandit (level 40 on at least one occasion) that some mod puts on the road to Helgen was almost invariably fatal to me. Hadvar could not tank them for long enough and our damage output was minuscule - it would take 30+ hits to take one down while 2-3 blows would drive Hadvar to his knees and one (or sometimes two) blows from a bandit would kill me. I fought this about 6-8 times and won twice - once against the level 40 guy trapped in the river (we shot him down to 10% of health before running out of arrows then killed him in close combat when he was too wounded to fight back - an effect of NPC - KO?) and once against an archer we outshot (killing in 6-12 arrow hits so probably lower level). All of this was on Adept. Also (in addition to the dynamic potion changes I make) I have also cut down the rear and side movement speeds as I think kiting battles are pretty silly.
  15. I've tried Animal Tweaks a bit and am uncertain. 1. I'm not sure I want animals leveling up with the player - do I really want to see level 45 Skeevers? 2. In playing the Helgen to Roverwood intro (with Combat Evokved, Dangerous Combat and -Animal Tweaks) - the new abilities, speed and high damage outputs makes animal fights pretty brutal - 2a. I've fought the 5 spiders in Helgen a few times now. The usual progression is Hadvar goes ahead into close combat while I snipe at them, he/we take down one or two before they drive him to his knees and then they charge me - I take down one more before they close with me and kill me. I will lose an archery vs spit duel and their bite is vastly more effective than my sword and shield. I can take them on one on one up close if not wounded/poisoned, but if I'm hit with spit first, I am doomed. 2b. Wolves on the road to Helgen - this is a very close fight, if I can kill one and wound another as they close, Hadvar can suck up enough damage and take down another letting me finish off any wounded. But if one or two fresh wolves get by him I'm pretty much toast as one or two bites takes me down. Overall it feels like if more than one creature gets to close combat I simply need to have a tank/essential follower to suck up damage. My play style of not using healing potions in combat (they are all set to heal over time rather than instantly and no stacking permitted) may be what makes many of these encounters dangerous - I simply have no way to regain health while in melee which, combined with the mods high damage out and disabling side effects, means a first hit will usually disable me and set me up for the second and fatal blow.
  16. Why is there a level 40 bandit on the road to Riverwood (around the Standing Stones)? 27 arrows from Hadvar and myself plus half a dozen sword blows to bring this guy down. I assume Immersive Patrols or OBIS puts a solitary bandit spawn point around here. I've done this half a dozen times and they always seem to be high level (especially when one is level 1 coming out of Helgen).
  17. How big is it physically? I think I'm at the point I need a whole new case for the huge cards these days...
  18. Thanks. Have you tried Animal Tweaks? I assume so and that you like it... Have you ever used Sky Test - if so how do you think this one compares to Sky Test? I used Enchanting Awakaned and think it's a great mod - but for a very focused play through style. If you want an Enchanting focused play through it would be great. It adds a lot if depth to the play of this. It makes enchanting a very esoteric field of endeavor with considerable nuances and specialization required - just the thing for making play as an enchanter more immerse. However if enchanting us only going to be a casual aspect of your play through then it's not very suitable. The inability to use most magic items without dumping several perks into enchanting means that warriors or thieves (for example) will generally not be able to make use of items they find. The very restrictive nature of the three paths through enchanting careers makes for an interesting game if you are focused on this - buts it's annoying if enchanting is just tangential to your game and you only want a magic sword and some armor for your warrior. Egocaribe is rebuilding it for v 2.0 - hopefully this will make it a mod useful for a wider variety of play styles. (I really like his dynamic potions and consider that a great mod for virtually all play styles.) I think I'm going to give Combat evolved (all except sneak where I really like Kryptopyrs Sneak Skills Revised) & Deadly Combat a try - the errors in Duel's ESPs have always left me a bit suspicious whether there are similar unseen glitches in the scripts that I can't see.
  19. Go into ...\Mod Organizer\mods\ Close MO. Create a new folder - call it something witty Move everything from ...\Mod Organizer\overwrite\ into this new folder. Open up MO. Activate the new mod folder on the left side of MO and activate any esps under plugins on the right. If you have multiple profiles create and activate one such mod folder for each profile (and deactivate the other new mod folders for other profiles) , building any patches then running FINS, Wrye Bash, SUM for each and moving the contents of overwrite into the new folder for each.
  20. Thanks! What are the six ratios above from? (I understand your description of what they do - just not sure where they're from - the community uncapper? PerMa?) Perkimus Maximus seems interesting but maybe too much - also not sure how stable/reliable it is - does it play well with Duel? I've used Duel 5.x extensively and just narrowly went against including it for now (hoping to get more feedback on something better perhaps) but though 7.x was too much - too much of a one shot - one kill from what I've remembered. I am somewhat turned off by the idea of having to run SUM for it I've also used Erkeil's Enhanced Enemy AI - can't remember if it made much if a difference - perhaps it did but I tend not to be on the lookout for things like that while I'm playing. Not sure if a perk overhaul or perk tweaks are the way to go. I like Kryptopyr's Stealth and Smithing mods. Something to fix enchanting would be great. I don't play mages so don't really care about that as long as enemy warlocks are reasonable. Maybe I should be looking at a lightweight combat perk overhaul like part of ACE. (I already use its realistic fighting but having used us perk mods in quite a while.)
  21. Are the new ELE options in Vividian 6.501 going to allow you to remove ELE as being redundant, or are these just changes to make Vividian more compatible with ELE? Never mind - I see you aren't actually using these features in Vividian.
  22. That's a handy place to keep files produced by FNIS, Wrye Bash and SUM, as well as ones SKSE creates during game play (such as character presets or FISS profiles). Having one such folder for each profile allows you to keep these files for each profile separate.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.