Jump to content

redirishlord

VIP-Supporter
  • Posts

    1,293
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by redirishlord

  1. Consider pairing this with Equip-able Maps by scarabmonkey & kellpossible for the ultimate immersive land navigation experience, for all the survival types out there.
  2. Oustanding my friend! and I'll ground the bones from my DB contracts to make my bread, I mean bone meal. Really glad you posted on Immersive Clutter & Master of Disguise, both coincidentally compliment my current character quite nicely. I'll be restarting my Companion/Stormcloak soon, so MoD should provide exciting depth there as well, and he's sure to be landed gentry so you can never have too many iron ingots for home improvement projects. Re- configuring what you pick up, I'm thinking you're best served using the primary safety from your firearm. That's your index finger btw (& yes, I am a smart ass, but I mean well).
  3. Correction: Aiyen descended from Aetherius to bring the gift of flight to mortal mammoths. Excellent find on the "cart flipping issue", note to self: do not install hdt physics until after Helgen intro. Re- crafting recipes; Human Remains (various) to bone meal: by Sithis that's genius, I can be my own "cleaner". Elk Horn, Deer Skull: perhaps allow conversion to ingredient: large / small antlers instead of bone meal? ... if that's how moon sugar is made consider me rehabilitated ... otherwise: brilliant! Re- "cart grabbing issue" saves me chopping firewood, just grab the cabbage first, cart after.
  4. I like to travel with a mage and an archer myself (using your published mods, plus AFT, so that they have better stealth AI and can be set to use a specific tactic; archery, magic, spellsword). Adding weakness to magic &/or weakness to (elemental effect) poisons to my arrows in conjunction with spell using follower(s) does seem to be effective. It's the tactic of magicka / stamina suppression that I'm still not sure of, although I'd really like to be able to sap the stamina of two-handed enemies with follower frost spells and stamina poisons. I'm curious what npc's stat regen is like, my own followers under AFT regenerate far to quickly (there is a "disable combat regen" option, but once the last enemy falls they zoom back to normal). I'm not sure if that is indicative if how npc regeneration works, and with mod-added followers it's likely regen values vary quite a bit (I use OBIS, SIC and several quest mods which probably add their own custom actors). A script to force values of 0 is probably the surest route to silencing an enemy spellcaster, while having the two effects you mention in your post appeals to "realism" I don't know if the end result would be noticed (so you might save some effort with a single script?). As an end-user I'm primarily concerned with how it plays out & allows for new combat tactics (I love to find and exploit weakness in combat sims).
  5. I believe you are correct on my iPresentInterval=1 set in my Skyrim.ini, that is most likely unnecessary. The enblocal memory values are a recent change, seems to be working well so far but needs additional stress testing. I also turned off the Edge AA in enblocal and have my Nvidia Control Panel running its own 32xCSAA & 16x AF (assuming that's working as expected), and turned off the Vsync in enblocal as well (to use Nvidia adaptive setting).
  6. The "Ravage force stat to 0" is genius (especially since I'm not entirely sure the npcs operate in the same manner as the pc). I miss Silence (and a lot of Oblivion, don't get me started on what I miss from MW), I was assuming I would need a pair of followers with lightning based attacks and my own use of magicka poisons to suppress an enemy's magic use (quite possibly not worth the effort, but possibly granting insight into npc casting mechanic - assuming the magic user is durable enough to survive the experiment long enough to provide some data, I think I feel my "alignment" shifting but that's another game). Of course the revised ravage effect is dependent on a mod created to achieve that, but definitely one I would endorse.
  7. Good on ya, keep posting 'cause I need to catch up on the TTW front. Looking forward to comparing notes once I get more time to play with the wasteland.
  8. So, remember, STEP ini tweaks = stable. My current tweaks = potentially dangerous work in progress. You shouldn't make any changes you don't understand (I'm saying that as much for my benefit as yours), but I'm happy to compare notes & / or in-game experience.
  9. "RE: Followers I just have no use for them. Period. Even if all the other issues weren't there, I just don't find them useful. Unless there is a mod that keeps them from fouling my bow shots from range while they attack other NPCs, it is very unlikely that I will change my mind on this stance." Better Stealth AI keeps them from initiating combat until you do, AFT lets you set them to follow near or far and to fight as "archer", "magic only", etc. you can also teach them spells you know (which means you can more or less control their spell arsenal which informs their magic tactics, if they just know lightning bolt their attack routine should be predictable). Anyways, just suggestions, it can be fun to try new things (and entertaining to hear banter within your group & between them and other npcs in town, adds immersion). "RE:Lighting (Or Lack Thereof) ... Trying to get the shader settings to 'lighten up' a little, but so far, with no ENB setting documentation that I've been able to coax out of Google so far, it's a lot of guessing and assumptions. And we all know how painful THOSE can be." Consider using the in game enb gui to set interior ambient lighting values to a higher level (unfortunately the game doesn't distinguish between dungeons and urban interiors, but that's probably more an issue when decreasing illumination not increasing it). You will be able to see better, but won't draw enemies with a light source . Another approach (if you dig the realistic darkness) would be to use nightvision, I use the mod Hunterborn (without Frostfall or a Needs mod to alleviate script load) which allows me to create a nightvision necklace from animal bones, very handy. Re- OBIS: I use OBIS & OBIS Redone and really enjoy the combo. Redone adds several custom themed loadouts to the OBIS spawns that I think give the bandits a lot of immersive depth. I keep the spawn settings reasonable (at least so far on a new game, just hit level 20) +1 bandit per spawn & max 3 additional bandits per cell. I think numbers wise that's where I want it, for additional difficulty at higher levels I'll probably just use Deadly Monsters to buff "humanoids" further (also allows modification of animals, creatures, undead by category with values for H/M/S, armor, magic resist, melee damage, magic damage).
  10. You had me at "Detached Eyeball" ("it's not the taste, it's the consistency" oh, just threw up in my mouth a little). I was thinking along the Hunterborn lines myself (since you already included a patch) and cave clutter specifically. I just used AS-LAL to begin the game as Forsworn and being able to create various bone weapons earlier rather than later (to hunt more animals and create more bone gear, rinse repeat) seemed very appealing. I've moved past early beginnings in my current playthrough, but I just cleared at Orphan Rock so I can check out if that Detached Eyeball will also produce a random eye ingredient from a leveled list tonight.
  11. Well, I followed F&L FNV and had that pretty well dialed in, I just haven't been playing with it for the past few months. As far as TTW, I haven't ventured down that rabbit hole, yet, just downloaded various mods & I think I might have done the NMC texture setup (can't remember now). Re- UI, I just followed SRB's instructions, but I haven't added JIP C&C yet (intend to, just haven't got around to it). When I find time to game lately I've been all up in Skyrim, got this whole Forsworn / Hunterborn thing going on. I guess its not much of a change playing FNV hardcore in the wasteland, replacing hunting with "prospecting", maybe this weekend?
  12. I concur with your observation on Stamina re- power attacks / shield bashes (I wish I had the knowledge/time to make a combat mod that charged a fixed cost for actions & did so reliably thus preventing a bowl of vegetable soup allowing me to use my shield to play "paddle-ball" with an enemy, I'm pretty sure papyrus lag would prevent that from working as desired even if I could script it). As far as reducing the Magicka / Stamina of enemies, my perception (rather than any empirical knowledge) is that it just isn't effective & I gave up on those types of poisons & spell effects. Lately I've begun to revisit Magicka / Stamina effects against my enemies using them myself as well as arming a pair of followers in hopes of overwhelming whatever game mechanic enemy actors seem to be enjoying. I'm just getting set up to barrage enemies with multiple frost / shock effects and haven't begun acquiring / making poisons yet, so I unfortunately haven't begun rigorous experimenting yet. Any thoughts on how best to monitor enemy status with regard to Magicka / Stamina? I like to begin showering enemy Mages with lightning and magicka poison in earnest, but I'm not sure how to gather data? * perhaps EgoCarib (Dynamic Potions author) could shed some light on those effects.
  13. I would if I could (plahlays, halp *in Jovovich voice), but I know less than you. I've sniffed around the TTW site, read some, but haven't tried to set it up yet. They do have a chat roll over there, and Roy is really helpful (drop some classic metal references to get on his good side). I've been RL busy, and playing / playing with Skyrim lately, I need to get back to FNV / start TTW soon (new Walking Dead season!).
  14. I don't believe ETaC textures need optimizing, but I'm no authority on that. Of course if you don't like the ETaC textures (or think they aren't perf friendly for you) you can always runn the installer again and select "vanilla" (ETaC's definition of vanilla is whatever else you have installed I believe) to get your existing (optimized) textures back on the ETaC farmhouses and such.
  15. You shouldn't notice a performance hit with REGS Cities, and it has a rebuilt navmesh so I'd use it. Some users mention a performance hit with ETaC, but the textures are 1k (or whatever you normally use if you select vanilla in the installer) and it really does a great job of improving the smaller cities & towns (doesn't touch the larger cities, yet).
  16. You are missing these files from the REGS Pack (or need to check their boxes in the right pane of MO if they aren't active); REGS - Cities [spoiler=Description: ]This mod is actually a merged version of: A modified version of Nernie's Cities; Skyrim Sewers; Windhelm Lighthouse, and; has many additions, fixes and a complete new navmesh made by CJ2311.All in all, this mod makes changes to: Solitude, Whiterun outskirts, Windhelm outskirts and it adds sewers to the 4 main cities. Authors: Nernie, Viltuska, MannyGT, CJVersion: 3.3Mod Prerequisites: Nernie's Cities Expanded Towns and Cities [spoiler=Description: ]The most comprehensive mod for changing the smaller towns. Unlike most other mods that aim to do the same, this one does it intelligently by hand placing a lot of elements, new buildings with functional interiors and working NPCs, instead of just putting trees everywhere.Author: missjennabeeVersion: 12.1Optionals: ETaC - PatchesInstaller Options: (Main File)Complete or ModularNo InnsDo not install Dragon Bridge South (for compatibility with Fight Against the Thalmor)Inn Signs: User's choiceTextures: User's choiceInstaller Options: (Patches)Better Fast TravelExpanded Winterhold RuinsFalskaarInns & TavernsLanterns of SkyrimNo Snow under the RoofOblivion Realms SerieStatic Mesh Improvement ModSpecial Instructions: LOOT Rule: ETaC - Complete.esp AFTER 3DNPC.esp
  17. Nothing crazy; CPU i7 4770k @ 3.5GHzRAM 16GB (2 x 8GB DDR3 1866)GPU NVidia GTX 670 2GB120 GB SDD (Windows 8.1 64bit OS & Star Citizen Hangar)1TB 7200 RPM HDD (Steam Archive; Skyrim, FNV, etc) I'm excited that Nearox has a thread for SR:LE on 2gb gpu, perfect advice for me (even if I don't follow all of it, and eat the performance hit).
  18. I've got Vivid Landscapes installed first with AMB Landscape after and Terrain Bump on top of that. I'm not sure which specific textures are popping in that shot, MO's data tab is showing a mix of all three in the various textures for "mountain". I have ugrids at 7, so that is probably helping, and SDO (without the esp) which may be making Bleak Falls Barrow detailed. I use Serenity ENB as well.
  19. & big thanks to CJ & Nearox for the REGS Pack. Hey, I can see my house from here!
  20. Right, the STEP patches are specific to those mods and have a readme with specific details as to their contents (which you should read so you know which to use & what it contains). The REGS patch installer is different in content and scope and should also be used. STEP Core is your crate motor, STEP Extended the factory performance parts, REGS the aftermarket bolt ons - they all stack and compliment each other.
  21. Good point, I should do a script latency check (thanks Convenient Horses for including that) to see if I'm taxing my papyrus resources before activating the mining animation.
  22. STEP:Core/STEP;Extended Patches with STEP:Core/STEP;Extended (there is a readme with details on patch contents, which helped me as I didn't use every mod from STEP). "REGS Patch Installer even if you only installed 1 mod." It contains various replacer esp files, some with rebuilt NavMesh (I know I didn't want sort that myself), and patches for REGS mods. The installer makes it easy, and you can hide the esp files you don't need in MO's information tab.
  23. "Plz post the default ini files if you have it" Just move your tweaked ini files to a new location and launch the Skyrim launcher, it will create the default ini files in the default location when it detects they are missing. Nearox is right about ini tweaks, less is more. I followed tweak guides with industry names attached and really borked up (technical term, right?) my performance. The STEP & SR:LE mods will set you up well for performance, even better if you don't like the lush vegetation look (performance hit for graphical goodness).
  24. Ewi65 does good work with those, but you might try tweaking the grass settings, both amount & fade distance can add up if you have vegetation mods (especially dense versions). skyrim.ini [grass] iMinGrassSize=40 >> this is a dense setting, you might try higher values to save performance the same would apply to fade distance.
  25. That makes sense, MO gets paranoid about script extender plugins too, I can see the virus checker false flagging something like that.
×
×
  • Create New...

Important Information

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