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Kuldebar

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Everything posted by Kuldebar

  1. Here's what Arthmoor posted concerning A simple WORLD patch by RdX995: Arthmoor :
  2. The MCM, especially at the starting few minutes of the game is somewhat shaky in it's reliability, especially as all the mods are still initializing, etc. Immersive Armors v7 takes a while on my system to setup, it's one of the last MCM mods to register the Immersive Armors Fully Configured messages. While I have never had the MCM menu itself not show up in the game menu, the mod menus are prone to just being blank pages if I try too much at one time. I usually try to configure my mods in MCM during the (OMFG Spoiler!) carriage ride. I can do this fine usually except for my more heavily scripted (read MCM type) mod builds. Then I can configure Crafting Overhaul, iNeeds and BAM, Convenient Horses or Trade & Barter, etc. won't show its MCM page when I select it. I then have to exit the game menu wait 1 second and open the MCM again. I am able to configure my mods in this halting manner. But, it works, if you do it piecemeal. I suspect mileage varies for other people with other systems with different mods.
  3. fSkyCellRefFadeDistance: This variable effectively controls the distance at which clouds are seen, particularly around mountain tops. A higher value will increase the amount of cloud, adding to realism and eyecandy. In combination with the above values I’ve found a value of 250,000 works in nicely. -Xtreme forum post This seems like a nice tweak.
  4. First glance, they are nice and not oversized. I saw right away what looks very much like oak leaf debris around Rverwood, which is unfortunately out of place. Scratch that, my remarks were concerning: CAD25 Landscape Texture Pack exterior
  5. It seems rather counter-intuitive to me that switching from BOSS to LOOT in an existing game would be 100% safe and advisable. Additionally, it seems also contrary that out of order masters are deemed as "non-issue" in our LOOT Modded World after all those years of being informed otherwise. So, I'd like to hear what people have to say about such things. If load order matters at all, then it must have some impact on how your existing game will "play" when such changes take place. Records that weren't having an impact before will now have their edits in effect and vice-versa. LOOT and BOSS load ordering differs dramatically from what I have seen.So, stating no "ill" effect isn't capturing the crucial point: that there will be "an effect" that might be hard to predict. It seems rather cavalier to me to dismiss such changes as not having some risks in an existing save game. Having such things change in an active game can cause weirdness in the form of glitches, albeit momentary. Will it break a game? Probably not, will it contribute to glitchiness and object displacement, etc...yeah probably.Changing mod load order is akin to disabling ESP files or adding new ESP's. Terrain edits come to mind, the landscape itself can be modified according to which mod now has the priority. Since the game data changes come into effect on your save's next load in, the game will have to adjust to that in one way or the other. I try to avoid unnecessary distortive stress on game experience by doing such things. But, that's just my personal preference.
  6. I used thus for a while because I usually run with at least one follower in my game that will complement the type of character class I'm playing. I have EFF and Follower Trap Safety, I can recall having the "torch while sneaking" issue on one of my followers. That is what originally drew me to use the mod. But, I never really actively used the commands in the mod, the passive "torch" AI worked fine although the menu additions were just more clutter. I stopped using BSAfF to reduce such things and scripting. My solution since then: I just don't give my followers torches unless I want them to use them.
  7. Also, if I'm not mistaken CJ has done REGs patches work to fix navmesh issues involving (some?) those mods.
  8. Not serious generally until you start adding other mods that refer to the delted navmeshes, then BAM, game over! Basically, one can get away with it until...you can't...when a new record or quest or script calls on something that relies or refers or includes that deleted object or navmesh record. This is what makes such things so insidious, because people will assume everything is working fine and then get waylaid with stability issues. ITM's are easy to fix, even UDR's, but navmesh deletions are generally just bad modding practice. There's a guide to undeleting navmesh records, but it's not what I consider light reading or something I would choose to do for fun. Skyrim] Fixing Navmesh Deletion Using TES5Edit
  9. 1.2 Latest version: Gamwich is fine-tuning his creation.
  10. I have added ETaC into previous games for testing purposes, but to do the mod and yourself justice, you should have it all in place in a new game. I now use the complete version, MJB and her "crew" have done so many tweaks and improvements with ETaC that the very short list of stuff I use to hold against it have all but evaporated. The mod is highly configurable, and compatibility with other mods is amazing.
  11. I can't find the quote but she had gave some affirmation on the subject of doing that, so it's just a matter of waiting for that shoe to drop. As for Gems of Skyrim, the mod author did hit a brick wall on its development and there were also some ENB related glitches I started to notice with the textures. (flickering and coloration)
  12. I think it was about losing 10 frames for me. In Whiterun I usually get 30-34 FPS, with DoW it was 20-24. But for me it wasn't the FPS as much as the clutter mess from stuff getting knocked about by NPC's. That one exit from the Bannered Mare was especially bad from the tables laden with food but even that wasn't as bad as all the crab legs and ale and mead bottles in the vendor stalls. I just use Dawn of Windhelm now, I cut Riften too.
  13. Just putting this out here for those who might wish to know. Don't click the spoiler button if you don't want foreknowledge of what you can expect from Death Alternatives. SPOILER:
  14. I just overwrote it. But there's no active script instances running on my save and I was in side a building in Whiterun. AND I saw this note: Small update, safe to overwrite directly on 4.50, no clean save
  15. It was updated again since my first post in this thread. This update is primarily to get the mod ready to have a framework for modularity, plugins, basically for new options.
  16. Only if you equate the term "purge" to a totality. :) No, actually, I started using Frostfall and Immersive Armors and Convenient Horses, iNeeds,, etc. And, I also started monitoring script occurrences. Some stuff just has no business running all the time for what it delivers to the game. LoS was but one such mod that seemed to be ever present. You put it on a scale and weigh the relative cost to what you get in return. The straw on the camel's back scenario is never about any particular straw...just straws in general.
  17. Saerilith commented on the clutter gems, and why they remain the way they are, this also explains why Gems of Skyrim ran into a wall in its ability to improve things:
  18. So, I had Enhanced Might Dragons (the Slightly Mighty version!) installed (had being operative word) and I literally couldn't kill the first dragon. It kicked my ass to put it as nicely as possible. The first dragon was literally unstoppable and it decimated everyone who wasn't flagged essential... So, Death Alternative kicked in. I remained incapacitated while my follower was still active, when he succumbed, a mage from Winterhold wandered up to my downed body and revived me and asked me if I needed any further assistance or an extra mage stave he had. Alas, the dragon was still unbeatable, so such an assist amounted to nothing.
  19. I used to like it (it was the only mod of its kind)...then Saerileth happened.
  20. Not the best thread to discuss this...but: OK, so you are running Skyrim without Sheson's fix and getting CTD's? You have the SKSE alpha but I didn't see anything where you configured it... I think you should either configure the SKSE or go back to SSME, properly installed.
  21. Ruins Clutter Improved had edited these meshes, but these are superior.
  22. Wait, people actually play Skyrim without ETaC? Yeah, I stopped using LoS as well, I went on a script purge in my last builds.
  23. Don't get me wrong, it's an awesome idea/concept but much like any lighting mod that edits that many objects via scripting or what not...it's quite the mine field for compatibility. But considering that I don't use ELFX or other object oriented lighting mod, my opinion on this type of mod shouldn't be too surprising. :) I like the "light" touch.
  24. I've been using Gemling Queen Dragon Claws I'll have to do a compare because I'm pretty sure I used this prior to Gemlings. Yeah, I dropped this mod for Gemlings...the gem work I felt was much better in Gemling's mod:
  25. Oh, because the resize and the re-weight will make sense, got it! Could definitely carry more of these!
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