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TechAngel85

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Everything posted by TechAngel85

  1. Discussion topic: Spell Perk Item Distributor by powerofthree Wiki Link Accepted for v2.0.0 Use with these SPID configs for now (context): ODIN Spells for NPCS by oyvveg Vokrii Perks for NPCs by oyvveg A helper resource for modders which allows them to support files for distributing mod-added perks, spells, etc. to NPCs at game start.
  2. Discussion topic: Enemy (R)Evolution of Skyrim by Mangekyoumadara1987 Wiki Link Accepted for v2.0.0 This is a mod...more patcher...that helps distribute mod-addon perks, spells, and more to NPCs at game start.
  3. It does both. The perks are overhauled. The Nexus page is quiet extensively covers what it changes. Nothing felt overpowered or underpowered. I actually ended up hanging on to perk points to spend more wisely.
  4. EEOS sounds like what we need for that and it supports Odin already:
  5. Do enemies use these spells as well: This would involve adding entirely new enemies that know these spells, which would cause a conflict with basically every enemy overhaul mod. Enemies do use Odin staves they may possess, as well as the overhauled vanilla spells such as the new healing spells and improved wards. There are tools to distribute spells from your load order to enemies from your load order, like EEOS and ASIS
  6. @sheson, quick question... I've gone through Docs and this forum. I've only seen Optimize Unseen being mention set to numbers on LOD32. Do the number settings work on LOD8 & LOD16 too, or just the map?
  7. I played with this enabled through a level 12 character as a "battlemage" (magic in one hand, sword in the other) to compare the magic to normal combat; again...couldn't find any faults. The reworked perk trees that I experienced all made total sense. I never once had to make a choice of choosing a perk just to get to another one I wanted. In other words, the perks are aligned so the they relevant to the type of character you're building; each perk builds upon the next smoothly. That is largest issue with vanilla perk trees, and it seems to be pretty much resolved in Vokrii. Overall, this was a refreshing experience away from the old vanilla grind. The new trees feel familiar, but with a refreshing remix to fix most your annoyances. The mod was made to integrate well with Odin, so there aren't any complaints when the two are used together. I see no reason not to add this one.
  8. I played with this enabled through a level 12 character as a "battlemage" (magic in one hand, sword in the other) to compare the magic to normal combat; couldn't find any faults. The new spells feel like they were always part of the game, and are well integrated. Magic, overall, feels a bit more powerful, which helps to balance it with weapons. However, it's still not at powerful and doesn't kill your enemies as quickly as a weapons does, but it's better than pure vanilla. It combines very well with Vokrii. I see no reason not to add this one.
  9. There's no reason to keep MM "DynDOLOD" file active after DynDOLOD generation. No one should be using the MM xLODGen files.
  10. This Guide has been updated. A general review and update to the entirely of the Guide has been completed (grammar, formatting, etc.). Some updates where made to recommended folder structure help the support of standalone applications and multiple games. The common tools that will be used for most Game Guides have been moved to this Setup Guide to help eliminate repeating information on multiple Guides.
  11. All is correct. Bellyaches Dragons was replaced by Rustic Dragons. MM Real Elks was simply dropped because the textures have issues of causing the elks to be very bright in certain lighting. As for Creatures, I can' attest to weather or not it's still needed as I don't have anything set up on my system right now. I upgrade my system and just reinstalled Windows yesterday. It'll be some time before I'm to the point of checking that out. It would be a lot faster, @z929669, if you could update to the latest Guide to check. Else, it's going to be a good while (a week...maybe more?).
  12. Thanks. It's been fixed.
  13. You can try any of the patches. We'll make our own in the L&W Patch to so the lights match that of the rest of the lights with our lighting and weather setup.
  14. I've noticed it too. I think it's the LoS light color. I have a couple things noted to fix and this is one of them.
  15. Yeah: https://ck.uesp.net/wiki/index.php?title=World_Spaces You can set "Useable Dimensions".
  16. You can just run it to build one after the Patches section of the Guide.
  17. Did you set Fixed Dimensions when you created the worldspace? If so, it's only going to generate out to the edge of the dimensions and no further. Should probably leave Small Worldspace unchecked too.
  18. I don't know where you are within your process, but if you want water you can only do one of two things. You have to set it higher than the landscape and build the "land" up. This is how any island would be made so that water is all around it. The other option is digging down to the water underneath the landscape. This is how things like rivers are typically made.
  19. Yes, I'm assuming you're using the CK, so I was referring while in CK. You can set the worldspace's water height. Worldspace building is a large and time consuming thing to do.
  20. If you want the edge of the worldspace to be water, just set the water height to the same height as the land. You'll obviously have to build the landscape up that isn't supposed to be water. Else, you'll have to use mountains along the edges. Clouds are determined by weather.
  21. Whaaaat!? Curious what happened. I left the Discord server a while ago because it was getting a bit unmanageable with the number of users and lack of moderation, but I still like all those guys/gals.
  22. All Simple Magic (I corrected your link to the SE mod) is doing is swapping potion and clothing effects. Not much a change and leaves a lot of issues unaddressed. Better Magic isn't available for SE, but the changes made are similar to Odin's changes with an alterative approach and without adding spells. For example, cloaks in Odin grow in power/duration while in Better Magic they grow in power and size. EnaiSiaion specifically said they didn't change the size because cloak spells go through walls and you can easy end up with a large area clock that kills enemies in adjacent rooms...basically the spell gets cheesy at higher leaves. I happen to agree with Odin's approach on that and many others when comparing the two. Odin seems to be very well balanced where if something was increased or decreased in it's stats, it was done for logical reason balanced out by other changes. It's true that Odin nearly doubles the number of spells for all schools of magic. I don't see this as an issue for two reasons. The first is to keep in mind when playing a mage build, players typically only go for one or two of these schools due to limited perks. If that Master spell is a goal, players can't spread their perk points too thin or risk not having enough points to get that Master spell. Players are simply getting a wider selection for the schools they decide to train in. The second reason is keeping in mind past games. Though limited to specific effects, Morrowind had players creating their own spells by mixing combinations of effects. Thus, the spell variation available were in the hundreds, if not thousands, of possibilities. So the number of spells in the game shouldn't really be a limiting factor. Though doubled, that's still not as many spells as other magic overhauls add. The spells added by Odin seem to fit right inline with vanilla too. EnaiSiaion is a really good author that knows their stuff, so I'm fairly confident the added spells are Bethesda-level quality that fit perfectly into the game. This needs some testing, however, I wouldn't expect to see anything that makes me say that shouldn't be there.
  23. Discussion topic: Vokrii - Minimalistic Perks of Skyrim by EnaiSiaion Wiki Link Accepted for v2.0.0 CACO patch: https://www.nexusmods.com/skyrimspecialedition/mods/46476 CCOR patch: https://www.nexusmods.com/skyrimspecialedition/mods/19518 Other useful patches: https://www.nexusmods.com/skyrimspecialedition/mods/26278 This is another mod in this author's "vanilla plus" series that is made to work well with Odin. It would cover the perk side of users asking for magic, perks, and more skills. I'm even more curious as to what everyone thinks of this mod than Odin because I'm not completely familiar with all the perk trees. I've had a good read over this mod page and compared it to our Mandate, like Odin, nothing seems out of place. The perk trees that I am familiar with seem to be well overhauled to allow for specific builds. This means players are less likely to be forced to pick unless perks simply because they're an obstacle to a perk that is desired. In this way, related perks seem to be along the same "branch" so all the previous perks would still benefit the player. The perk altering mods we already have in the SE Guide do this same rearranging of the trees they affect, so adding Vokrii would be like expanding this same effect to all perk trees. Vokrii is probably one of the best fits for the Guide that I've seen in a while, but more opinions are needed. As for compatibility, it has all the patches that we'd need already available, and most of those could probably be incorporated into the CR Patches. This mod, like Odin, would like become a hard requirement for the Guide.
  24. Discussion topic: Odin - Skyrim Magic Overhaul by EnaiSiaion Wiki Link Helpful patches: https://www.nexusmods.com/skyrimspecialedition/mods/46445 Testing: Disable Modern Brawl Bug Fix, as this mod includes that. I'm curious as to what everyone thinks of this mod. Some things users have asked for repeatedly are overhauls for magic, perks, and more skills. We've repeatedly responded with, "we haven't found one that fits Step". Well, I've had a good read over this mod page and compared it to our Mandate. The page had me smiling at points, which meant it aligned with what I would expect something like this to be done for an "enhanced vanilla". This one seems to fit the bill for magic. It... ... provides bug fixes and corrections to malfunctioning aspects of the vanilla magic features/items. ... provides HD asset replacements in the style of the vanilla game. (from looking at the shots) ... improves existing magic content within consistency of the vanilla game. ... its new content is consistent with the game's style and lore, and isn't overpowered. (from what I can tell from reading) ... it's not only geared toward a specific user base. (affects all magic schools equally and consistently) As for mod compatibility, users should remember that Step isn't as concerned with "down the line" compatibility since the Guides are now meant as complete solutions. However, we're not oblivious to the fact users will still install additional mods on top of the Guides. With that in mind, Odin is actually very compatible with other magic overhaul mods that aren't included in the SE Guide due to the Mandate. I did have a look in xEdit to preview compatibility with the current SE mod list, and it seems to need minimal patching. Since we don't have many mods that alter these areas of the game, Odin's main conflict within our mod list is with USSEP, which it should be overwriting anyway. So a bit of patching for Elemental Staffs, CACO, and a few others. Really easy and lightweight, but will probably require becoming a master of the CR Patch; meaning users won't have the option of not installing Odin in their mod lists. With the Guides being complete solutions now, those things shouldn't matter as much, but old habits die hard. I just wanted to put that fact out there.
  25. Check SSE Display Tweaks, which also has options for full-screen/window.
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