-
Posts
754 -
Joined
-
Last visited
-
Days Won
12
Everything posted by Kuldebar
-
pack A Real Explorer's Guide to Skyrim
Kuldebar replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Wiping out a whole Nord village for a bunch of stinkin' Dungmers! Rawr! Grrr! -
I use A Matter of Time but like one of the earlier versions ( v1.3 )before the Mod Author went insane and started adding complicated stuff. I don't have any probs with it...I change the scale of the current time and icon, use the dial icon and move to left bottom of screen. Not to brag, or jinx myself, but I have been CTD free for real-time 7+ days of heavy Skyrim. SSME, ENBoost with Grim & Somber Preset:
-
Disabling dead NPCs from random events
Kuldebar replied to rootsrat's question in General Skyrim LE Support
Well, disabling dragon bones don't prevent future occurrence of dragon bones. Pretty sure that each object is given it's own ID...so disabling floating grass at Point A, won't disable all the grass at Points B through Z, etc. -
pack A Real Explorer's Guide to Skyrim
Kuldebar replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I wasn't sure, I figured the files would just be overwritten if that was the case. But Windhelm is so fugly without a non-vanilla solution, I had to do something. I am really happy with HD Vanilla textures and parallax...my game runs with a lot mot VRAM now. I do however, use the really good texture packs for interiors like Dungeons, Caves, etc. Wow, it's a good sign when mods you have in your pack guide are getting love from their authors. I was coc'ed around with Expanded Winterhold Destruction (exterior only, no dungeon) in a test game and was happy with it. I would have dropped the ruined walls slightly differently (they clip) but it conveys a much needed sense of disaster to the former city. Also, I highly recommended using Expanded Winterhold Destruction with Winterhold Gate by Midgetalien AKA The Altmer Mage -it adds a simpler small town style guard gate outside the massive ruined gate, really works well with the concept of a "downgraded city". -
XunAmarox Colored Map Markers by XunAmarox: https://www.nexusmods.com/skyrim/mods/49128/? Who says a Map marker mod can't be sexy? This is a newish mod that gives you colored map markers with a really well thought out coloring system: Design: I started out with the idea that not everything needed unique colors because it becomes overwhelming and confusing and similar places should share colors to reduce clutter and make things easier to find on the map. So to do that I went through and reorganized the whole thing to make sure it all made sense. I tried to use mostly desaturated warm colors to that end. As for the coloring itself... I went with a yellow/orange (same spectrum) combination for the Major Cities & Palaces because I wanted them to be visible but not obnoxiously colorful, but still look related (e.g. same spectrum). They could have been about any color, but I thought a warm color would go best with the rest of the colors I chose which were also in the warm color spectrum. I went with a very desaturated light brown color to indicate settlements because they're things that shouldn't really stand out that much and aren't a threat, so they should have a very mild color. For dungeons (e.g. very dangerous places) I gave them red as per the natural color response stimuli of red meaning danger so it indicates that the places is probably going to be hostile and dangerous, but I kept it very light and desaturated since these places are numerous as to not overwhelm the map with colors and become overly obnoxious... For the other world locations I went with a darker brown since they're more important than settlements though generally not as hostile as the more dangerous locations. The dark brown is a bit more vibrant, but brown tends to not be a color people associate with colorful and vibrant, so I figured it wouldn't draw too much attention other than making them noticeable. As for the couple of special things, I wanted them to be very identifiable. Daedric Shrines are very rare in the world and attributed to Daedric Princes, so I wanted that to really stand out on its own. Dragon Lairs, a very dangerous and very unique set of places on the map and there aren't that many of them. With the Doomstones, I wanted these to have their own color and stand out more than other things because being able to find and change one's sign is pretty important. Giant Camps I made a lighter slightly more saturated red than the dungeons because they aren't really dungeons, but they're still extremely dangerous places. As for Stormcloak/Imperial camps, I wanted to give them their side's respective colors: red and blue. Now, the player markers... Those are things the player is going to be seeing all the time and they tend to be vitally important. That's why I chose to go with green for the markers indicating places the player needs to go, since I made sure not to use the green spectrum anywhere else on the map so they would be noticeable. I left the generic markers a desaturated green, but made the player's custom marker a very bright green to be still in the same spectrum of normal markers, but to really pop out. I made the locked door thing an orange-ish color to indicate you can't go that way or it needs a key or whatever so it would be obvious but not stand out too much. And the player marker itself... I was actually really iffy on that. At first I had it a really bright red to make it stand out, but after I went with red for dungeons and Imperial camps I decided it might get too washed out and be hard to find... so I gave it a unique color. I went with the blue spectrum since very few things used that, but went much brighter so it'd be immediately noticeable and really pop out. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ What I like about this mod is that the colors are a little less jarring and a little better thought out.
-
Isn't it highly invasive considering what it is changing?
-
pack A Real Explorer's Guide to Skyrim
Kuldebar replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Cool Beans, thank you! I'm guessing a work around is just to pull/hide the PPR file that causes it? I'll take a look at SR:LE... whdockdoortrim.nif I've hidden the two files I found, one was from PPR for Vanilla and the other was PPR for SRO. -
pack A Real Explorer's Guide to Skyrim
Kuldebar replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Hey, I'm trying to track down an issue I am having with a building outside Windhelm linked to REGs -Cities.esp but for an asset from Nernies City and Village Expansion. Here's a screen shot. OK don't freak, I have some meshes marked in MO as hidden in this screenie in the effort of tracking down the issue. The black area around the Smithy door is what I am trying to resolve: I guess I just need to find out the texture/mesh name. I use SMIM, PPR for Vanilla for the bulk of the game world but for Windhelm I use SRO and it's respective PPR. If I go straight vanilla, the issue goes away...trying to track down the file that messed up :/ -
With IAv7.1, Ulfric is gagless for me in the intro...but in earlier v7.0 he was still wearing his gag at the Windhelm Palace when I used an alternate start mod, lol. So, I guess I prefer the former to the latter. I had tried Touring Carriages before, honestly it worked better than I expected but it still left me with the thought, "Ummk,I see why Bethesda left this feature out of the game". The pathing issues and pedestrian mayhem just eats too much immersion away from my gaming. While the driver causally tells you of the local lore, he runs down an old lady carrying home her laundry...heartless.
-
SKYRIMLE Travel Mounts - for fast travel by Manaflow
Kuldebar replied to Kuldebar's topic in Skyrim LE Mods
True, but I like to have my cake and to eat it too! If I want to travel in the open road, I walk, if I want to zip to a known destination, I walk up to my horse and travel fast to a destination or just ride my horse all the way there normally if I wish. In fact, I don't use the carriage mods out there, so my only options for fast travel are Horse or the game provided methods...no other map travel is used because the mod prevents any fast travel other than by the proscribed methods. -
pack A Real Explorer's Guide to Skyrim
Kuldebar replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Well, in a perfect world the Aurora, the Moon and the Star all belong in the same sky together. -
pack A Real Explorer's Guide to Skyrim
Kuldebar replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I was just looking at the mod page for it...but I have doubts. I understand the attraction though...new shiny, :p It replaces a well done mod with few moving parts with a more complex, quest related mod. Hmmm....also, it's bad form to plant a town/village where there already is a well popular & established one. It's too bloody new: -
pack A Real Explorer's Guide to Skyrim
Kuldebar replied to CJ2311's topic in Step Skyrim LE Packs (retired)
OMG! You removed Aurora Village, why!? :( -
pack A Real Explorer's Guide to Skyrim
Kuldebar replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Better Stealth AI for Followers - No Torch while Sneaking Follower Trap Safety I use the mods above plus EFF (non-Beta) I'm pretty happy with how followers behave. -
Octo, stop saying that! First off, it may appear "random" but I can assure you it has a definable cause that you currently are not aware of...yes, that's the hard part. (like my recent Hert NPC Vampire Face BUG) If you wanna live with it fine, I respect that, but the issue could be sorted out, perhaps at the cost of getting rid of a mod or mods in your load order. This is on the assumption that you have no memory usage issues.
-
pack A Real Explorer's Guide to Skyrim
Kuldebar replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Wait, did you see that wall portion as well? Sitting askew on the right after the bridge going toward Riften? BFT also adds some boat piers and presumably moves a stone wall because that wall was there before I ever started using ETAC, but now it appears that it properly should be across the road where the pier is with non-ETAC BFT... -
Travel Mounts - for fast travel by Manaflow Overview: Come on! Commute on your horse, screw public transit! No Fast Travel unless on a Horse or the in-game Carriage system.
-
SKYRIMLE Respectful Guard Animations (by JeremeW5257)
Kuldebar replied to Ganda's topic in Skyrim LE Mods
Been using the GDO version of this, works nice, highly recommend it! I know right? Where's the naked menfolk at? They need to reprezent! -
pack A Real Explorer's Guide to Skyrim
Kuldebar replied to CJ2311's topic in Step Skyrim LE Packs (retired)
@CJ2311 I am so irritated (at myself for not having the skills to do it myself) and the field of available Carriage Mods right now. They all take a wonderful much needed feature idea but then screw it up in their execution: -On cart placement: For the love of freakin' Talos! Put the damn cart far enough outside town or make allowances specifically for gigantically popular mods like ETAC and Point the Way and Lanterns of Skyrim.-It's a cart mod: Don't add huts, stone walls or any other objects to the game world. Carriage driver NPC, and a horse and cart...that's all you need! -KISS: keep it simple, stupid. Don't need a disable fast travel feature, or have the carriage physically move creating piles of road kill and carnage or a weight related option (it's a damn cart pulled by a horse, if it can't carry you and your loot, wtf?)/vent off LOL -
pack A Real Explorer's Guide to Skyrim
Kuldebar replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I stopped using Better Fast Travel - Carriages and Ships - Overhauled by Dj20 and Sp0rk (and the REGs esp) with REGS because there's this weirdly placed stone wall outside Ivarstead, passed the bridge going toward Riften. The wall is clipped badly and half of it is missing a mesh/texture.I couldn't solve the issue after some time looking over things, so I said "screw it". I am using a better (for me) alternative: Travel Mounts - for fast travel by Manaflow Makes owning a horse much more worthwhile, and fast travel only works if on a horse or the game provided carriage systems. -
The problem is most likely not in Isoku's web mod, it's more likely one or all of your lighting related mods. They either, singly or jointly, are not lighting up the textures properly. Perhaps the Predator Vision combination with ELFX is where you should look? Should be simple to find which one since you have it narrowed down. I don't use Predator Vision or ELFX, so I can't offer any perspective. But, I have had issues in the distant past where some things like semi-transparent object wouldn't show up properly, but that was before I was as methodical about mod usage as I am now.
-
Advice is nice, and always welcome, but some things aren't black and white. ClearMem is a programmers tool from Microsoft, like any tool it can be used incorrectly. It's functionality is used in CleanMem. For users that have other stuff going on on their PC's ClearMem usage could r etard (seriously censored?) performance because it clears ram for those other processes sometimes inefficiently. After reading some posts in this thread, Octopuss seems to be in need of taking another at some of the mods he uses and also revisiting his Sheson Memory Allocation settings as well as his ENBlocal.ini.
-
SOLVED: Unofficial Skyrim Patches breaking Vampire Body/Face Textures
Kuldebar replied to Kuldebar's question in General Skyrim LE Support
Solved! So, I looked, and those two files were indeed present...they are still in the current version of the USP from Nexus. My reply to Arthmoor: So, using MO, (proudly using MO!) I used the "hide" function on the mesh and texture that caused the problem: "C:Mod OrganizermodsUnofficial Skyrim Patchmeshesactorscharacterfacegendatafacegeomskyrim.esm0001367c.nif" "C:Mod OrganizermodsUnofficial Skyrim Patchtexturesactorscharacterfacegendatafacetintskyrim.esm0001367c.dds" -
I use CleanMen, been using it for years, started using its close cousin (*ClearMem) back when it was originally posted at the developer's blog site after it had got the attention of several PC magazine articles. It does what it says it does, nothing magical or "hokey". I think people get it confused with all the garbage apps out there that actually do nothing or worse, do harm. It's not a cure all, but it does help in certain situations. CleanMem didn't single-handedly solve my Skyrim issues, but it didn't hurt it either. I use it for any long running session applications, like when I'm playing an MMO or any other game. From the CleanMem dev: ClearMem is a related utility in design and function: https://www.tburke.net/info/reskittools/topics/clearmem.htm

