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redirishlord

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Everything posted by redirishlord

  1. You are already in the place that answered those questions for me. It wasn't quick or easy, took a lot of reading, asking questions on the forum, more reading, lots of trial and error, and of course I'm still learning. Switch to Mod Organizer (if you haven't already) and start building a STEP Core install. Expect to start and stop a few playthroughs while figuring out how dial things in, and have fun with the process.
  2. It's a trail and error learning curve kinda thing. Modding for Users is a skill unto itself, and can only be learned by doing, mistakes are inevitable. At least that's what I keep telling myself so I feel better about making them.
  3. We need to talk about your flair ... Now, you know it's up to you whether or not you want to just do the bare minimum. Or... well, like <Me>, for example, has over three hundred mods, okay. And a terrific smile. Bad Office Space paraphrasing aside, using the TES5Edit merge script, best practices and general knowledge from the STEP Forum, and a potentially dangerous level of bravado your number of plugins isn't neccesarily a concern. Available memory and papyrus load are most likely more important. Choose textures appropriate to your hardware (see the STEP guide for best practices on that) and avoid overloading yourself with scripts (see STEP Packs for users takes on good combinations of mods to extend STEP core).
  4. Another great find! Definitely one of those things I didn't know was bothering me, until it was pointed out, of course the trading city's inn should be larger. I use ELFX, so I'll be on the lookout for lighting issues (sounds like there is one in the ground floor room?). I'll let you know what I think once I get to Whiterun (starting a new playthrough, wait for it ... using MO. Me no use BAIN? Crazy right?).
  5. Great find. Looks wonderful, and memory efficient too, consider me a convert.
  6. Using it, liking it, ETaC has a patch for it. What more could you ask for?
  7. Per the author: "So yeah guys, this mod is essentially done. Har har, get it? ESSENTIALLY done. I crack myself up. Of course, I will continue to update it for any SKSE changes or bug fixes, but other than that I am out of ideas on this endeavor."
  8. When this, rarely, occurs for me I've just opened the console & "markfordelete"ed the offending lizard corpse. Having a fix integrated into USKP sounds even better (fingers crossed).
  9. Honestly, not sure about that. I haven't been in the wasteland for I while, I got distracted by Skyrim. I do know ugrids 9 made long range targeting more appealing, but I didn't get a chance to pick up a scope in my limited testing so I don't know how much of an improvement (vanilla scope work was terrible back when with actors popping in as I zoomed and AI unable to acquire me). If you find a good LOD solution by all means post a link, I'd like to download/endorse/enjoy it.
  10. I've run EssArrBee's recommended mods with my ugrids at 9 (and 4gb/NVSE beta/enboost) and it plays smooth and stable, you might give it a try.
  11. I'm hesitant to apply the update (I downloaded it when prompted by the Nexus tracking page) as many of the mods in my profile have compatibility or patches with SMIM. I'm thinking I should wait to update all at once, right? I'm holding off on the USKP 2.0.4 update for the same reason. Am I being overly cautious?
  12. What about leveraging the 4gb loader and NVSE memory patch to use ugrids 9 as a solution?
  13. So true, I updated my B.U.M. then went into a shame spiral as I didn't remember that BOSS needs to be loose in the SteamCommon directory, not somewhere else more asthetically pleasing to me. Glad I found your old post.
  14. I am using the following in this install order; Jewels of the Nord (genericrings.dds & genericrings_n.dds), SMIM, Gemling Queen Circlets, Gemling Queen Rings, Lefthand Rings (I like the old school D&D 1 ring per hand paradigm), Gemling Queen Lefthand Rings Pack, Gemling Queen Amulets, Gamwich Amulet Retexture 1024 (it even looks nice with the 3 stone amulets). Looks great, works as intended, I recommend it. I notice a missing (purple!) mesh with my sapphire ring if I uninstall Jewels of the Nord. I also use CCOR/Jewelcraft, so I'm not certain about the source of the "sapphire ring" item, I created it at a forge. Again, recommend the mod list above in that order, thanks to the mod makers for your work.
  15. I find scoped bows works well with Oblivion style Sneak Crosshair (the "detection eye" is relocated to the bottom of your HUD between the health & magicka gauges) and iHUD (allows customization & hiding of HUD elements). This setup allows for aimed spells & crossbows when not in sneak mode, and stealthy scoped bow use. For general stealth / thief play I recommend ACE (subtley reworks perk trees for better gameplay, modular / buffet style), Deadly Combat (locational damage and other combat tweaks that make marksmanship more dangerous & rewarding) and Stealth Skills Rebalanced (more difficulty in thieving functions & thoughful / balanced changes to perk trees). These three mods are compatible with each other (patches included) and make for great gameplay, especially for stealth focused characters.
  16. Essential Knockout Overhaul is a Skyrim Combat mod by Sevencardz. The Nexus description follows; This mod will knockout essential and protected NPCs when they lose all of their health and go into bleedout. In the vanilla game, essential and protected NPCs simply take a knee when they take too much damage and then they get back up to fight almost immediately and there is no way to stop this from happening. This mod fixes that and also gives you a variety of options to choose from while the NPC is knocked out, such as looting, moving, and/or reviving the poor sod. NPCs will wake up 1 - 4 in-game hours later, or you can manually revive them with a healing spell at any time. There are two editions of the mod and both editions handle essential NPCs the same way, but where they differ is in how protected NPCs are handled. The basic edition simply allows protected NPCs to get knocked out just like essential NPCs do, but the player can also kill the protected NPC at any time, just like in vanilla. The unprotected edition takes this a step further by allowing anything to kill a protected NPC if that NPC is still recovering from a previous knockout, however, it also prevents the player and anything else from killing a protected NPC who has never been knocked out or who has had enough time to fully recover from being knocked out earlier. Recovery from knockout can not be cured or expedited and it can take anywhere from 2 - 8 in-game hours. If an essential or protected NPC takes damage when they take a knee during bleedout, that NPC is immediately knocked out. Both essential and protected NPCs have a chance to recover from bleedout before losing conciousness and becoming incapacitated. Higher level NPCs can stay in bleedout longer, giving them more time to recover. Essential NPCs recover from bleedout with full health just like vanilla, so make sure to finish them off when they take a knee to make sure they don't get up and come back swinging at you. Protected NPCs can still be killed by the player and by any other NPC as well if you choose the unprotected edition. Any non-damaging hit will revive knocked out NPCs at any time, as long as their health is fully restored. For example, try casting healing hands on them. This also works on NPCs knocked out from brawls. NPCs that get knocked out will be completely incapacitated for one to four in-game hours. While the NPC is knocked out, you can access his or her inventory and it doesn't count as stealing. You can also shove their helpless body into a corner or out of the way. Feel free to draw various body parts on them with sharpees as well. Changes & Conflicts; This mod overrides the OnEnterBleedout event in the Actor.psx script, adds the Knockout() and Revive() functions, and adds the Bleedout, KnockedOut and Recovery states. Since Actor.psx is the basic script for all actors in Skyrim, any actor that has its own implementation of this event will not be affected by this mod. If another mod modifies Actor.psx itself, then it will conflict with this mod. The good news is that a patch would be very simple to make unless the other mod happened to modify the same events, in which case it probably wouldn't make much sense to make a patch anyway because both mods would be changing the same thing. My personal experience; The Basic version works great with AFT and allows for an immersive control on followers throwing off game balance/difficulty. I enjoy many of the voiced follower mods available on the Nexus, and EKO is a very immersive way to keep them from throwing game balance to far off (combined with AFT settings to make essential without allowing boosted stats or combat regeneration). Having a follower I want as part of my story killed = not fun; seeing a follower eat a mace sandwich, drop like a poleaxed steer, and eventually thank me for healing them after combat ends = priceless.
  17. Answer; I've got Amulets 3.0, Circlets 2.0, Rings 2.0 all installed, no plugins just meshes and textures. Overwrites CCOR, Jewels of the Nord, SMIM in places (all for the better IMO). New Question; I have JotN installed early as part of STEP with the Gemling suite installed after (overwriting as I prefer GQJbS), however four files from JotN are not overwritten (texturesarmoramuletsandrings genericamulets.dds genericamulets_n.dds & genericrings.dds genericrings_n.dds), do you know if these files used in the vanilla game?
  18. Sounds like this should be considered for STEP Fixes section, corrects/improves an existing feature to work the way it should & includes compatibility with other mods (re- commodity values).
  19. I really wish the effort to produce ESO had been used to create "TES6" with online multiplayer like NWN. In other words co-op the single player content with your pen-and-paper gaming group or new friends from the "TES6 forums". The publisher could earn continuing revenue from said "TES6 forums" match-making features and mini-DLC bonus content. To avoid a zero-sum competition with modders, make any DLC canon expansions to the game, and let modders be modders creating additional enhancements beyond that. Fans would buy DLC both to enhance their game experience, but also to show their support - which would be earned through the new canon content frequently rolled out. Foster an active community allied with the game creator througha rich and mutually benficial forum - check out Star Citizens RSI forums for an example of how to do this (its still a pre-alpha, but you can see how its growing into an online companion to the full release). Of course you should take all that with a grain of salt as I'm no fan of MMO-RPG, I am a big fan of TES single player and eager for the next offering, and a Star Citizen fan boy / supporter of how they are attempting to change to game publishing dynamic (as well as a backer).
  20. 'fraid its been sunny past few days, bit overcast this eve, maybe rain tomorrow? I'll let you know how enb rain & RW2 ripples look and see about comparing to Real Rain if need be. You're on your own for CoT, I'm happier with vanilla + enb.
  21. FWIW I have not had any CTD events related to EBT, but I don't run Frostfall any more (I often had CTD events using FF with RND and Hunterborn). I think script related CTD events are likely due to the volume of papyrus activity and aren't the fault of any one mod, but rather the excessive use of several by the modder (see above for my personal experience). If anyone has definitive evidence of EBT being poorly executed and a primary driver of these events it would be great to see it peer reviewed here (not by me, I do not have the expertise, but I would love to read through the analysis/debate).
  22. I do not use CoT since switching to Serenity. I have been using Serenity with Real Rain, but recently noticed in Serenity's forum posts that it includes enb rain. I have now uninstalled Real Rain to verify what enb rain looks like so I can make an informed decision as to which rain I want.
  23. i believe Serenity has ENB Rain now (maybe always did?), so you might consider trying Serenity with & without Real Rain (maybe with a thin/for enb optional texture) to see what you like best (I'm currently trying that now).
  24. Ewi does some great work, nice find.
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