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tregolani

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Everything posted by tregolani

  1. Sounds good. I'll post it to the buglist over at AFK mods (if the site ever lets me validate my email in order to be allowed to post...) Thanks!
  2. Hey all! After doing some delving, I believe I have stumbled upon a bit of a bug in the vanilla "Dragonborn" code, and would like a bit of advice as to how to fix it. Essentially, the Chaos damage enchant is broken when being applied to a new weapon via the enchanting table. For some reason, only one of the damage sources can be modified via the slider in the enchanting UI, and thus only one of the damage sources (Shock damage in the vanilla enchant) is being scaled, whereas the rest are staying at the default value. However, for weapons found in the world, it isn't a problem, since they have a set enchantment. I made a quick mod in the CK that modified the magic effect description for the fire/frost components of the enchant, and took a few screenshots to show the issue more clearly. Chaos Damage Screenshots Has this been noted before? Does anyone know how to fix this? It seems that in-game, the enchanting slider will modify whichever magic effect has the highest "Base Cost" value, and in the case of the Chaos Damage enchant, the base cost for each of the components is as follows: Fire = 6.5Frost = 6.0Shock = 7.0 The shock component is the one with the default description of "50% chance for each fire, frost, and shock to deal <mag> points of damage", and due to its "base cost", it is the one that gets modified via the slider in game, making the tooltip look correct. However, my last two screenshots show that only 1 component is being modified in-game, and therefore shows that the vanilla Chaos enchant seems to be broken. Experienced modders - is there a way to fix this?
  3. Quick question (completely off-topic, sorry)- Can this mod also allow me to check other things besides just NPCs? I've run into a bit of an issue where one of the standard enchants has been borked somehow, and I want to find out which mod is the culprit. How would I go about using this mod to check that?
  4. Did a bit of testing today - as for #3, it seems that if I leave my follower in "default" mode, she will use all of the offensive and defensive options available to her. When she was at ranged distance, she would buff herself with skin spells and use wards for defense, and then would use her bolt spells and summon minions for her offense. Then, once she was out of magicka, she would switch over to her crossbow and rain death with that.When she was in melee range, she would draw her sword and use close-range offensive spells or wards as her off-hand.So essentially, she works exactly as I wanted her to. Perfect! However, she will NOT gain any skill levels in anything outside of her main skills, which is sad (as of yet, at least - I need to gain a level and then see if her skills update differently with a level gain). I want her to up her Restoration and Conjuration so I can give her better spells (like Heal Other and Conjure Atronach), but it doesn't look like I'll be able to do so. I think AFT seems to have a system in place that will allow followers to level up skills as they use them in the same way as the player does, but I don't know enough about modding to understand exactly how difficult it would be to try to transfer that system over to EFF.
  5. First off - Great mod! I really love the control and customization it offers for my followers, and the radial menu system is slick and responsive. Thanks Expired! Now, to my questions: How do the different "archetypes" you can assign to your followers work? What's the difference between warrior and berzerker? How does a mage "act" (aka - only spells, or just prefer spells and will use a weapon in close quarters)? Any sort of expounding on the assignable AI system would be extremely helpful. If I load up a follower with spells and no weapons, will they gain skill points in the magic schools, or will their "level-ups" only be in their main skills as defined by their NPC class? Since Beta v6 restricts the spells you can teach a follower based on their skill level, how can I level up the different skills that aren't considered their main skills? For example, if they specialize in Destruction, can I force a follower to gain skill-ups in Restoration/Conjuration/etc? Is there any way to set up a follower as a "spellsword"? Teldryn from Solstheim (mercenary in the Retching Netch) has an awesome combat AI where he freely alternates between magic use, melee, and even archery...is there any way to apply that AI to a follower via EFF? If not, is there a plan for a future addition of a spellsword archetype? Thanks!
  6. Question for the more expert modders out there: Would there be any way to make AFT compatible with perk overhaul mods such as SkyRe/Requiem? I want to see what sort of perks the follower chose automatically, but since AFT only recognizes the vanilla perks, I can't see what's been chosen. Also, is there any way to make custom spells show up as their in-game names instead of just "Custom 1/2/3/etc."?
  7. Nearox, you are wonderful. I'll definitely give this a try. Thank you! =)
  8. This. Please dumb it down for me - I'm a novice modder at best! =)
  9. So, I couldn't seem to find this issue anywhere else on the internet (yes, internet), but I'm running into a bit of a....difficulty problem. If anyone here could shed some light on it, I'd greatly appreciate it (warning: incoming wall of text, TL;DR at the end). I'm currently doing a playthrough with SkyRe (without the enemy scaling module #6), Skyrim Immersive Creatures, High Level Enemies (SIC edition), and Revenge of the Enemies. I followed the installation recommendations listed by Nearox for his (now-outdated and defunct) VEGA pack, including the forum posts on using the SIC-versions of HLE, and due to that, I'm getting all of the wonderful additional creatures. That's sadly where the wonderfulness ends. I'm currently level 70 (light-armor, archer/dual-wielding swords, no magic) and am running into a bit of a problem when tomb-delving: Draugr Guardians. They've all have powerful shouts (less so now that I've got the SIC-HLE-RotE compatibility set up correctly), a RIDICULOUS amount of health and armor, and usually all Ebony weapons, which is all well and good. However, the main issue is the fact that, regardless of weapon or arrow type, any direct hit from a single one of them kills me IMMEDIATELY, in one hit, regardless of my health levels. That includes an arrow from miles away through a swath of other fights, or a single axe swing that isn't properly blocked. I've got ~600 armor (which is supposed to offer about 60% damage reduction in SkyRe) and ~450 health....nothing in the game should be doing that much damage in a single attack. Even Elder/Revered dragons don't kill me in a single bite or swipe of the tail, and that's with Deadly Dragons set to Expert. Guardians also take very little damage from any of my weapons (usually takes 5-10 dual-wield power attacks from either my heavily-enchanted 120+ dmg dragonsteel swords, 100+ dmg refined silver axes, or about 30 arrows from my 200+ damage shortbow), which I would be mostly fine with if I didn't get one-shot by a single weapon attack. Magic/shouts are nicely balanced (especially since I'm sporting about 60% magic resist), but weapon attacks are just plain unfair. Am I just doing something wrong, or is there some setting I need to tweak in order to make it more....fair? I don't mind a tough fight, but getting one-shot by what is now a common mob (I rarely ever see anything but guardians and immortals now) makes cave-delving ridiculously frustrating and reload-heavy due to the massively unfair damage output these draugr guardians are piling on my poor, supposedly battle-hardened Redguard. Note: before recently, I had SIC, HLE, and RotE installed WITH the enemy scaling module from SkyRe, and it was definitely more fair. I didn't have the SIC-version of HLE installed, and only just yesterday switched over to the SIC version, and dropped the enemy-scaling module from SkyRe (per Nearox's instruction on the VEGA pack instructions on the forums). Could it be an issue with the old version (unscaled) messing with the newly scaled version that integrates with SIC? Do I just need to do some cell-reloading and hope for the best, or do I need to tune down the global difficulty for SIC? Also, should I make a separate post in the general forum for this? I just figured since it has to do with SIC, I'd post it here. TL;DR - Draugr guardians (now the most common draugr I encounter) are one-shotting my level 70 character with any sort of weapon combination, including a single arrow. What do I need to tweak in order to make it more fair? Playing with SkyRe, SIC, HLE, & RotE.
  10. Gasp! Sad day.... Are you planning on making a different/similar pack for the incoming S.T.E.P 2.2.9 (or even 2.3.0), or is this the end of VEGA? If so, we'll miss it and you!
  11. This solved my problems. Thank you! I noticed I had originally installed SFO with iMinGrassSize=15 (thinking my machine could handle it as default was 20), so the density of the grass was a lot higher than usual on top of the HD textures from SFO, but then had completely forgot about that tidbit. However, after installing GoS, my framerate outside is about 30-50, depending on the area. So thanks for all the help, everyone!
  12. I have a sneaking suspicion that the culprit is SFO - my FPS tanks down to 10-15 in some of the very intensively flowery fields around Whiterun, but everywhere else it's a nice 30-40, which is definitely playable and enjoyable. Regardless, it's only outdoors that my FPS suffers. The worst part about it is the occasional bit of lag (giants suddenly sprinting across a field faster than I can draw a bow), which to me suggests that it is CPU/RAM-related as opposed to VRAM-related. Â Engine and AI scripts would not be lagged by VRAM issues. I'll have to uninstall it to test my theory this evening.
  13. Hey all, So, after about a good 2-3 weeks of research, DDSopting, and meticulous instruction following, I've finally finished my loadout: Baseline STEP Extended + VEGA + Extra mods for armor/weapon additions and city/road population. I also DDsopt'd my vanilla BSAs according to the guide. MO shows ~290 mods installed, with the plugin list ~215 (I'll be able to give specifics once I get home from work).  It's a hefty load, but aside from one epic-superflip bugged-out ride to Helgen where Lokir got stuck behind the cart and couldn't get shot in the back (restarted the game after, worked fine 2nd time), it's been working great.  I am, however, experiencing quite a bit lower FPS than before playing with the setup, but that's not super surprising, seeing as I have, well, a LOT of mods.  Outdoors (especially after coming out of the cave with Hadvar) it dips to about 20-25 (17-19 when looking into the distance), whereas inside Alvor's house, I had a pretty stable 50ish (which I am quite happy with).  My question is:  what is the best way to recover some FPS, especially outdoors?  My machine defaults to Ultra settings, and always got a steady 50-60 FPS with Vanilla (specs listed at the end of the post).  I'm not looking for super epic levels of FPS, but rather just a steady 30+ everywhere.  What would be the best way to go about helping my frame rate? Should I attack my graphics settings (AA=4x, VSync=default, Anisotropy, etc) or my textures first to gain back performance? I don't really want to uninstall SFO or SRO, but if it comes down to that, I will. I've been looking into HialgoBoost, and might give that a try, as well as SPP (since I didn't install it originally), but am not sure whether or not those will help me get back some of that lost FPS.  I've also been investigating using Texture Optimizer since I have so many mods, but again, am not sure whether this will give me a noticeably FPS boost. I have followed the INI tweaks to the letter in the 2.2.8 guide, so I did activate the shadows on trees and land, as well as setting the grass variation to 7 per SFO's recommendation. The only thing I did not do was use TES5Edit to clean my modlist after the original ESPs/ESMs (I did clean those).  However, I doubt that will help with any FPS issues. Specs (for reference): ASUS G75VW-RS72 Intel Core i7-3610QM Processor, 2.3 GHz (Max Turbo Frequency 3.3GHz), 6MB Smart Cache 12GB, PC3-12800/1600Mhz DDR3 NVIDIA GeForce GTX 670M w/3GB GDDR5 Any advice you guys can give would be amazing.  Thanks so much for STEP!
  14. If you read in the SkyRe documentation some more (probably at the beginning or around the weapons/armor sections), you'll find that all of the weapon and armor values were tweaked quite heavily, especially damage values for weapons.  To quote T3nd0 (from his SkyRe guide - very good read, btw): "You’ll immediately notice that armor values are considerably higher in SkyRe. This should make sure that different tiers of armor material and the light/heavy types actually make a noticeable difference in protection.  All weapons have something in common, however: They are a lot more deadly than they used to be. In my opinion, It shouldn’t take 20 unblocked iron axe swings to kill an unarmored beggar. So prepare to kill faster and be killed faster." All that to say...you SHOULD kill baddies faster, because all of your weapons are much more deadly, and enemy health levels are tweaked to make combat more realistic.  However, the higher-level baddies should have more health, more armor, and better weapons, making them MUCH more dangerous. So it's a bit of a trade-off:  weak creatures die quickly, but stronger creatures are going to be much more a threat as opposed to just being a more durable punching bag. EDIT:  Nearox: Any update on your...update to VEGA? I'm in the process of getting my game installed with STEP, and this is the Pack I'm watching with the most anticipation.  Also, in your title post, you removed the Autosave Manager - any reason for that?
  15. You know, you're a pretty wonderful person. Â That is a super helpful post. Â Thank you!Â
  16. Hello all, I'm fairly new to the Skyrim modding scene, and wanted to ask a few questions I've run into recently that I don't quite understand. First:  I've heard some people have different MO profiles for STEP:Core vs. Extended.  How exactly does that work?  Would the profile for Core be all of the Core mods with the Core patch, and then the Extended profile just be everything topped off with the Extended patch, or would it be just the extra mods listed on the Extended Pack page with no extra patch?  I'm still learning, so I haven't quite figured out how to make a profile use another profile as a dependency, and I don't know which is a better way/the appropriate way to set up my mods. Second:  Is there a major benefit/advantage to using BCF files over just installing the loose files through MO?  I understand that I need to use Wyre Bash to use BCF files....but I'm a bit lost after that.  What all needs to be downloaded for the BCF files to install correctly via MO? Third: I don't really understand BSA files.  I always let MO extract them, but what is their purpose, and what is the best practice for dealing with them via MO? Fourth:  According to  (listed on Sheson's post over on enbdev.com), the newest version of SKSE has the memory patch built into it.  However, I'm running into issues as how to install it.  I've tried installing it via the installer provided, but that seems to cause SkyUI 4.1 to run into issues of not being able to find the SKSE scripts.  I've also tried installing it via the STEP detailed instructions, but then I can't seem to find out how to launch Skyrim via SKSE through MO (and SkyUI 4.1 still won't recognize the scripts).  What am I doing wrong? Lastly:  I basically asked this in the first question as well, but if I want to use Packs on top of a Core/Extended setup, would I just install those packs (only the files listed in the pack) as separate profiles, or would I need to set up each profile with the full set of mods from Core/Extended then followed by all of the mods in a pack? I want to make sure I'm installing everything correctly before I spend days upon days forum-digging to find out that I've missed some crucial step and have to reinstall everything again. I've already reverted back to a clean vanilla install, and I just want to make sure I'm going about installing everything correctly so I tax my machine only as much as needed. Specs (for reference): ASUS G75VW-RS72 Intel Core i7-3610QM Processor, 2.3 GHz (Max Turbo Frequency 3.3GHz), 6MB Smart Cache 12GB, PC3-12800/1600Mhz DDR3 NVIDIA GeForce GTX 670M w/3GB GDDR5 TL; DR - I'm a major modding noob and don't know what I'm doing, but am willing to do my homework if I'm pointed in the right direction.  I really appreciate any help that you are willing to offer. THANKS! :happy:
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