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rootsrat

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Everything posted by rootsrat

  1. On the other hand, I did installed this mod through MO and have not encountered any issues (I use my own customised settings, so I'm confident the mod is working fine, as my character levels as I set it to).
  2. Interesting. I removed Bandoliers and JaySus swords for my new set up that is being prepared, but I kept IA and IW. I've never seen the higher level items for IW and IA, so can't comment on fitting in game though.
  3. 10 AM here, UK. I have good few hours before I'm back home from work :(
  4. Looks interesting. It would be good if it included some exterior areas as well though.
  5. Moved to more appropriate forum. Mod Suggestion is for recommending one mod at a time.
  6. I changed the thread title to reflect mod name change. I also use it, along with all the other Vivid Landscape mods. It's beautiful and all of the mods fit together nicely as a series. I use Classic Grey. Like Garfink, I think that 1) both brown versions look out of place, and 2) tundra areas look TOO orange with brown versions. Grey rocks give those areas nice contrast.
  7. Does it use scripts?
  8. Well, due to the scope of SkyRe changes (presuming you use all the modules), there are a LOT of conflicts with other mods that render some changes made by those mod useless. A few that come to my mind are Immersive Armors and Weapons, Weapon and Armor Fixes, quite a few fixes provided by Unofficial Patches (Skyrim, DG, HF and DB) etc. The Unoffcial Skyrim Patch fixes some of those, as do Balbor's and qotsfan patches, but there are other conflicts, depending on mods that you use. SkyRe is a massive overhaul and just the fact that there are 3 different patches for it (Balbor's, qotsfan's and Unofficial) gives you the scale of it. And even all 3 don't cover everything.
  9. Ask yourself though - do you REALLY see all the functionalities of SkyTEST and can you really tell they are working? Apart from new spawn points of course (btw, heavily modded Skyrim doesn't like a lot of new spawn points!). Try to play without SkyTEST for some time. Guarantee you won't really see much difference. Yeah, you should use the patches, they do fix stuff, no doubt about it (I should know, I checked every single one of them in TES5EDIT and went through every single record). I don't know what AFF is, but if by EFF you're referring to Extensible Followers Framework, then yes, it's fully compatible with SkyRe and I would encourage you to use it. I am not sure about the new beta version, I didn't test that one yet, but I don't see any reason why it wouldn't be. As for the script fix - I don't use it, I never heard of it either. As a final note - remember that constant adding and removing scripts to/from your existing save game will do you no good and can create problems down the line. Create a set up and stick to it throughout a single playthrough. P.S. I am currently testing my new SkyRe set up, as the previous one failed miserably when I got to level 12... I reduced number of mods I use and I am currently going through each and single mod in TES5EDIT to create custom patches. If you want to wait couple of weeks (at most), I can send you my modlist and the patches so that you can recreate it on your machine. Hopefully with reduced number of mods it will finally be a stable build!
  10. Based on OP shot compares, the only textures from Langley that appeal to me were the bed and the ragged cloth. For the rest, I prefer vanilla/STEP. Saying that though. a few shots were too dark to properly see the object and I'd probably need to see the items in game myself.
  11. Overkill. Doesn't fit good into the game in my opinion.
  12. SkyRe has A LOT of conflicts that are not resolved by unofficial patch. In conjunction with heavily scripted mods like SkyTest and Automatic Variants it's a killer. I used to use SkyRe+AV and SkyTest, but I ditched two latter ones (I never used ASIS). I strongly recommend NOT to use SkyTEST. AV may be fine, but I removed it also, to be on a safe side. As I said, there are a LOT of conflicts with SkyRe and it requires many custom patches that are not available on Nexus. It's not going to actually break your game, but many mods will not use their full potential, as SkyRe overwrites A LOT of records. I'm afraid there is no solution to your problem, apart from removing some mods. In heavily modded game, when there are a lot of scripts running, SkyTEST is useless. It's scripts are delayed most often, I noticed that animals never ran away from me, until the script kicked in, it was very unrealistic. And in all fairness, after removing it I don't see much difference in animal behaviour.
  13. Papyrus is not my specialty, so I'm afraid I am unable to help you there. And in all fairness, I don't think that a full STEP install was OFFICIALLY tested in a prolonged period of proper gameplay. In theory it should work fine, but remember that heavily modded Skyrim is always a risk of instability. As for SR - Neo would have to answer that question.
  14. I would say this is too many scripted mods. Try removing Automatic Variants and SkyTest for starters and see how that goes. I play a mixture of SR, STEP and my own mod selection. I used to get A LOT of freezes. I removed Enhanced Blood Textures, BFS effects, SkyTEST and Automatic Variants and now I get no freezes (I get ILS intead :/ but thats due to using too large texture packs I think, testing is in progress...)
  15. Sorry to necro an old thread but I have a question about this. My game sometimes freezes even though the sound keeps playing. I also use that combination of mods. Did your freezes with EBT only happen during combat or also let's say 10sec after combat (this is what is happening to me). Post combat freezes are probably caused be some other mod... Post your BOSS log and some details (see here) and we'll have a look.
  16. That was exactly why I said I'm hesitant towards mods like this :) Too many failed playthroughs due to excessive scripting.
  17. W&AF require a patch to work with SkyRe. The mods are not compatible, mainly due to keyword discrepancies. There is no patch available at the moment. The multi-mod compatibility patch available on W&AF page is for other mods, not for SkyRe. The latest version of Qotsfan's SkyRe patches offers some fixes introduced by W&AF for people that don't use that mod.
  18. Nice find! Think I'm going to use Pure Waters for textures, then Optionals from WATER (plants, splash etc.) and the Waves you linked, thanks for that :) It will require some testing, but hopefully it will all work fine together!
  19. I did some testing on the previous version of the mod and the sound removals I tested worked fine. I did not test ALL of them and it was a while ago anyway... In the end I decided to remove only the sneak attack, as the game felt just wrong without the other ones somehow. It's perhaps less immersive, but the sound effects of level up, quest completion, skill level up etc. are quite ok in the game. It was weird playing without them and in the end I decided to mute sneak attack only.
  20. Hm... I checked today water mods (WATER, RWT and PW) and I must say WATER is still my favourite. PW looked better in some places, but the waves from WATER win me over. RWT also has waves, but the lake water looks artificial in RWT. Overall: Textures: PW > WATER > RWT Functionality (water flow, waves): WATER > RWT > PW Overall: WATER is a winner to me.
  21. I am really hesitant towards mods like this nowadays. Couple of weeks ago I'd be all over it, but recent problems I've been having with Skyrim made me change my view on modding... Sent from my Nexus 7 using Tapatalk HD
  22. Just watch it. [video=youtube]https://www.youtube.com/watch?feature=player_embedded&v=bOv69mtnAeU
  23. I think Tech is preparing the comparison, but since he's extremely busy, it takes time.
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