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Everything posted by Kuldebar
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pack A Real Explorer's Guide to Skyrim
Kuldebar replied to CJ2311's topic in Step Skyrim LE Packs (retired)
To my chagrin, I never took great notice of the statutes. Let's see, there on either side of the entrance right? I haven't been there on this play-through as my character has only just cleared Bleak Falls and the Mine near Riverwood and is only level 3, lol! (I have uncapper configured via vanilla Better Leveling....it slows things down quite a lot) Two things: Ignore all the BOSS warnings about any deleted navmeshes in mods covered by REGS, the replacer esps fix those. For Inns & Taverns: The Navmesh issue has been fixed; BOSS information for this mod is out of date. -
I am sure that is true but perhaps not for everybody's mod build. I think LOOT requires some assist on certain patch mods that lack masters, and from my understanding that may be a questionable practice on the part of patch authors or at the very least a short-cut which will understandably not provide LOOT with the information it needs to do its job...hardly LOOT's fault, that! I've been running LOOT extensively with a rather large mod build and certainly not STEP approved, I have yet to run into an identifiable LOOT ordering faux pas in my testing and play-throughs to level 35-50.
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Best answer: z929669 :p I'm pretty sure it's a "clerical" error a redundancy. I'll spare you my opinion on BSA's as I already gave it in the locked thread topic on a related subject. Chances are the files are the same or worse case scenario different edited version of what should have been one file for the mod.
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My textures seem to be only optimal resolution close to my character.
Kuldebar replied to Halde's question in General Skyrim LE Support
You haven't made any INI tweaks have you? There's a tweak in particular that lessens mipmap quality in the game for instance. Also, TBH -I can't really tell from the picture other than you aren't using anisotropic filtering? -
pack A Real Explorer's Guide to Skyrim
Kuldebar replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I searched extensively and didn't find any better mod for Whiterun now that's not to say there are a lack of mods that "improve" Whiterun but they all generally have some major flaw or poor design choices: -too much of something (trees, clutter, etc) -bad layout, clipping objects -too little changes not worth ESP slot -trees, meh...kind of like trees but hate the LOD popping from outside Whiterun -awful design flaws: CTD, navmesh deletions, etc... So, even though Dawn of Whiterun is the best of the bunch...it isn't worth the FPS hit or the "junky" nature of the clutter which tends to get blasted around. I'd prefer a "lite" version that keeps the cool stuff like the Imperial Commerce Checkpoint and the livestock and perhaps some of the vendors with static or reduced clutter items on display. I also stopped using Dawn of Riften, if I recall there was a WAFR conflict but also I had some slowdowns and at least one CTD during testing that I suspect was due to some other conflicts from the Riften Mod. I am using Dawn of Windhelm, that town needs all the help it can get. -
If I had got this request yesterday, I'd been more than happy throw in a test run, but I just started a new non-test play-through after some rather extensive trouble-shooting/mod changes and testing of my own over the last few days. I'm not even using any version RYL in this build, if needed I'll just use Deadly Dragon's functionality if I think I need it.
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Does Mod Organizer gives false information about potential mod order problem
Kuldebar replied to Culted's question in Mod Organizer Support
This topic touches upon a number of areas. BSA extraction leads to scripts and other files ending up in the left hand window needing to be managed properly. Mo currently gives the user warnings based on making the priorities coincide with the LOOT/BOOS ordering of the right hand ESM/ESP side. Throwing the baby out with the bath water now appears to be the trending solution in this topic. Yes, we are now talking about babies and bath water. :confused: -
Does Mod Organizer gives false information about potential mod order problem
Kuldebar replied to Culted's question in Mod Organizer Support
If I wanted less control and less functionality, I'd just use Nexus Mod Manager, and I thought I had heard that NMM may be using virtualization soon. As for BSA extraction, there are other tools to do that with, if you want to hobble and place obstacles for users so they have to install more utilities, that's entirely your business. I want my files to be browse-able, I do not want monolithic mysteries in my mod build. When the USP put's face-gen files that f*ck up my game, I want to identify and hide those files with out having to browse BSA's and then spend time extracting them out. I don't want BSA's being treated any different than other files, that's what made them such a PITA in the first place for mod management from the user's perspective; it's an unnecessary mechanism. There are plenty of times where solutions involve changing script or mesh priorities, having all the files laid out and immediately accessible is what the empowered user needs when he needs it. Flexibility and versatility are a plus, not a minus. -
Skyrim timescale - what is safe?
Kuldebar replied to rootsrat's question in General Skyrim LE Support
I've been using SkyRealism - Time and Travel by MTichenor so far and am pleased. I still think areas like Whiterun should be added to the exclusion list it has, there are timing issues with NPC's staged events...actors being late for the stage...or some being too early, I'd venture. TBH, the default timescale blow immersion out the window...every task/travel task becomes trivialized in the same manner map travel can ruin a game. I had considered Dynamic Timescale but there were too many "trouble" reports so I went with a simpler solution. -
Does Mod Organizer gives false information about potential mod order problem
Kuldebar replied to Culted's question in Mod Organizer Support
BSA extraction is a must have and absolute best practice, just because it's a powerful feature and subject to operator idiocy should not mean the function should be removed; I can't actually fathom why this is even being "debated". A large part of MO's effectiveness will go away if I lose the means to oversee all mod files, having them "hidden" in a fat archive is not desirable. Like any potential problem, common sense prevents issues. Sure, an ignorant user might have the Unofficial Patch BSA's unpacked in the left-side of MO and incorrectly ordered thus screwing up priorities and overrides. Oh well, RTFM! -
DROPPED Soul Gems Differ - Full and Empty (by Utopolyst)
Kuldebar replied to stoppingby4now's topic in Skyrim LE Mods
I have always used Immersive Soulgems by Harodath so I'm unfamiliar with Soul Gems Differ but both mods aim to do the same thing albeit Harodrath's mod appears to take a simpler approach. -
I'm using the full set with the exception of pelts and the two mushrooms and the woven fence...
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Rustic Farmhouses by Gamwich I really like the style of these farmhouse related textures by Gamwich. The windows alone are very appealing, but the detail and variety of the applied textures deliver a great look without using huge texture resolutions. Gamwich:
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My updated post never survived the outage, but I'm really happy with the mod, as you said Garfink, it isn't in your face/always there kind of feature; so far when it triggers it seems "right" and based on a reasonably narrow window of opportunity.
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TES5Edit - Which record types DON'T need conflict patches
Kuldebar replied to keithinhanoi's topic in xEdit
I have a few MHTD red entries between some mods...are those non-issues? (I suspect they are, but I didn't see the entry listed in this thread.)- 69 replies
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Skyrim timescale - what is safe?
Kuldebar replied to rootsrat's question in General Skyrim LE Support
Yeah, correction: it doesn't revert, but needs to revert or weirdness happens, as explained below: According to MTichenor/ 'IndigoNeko', the author of SkyRealism - Time and Travel, he states: Source: -
Freezing during combat and some transitions
Kuldebar replied to madisonx's question in General Skyrim LE Support
Consider script-laden mod(s) as an additional area to investigate. -
Yield 2dot0 by Niklass I'm including this mod in my next play-through. I like the mod author's guiding principle of "keeping it simple": I'll convey my experiences with this mod as I progress in the new game. I'll be using this YIELD 2.0 in this non-STEP, LOOT sorted mod build:
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Skyrim timescale - what is safe?
Kuldebar replied to rootsrat's question in General Skyrim LE Support
This topic has always interested me. Although I've defeated most major problems with Skyrim: Mod conflicts, CTD. low FPS, etc, there still remains a few glitches that I am left wondering about. I always run my game at 10 or 12 via iNeeds, but there are some issues that I am starting to attribute to me deviating from default timescale, glitches mostly involving NPC activity: They tend to stand around more, inactiveNavigation weirdness, clusters and clumps of NPC'sThey have can have strange schedule quirks: Riverwood seems especially susceptible to this issue; the children NPC's stay up way past their bedtimes and stand in the road...since Riverwood normally reverts to the default timescale regardless, I wonder if iNeeds timescale script is manhandling the timescale situation and thus borking things up a bit.Much of these issues aren't that noticeable if you just pass through an area, but if you dawdle and observe, you start noticing the weirdness. I will (once more into the breach!) be starting a new play through. (I have given up on SkyRe for the moment...way too many compatibility issues and patch maintenance for my taste) In my new game I will reluctantly use the default game timescale and see how I fare. -
SKYRIMLE Low Res Particles Project - LRPP by slamm98
Kuldebar replied to Kuldebar's topic in Skyrim LE Mods
Yeah, perhaps, definitely a matter of taste; I like smokie smoke as long as there's no banding or the cotton ball effect of the Extreme Version. -
pack A Real Explorer's Guide to Skyrim
Kuldebar replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Ah, so that was why there was anew patch! I hadn't run into any lantern issues yet, but I'm still in the Riverwood/Whiterun area getting my ass killed by SkyRe Enemies. -
ACCEPTED Better Shaped Weapons - BSW (by masterofshadows and LeanWolf)
Kuldebar replied to WilliamImm's topic in Skyrim LE Mods
This was a painless mod to try out and use...I really like it, it's a keeper. No more weapons made from Legos or playdough. -
It's working for me, I think...nothing has screwed up yet. I recently started delving into and using SkyRe and all the stuff that goes with it, near as I can tell LOOT is doing the load ordering just fine. I have to sort masters a lot after running LOOT, that's the only thing I see as a big departure from running BOSS. At the risk of being repetitive, my big gripe about LOOT is that I'm relegated to a button pusher now, albeit a somewhat enlightened one. The average user is going to be very disconnected from the process because of the defacto closed system that LOOT represents. And yes, before anyone interjects, sure you can "peek" at things under the hood but honestly that will confuse and frighten the hell out of most users. BOSS was far more organic and more a human input driven system, its master lists were built on user sourced information and not algorithmically devised thus far from "perfect". It is LOOT's near(er) perfection that is its weakest link, because fallible humans may not readily know when LOOT needs a hand.
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TBH I want to compare notes with others before going out and letting Arthmoor know...I've been down that road before...twice already. :p My post was made to give a heads up for what someone else might also encounter, but since I don't have a President and ten PHD's to back up my experience, I'm content just to share information in a friendly environment. :) (in a take or or leave it, sort of way) EDIT: I need more coffee, I entirely overlooked that you encountered the glitch as well! Well, doesn't that beat all? OK, go tell Arthmoor, Oqhan, you already have a rapport with him. :p
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Definitely need more testers :p It was a good time for me because I was having some SkyRe issues that I had to resolve so I wasn't in an active play-through. My test is by no means conclusive, but with out RYL Test version, I progressed through Riverwood to Whiterun without incident.

