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Smile44

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Everything posted by Smile44

  1. Amidianborn Glass, and Tsun Armors can go, but not Nordic yet I think. The Body specific ones would need to stay though -Â presumably any patches to do with USKP and GDO can go as well. Probably going to need to look at all the patches eventually as more and more modders are cleaning up their mods and trying to get everything working together probably STEP and SR in particular have something to do with that. I'm looking forward to the new release of SR even if it does mean re-installing it or parts of it. All part of the fun. :)
  2. Thanks will give that one a go. :)
  3. Hi guys, I am at the point where I really need to start merging esp files. I have read up on it and as far as I can tell I need to load up the files I want to merge including all of their masters. Then I need to expand all of the esp files and then select all of the categories in each file finally right click and select "deep copy into" (or similar) and enter a suitable name for the new patch. The problem is that a) I may not have read all of this properly and have some errors in my procedure e.g. In an almost very useful guide I read it talks about assigning new form ID numbers to the esp files first which I am very unsure of. I know how to do it but not sure why or how it might affect the main mods that I am merging should I change the form IDs. b) I am not good with PC jargon - too much in a sentence and I just want to go and do something else. I do learn eventually and can then progress. Few guides are written in a way that non-programmers can understand easily. I think if I was to work through a specific example e.g. Atlas map markers (I read that there was a link to this somewhere) I might then be able to gain a bit more confidence with the process. Any help with this or pointing me in the right direction would be greatly appreciated. :)
  4. You wont see the installed mods in BUM it only looks for plugins that are not in the BOSS masterlist, which for the most part now are just the patches that you make in the SR guide as far as I know. You should seed your mods in MO.
  5. In the set up before doing any modding you need to have skse installed in your common\skyrim folder just the .dll and loader.exe files. You then also need BUM, BOSS, WB and TES5Edit installed. Then when you have MO installed you need to add all of the mentioned programs as executables in MO. Skse (the scripts that would otherwise have gone into the data folder) is then installed as your first mod in MO not WB. Wrye BAsh is only used for creating a bashed patch. Forgive me if I am wrong but it looks from your posts as if you have misunderstood the instructions for setting up MO properly. "I use SKSE through wrye bash" and "I installed BUM as instructed through NeoValen's guide. It's simply an .exe file on my desktop and when I open it I can't get it to open up mods installed from Mod Organizer" both suggest that you have not followed the guide. Programs must be executed through MO in order to use the mods installed in MO. Anyway I hope this helps point you in the right direction and if not - KEEP CALM (lol). :)
  6. No it doesn't completely overwrite it as it only provides 2 texture files the same ones that AOF uses they just seem to be better but still a matter of taste I guess, I have noticed better hair on some NPCs in the game since I tried it Washing hair without product would at first make your hair worse but after a few days your hair would look better (I bet there is a lot of big business that wouldn't want that known, look at how much they spend on advertising) - again a matter of choice. But fairly sure the people of yore did not go around with horrible greasy hair if they didn't have to. Look at me giving hair care advice on here and I'm well shorn.
  7. In game these look great. The hair doesn't look overly shiny etc.. You barely notice the difference unless you look for it. When you get closer it is more detailed and looks more like hair I think this is a must as now the NPCs have real looking hair that is not apachii but on the way with no loss to performance. It also makes AOF hair redundant. As for the idea of salons, that is plain false - hair only needs to be washed with water and the natural oils that the head produces can produce nice shiny hair. Most people don't seem to know this though. I have a friend who hasn't washed his hair with anything but water for many years and you wouldn't know. Besides if you lived in a world where you never know when your going to bump into someone wearing an amulet of MARA and have to run off to get married it would probably pay to wash your hair in a nice clean stream on a regular basis. :)
  8. Other thing to check is number of activated .esm/.esp files you have. must be 255 or less. This happened to me, I checked through everything including loading up the whole load order in TES5Edit before I realised what the problem was. Cut a few mods out and all was fine.
  9. Have to agree these look great in game - I don't mind the colours as they make it look like something special is happening when activated. They could be less intense perhaps but this is a small quibble. This is a good addition.
  10. The easy solution to this is to reduce the transparency of the HUD so that it is barely noticeable, and of course it can be kept off so only use when needed - I barely notice it or use it except when exploring but even so it is a bit of a cheat. As is the cross-hair, just disable it and learn to aim. All problems solved and immersion increased. :)
  11. Cheers matey, I did wonder.
  12. When updating EBQO it says to install the Dark Brotherhood Forever to Misc patch, yet as far as I can tell that Mod, though in STEP has not been added to SR yet. Am I being blind or has this mod been occidentally missed out from the guide?
  13. Cloaks clip, I'm sorry to say. Problem has not been solved yet. Not so much clipping without one though. Best to not carry weapons etc.. when wearing a cloak for immersion so that you still get the exposure reduction but with less obvious clipping.
  14. Combat AI"Enemies are now smarter. They'll dodge and block your attacks more often, be more aggressive when you give them openings and know whether it's time to flee or time to continue fighting. More than 100 AI stats have been altered to improve the combat system." In game this is a bit like playing against other players, in that they will switch from melee to ranged and back again as needed, block, use potions. Especially higher level enemies like bandit chiefs for example. Archers will take quite accurate pot shots at you and although it wont necessarily be a one shot death, you need to pay attention. Once you start getting at them they will move around waiting for you to come out of cover. "All enemies have their weaknesses and resistances. I won't spoil anything here, you'll have to find out which weapons and spells work best by yourself using some logic. While nothing prevents you from using always the same weapon against all enemies, if you really want to survive you'll have to use the right weapon for the right enemy." I'm not sure yet if there is a clash with Sky-TEST without the main mod I find no mention of animal AI, but this one might have a clash. "YASH_ImprovedClasses.esp - with this ESP enabled all NPC and creatures receive a bonus to all attributes and skills. Leave it disabled if you find the game too hard. It can be used as a standalone mod [requires DG, HF, DB and USKP]." This does make the game pretty hard, to be fair. It's the combination that makes it so involving. The main YASH.esp is the one that requires a new game to be started and as a mod with it's companion YASH_AllOptionals.esp does require a new game. I installed the modules on an existing game and they work right off the bat, but as always best to have that clean save to go back to. Only the combat module is needed to replace Duel though, as far as I can tell. You should be able to try it out on a mid to high level save and get an idea how it works for yourself needs all DLC and UPs but you know that if you've read the nexus page. I am no expert at the modding side, though I am learning, so I can only give you gameplay information. This should be investigated further though as I think it could be one of the best kept secrets on the nexus - no-one seems to know about it.IMO :) Edit: There are numerous clashes in the selection I'm currently looking at. Mainly the stats one has a problem as you might expect but most of these are a last one in the load order type of thing. The Combat AI seems to have a minor clash with Extensible follower framework but again I don't know if it's a last one loaded wins type of issue as it is items like weapon damage, weight etc.. which are deliberate changes by the mod. I expect load order might need to be adjusted via override in BUM. A more mod jargon literate personage with sufficient curiosity would need to look to answer your questions fully but I believe it could be well worth it.
  15. YASH is very modular now so you don't have to install everything as before. Though it does work very well I am not a fan of the way it makes you start so weak with 0 skill points as though the PC would not have trained or apprenticed at anything whilst growing up. Most of the rest is good though. The combat mod works very well and installing it alongside this mod's levelled plugins (also standalone) makes fighting very challenging especially if there are archers about. I would say that this makes the game more like Requiem but without the wholesale changes made by that mod. I am currently using these plugins but not the main .esp or many other less independent ones. YASH_CombatAI.esp YASH_DroppableQuestItems.esp YASH_ImprovedClasses.esp YASH_ItemsStats.esp YASH_OpenEncounterZones.esp YASH_PowerfulShouts.esp YASH_UnleveledEnemies.esp YASH_UnleveledLoot.esp So far these are all working well and I would recommend anyone who would like a game that knocks all other combat mods out of the park. OK that is a subjective statement but it could well be true. :) P.S. The encounter zones make the tougher bosses more rare but you can encounter them at any level. Also if you are being chased by anything including draugr, they will follow you out of the cave, dungeon, castle etc..
  16. "Yet Another Skyrim Hardcore Mod" or YASH for short is worth considering. It was built with lots of input from the USKP team so it should be an easy one to fit into SR. It is very modular and it's Combat AI module works as a standalone amongst others. So far it hasn't had a great deal of attention by the community but it is effective and works very smoothly. A natural competitor to SkyRe. :) Edit: This is meant to suggest just using the combat AI module as a replacement for Duel, rather than trying to incorporate everything.
  17. Wow! I was hoping for speculation of some kind - but this deserves the kind of reply that references your response with the word awesome in there somewhere. Thanks. :)
  18. Does Cerwiden need similar attention?
  19. Can also report no issues with new skeleton all works very smoothly. EDIT: Ok cancel that there are some problems. 1H swords not shown on back and only 1 sword shown on hip if 2 are equipped. Also in 3rd person only one of 2 swords is shown in hand whereas there are two in first person. :)
  20. I had problems with my BUM recently, BOSS wasn't happy either but only with MO. Windows restore solved the problem so clearly some kind of MS WIN MO conflict with the BUM BOSS exe thru MO.
  21. I recently deleted mine, nothing wrong with SR or the guide, had some other issues, but I find it oddly therapeutic reinstalling though I am going with 1024 textures this time to avoid stuttering and ctds. I don't get these with pure SR (well rarely) but we are all adding other things in there and well it gets frustrating, especially follower mods (UFO, EFF, AFT etc) they seem to conflict mightily with something and I am not yet savvy (patient) enough to figure out what (there is a contradiction in there somewhere). Anyway making mistakes is how you learn and I for on have leant a great deal doing this, especially as I am allergic to technical stuff. :)
  22. Having a quick look around the web, it would appear that there are a few problems of this nature when on horseback, most users are concerned with having difficulty causing any damage to NPC/creatures when swinging from the saddle unless the enemy is in front of the horse. This suggests that it might work both ways in that the attacks from the side have little or no effect when it comes to melee attacks. Could be tested by keeping the enemy in front of you and see if it damages you then. Looks like this is a Bethesda problem rather than a modded problem. perhaps only the horse takes damage from melee attacks from the side and any rider is treated as though being part of the horse for this purpose. Archery works because it uses a different targeting system I would assume. Just some thoughts. Edit: Is it possible that the faction friendly aspect of convenient horses is what is causing the problem?
  23. Thanks Neo for clearing that up, I wasn't sure from the description in the guide so did as above and set the behaviour flag to none. Fixed now. :)
  24. SkyTEST is now in SR so you might want to update. :)
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