kryptopyr
Mod Author-
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Everything posted by kryptopyr
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I actually prefer the Bloody version as well. I think it was released after my initial post (or at least I found it later). After you've just watched the flesh burn away from the dragon, the bloody version definitely feels appropriate.
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Discussion thread: Stealth Skills Rebalanced by kryptopyr Wiki Link This mod makes changes to the Sneak, Lockpicking, and Pickpocket skills in an attempt to better balance these skills with the rest of the skills in the game while trying not to deviate too far from the way in which those skills are handled by the vanilla game. The mod also fixes a few rather annoying bugs (like the 'fortify pickpocket' effect decreasing your pickpocket chances and the Ataxia disease increasing your pickpocket chances). I think it would be a good candidate for any gameplay packs as it makes some much needed changes to three skills which were pretty unbalanced in the vanilla game. I've tried to design the mod so that it would enhance the game for both stealth-oriented and non-stealth oriented characters.
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Turns out that I did miss these changes. I've corrected this oversight and a new version that includes the USKP changes has been uploaded. Thanks again for drawing my attention to this.
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I think I carried these through, but I'll double check because I'm not certain and it's not in my notes. Thanks for bringing it up.
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Here you go: https://skyrim.nexusmods.com/mods/32450 One of the things that I changed was the way the essential status was handled for the quest-related children. I flagged the quest alias essential rather than altering the base actor. This means that some of the original script changes weren't necessary. The compatibility patch for The Choice is Yours is also no longer needed. I'm curious what you guys think about the inventory adjustments. If you feel that it diverges too much from the original mod, then I can create a Hearthfire version without the inventory tweaks pretty easily. When I started adding the Hearthfire compatibility, I decided it would be nice if the new toys would also show up in the inventories of vanilla children, but the toys didn't seem appropriate for all children...one idea led to another, and I ended up completely redoing the leveled lists for children's inventories. All inventory changes are done through new leveled lists and quest aliases. I didn't alter any of the actual NPCs.
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You're right, USKP includes qf_da08_0004a37b and qf_t01_00023b6c. I'll take a closer look at the scripts sometime this week and see what USKP changes. It should be easy enough to include the corrections from USKP and recompile the scripts. The author has granted permission to update and make changes to the mod. Given some of the comments, I'm wondering if other aspects of the mod might also need to be updated for Hearthfire (and possibly Dragonborn).
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Editing the script will not necessarily alter the quest record, though. Someone should probably confirm this in game. After looking at the scripts, I suspect that the mod is not working as it should. These are not simply the vanilla scripts, they contain added lines that set the children to non-essential after the quest related to them has been completed. qf_da08_0004a37b.psc = sets Nelkir to unessential qf_db01_0001ea50.psc = sets Aventus to unessential qf_t01_00023b6c.psc = sets Fjotra to unessential It's possible the author found another way to do this that didn't require editing the scripts. It's also possible that they included the source files when they meant to include the compiled scripts. If the scripts aren't required for this mod to work, then the patch I made for The Choice is Yours isn't necessary either.
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Skyrim Revisited Pre-Release Feedback
kryptopyr replied to Neovalen's topic in Skyrim Revisited (retired)
I think Wet and Cold now works with any of the Winter is Coming main plugins. -
Personally, I don't find this mod to be unbalanced. I guess I can see how it could be, but I don't find myself making any more potions than I did before. What I do find is that I don't spend the entire trip from city to city zigzagging from one plant to another as I'm traveling down the road. Instead what happens is that I'll stop to harvest only when I spot a particularly choice looking clump of plants, but otherwise, I feel that I enjoy walking around and exploring Skyrim more without having to stop and gather every single plant that I pass. This feels much more realistic to me and is a huge improvement to the game dynamics. I suppose if you're still stopping to harvest every plant in sight, then alchemy might quickly become unbalanced... but to me this mod balances gameplay by reducing the time spent harvesting relative to other activities, while alchemy is no more or less unbalanced than it was before.
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Additional Mods STEP Part 1 - 2
kryptopyr replied to D1Z4STR's topic in General Skyrim LE Discussion & Support
Thanks for the feedback. Not to draw the topic too far off course, but I wanted to mention that I just had a question about Spell Sneak Attacks and Stealth Skills Rebalanced. You might be interested in the response I posted on the Stealth Skills Rebalanced page. Once I find the time to update the individual modules, the Sneak module will include the Camouflaged perk (it will be included on the Sneak tree in the FULL version, and will be available through the console if you choose the BASIC version). As to the OP's question on economy mods, I'm currently looking into this myself and am interested in what others might recommend. They all seem to have pros and cons, and I've not really found one that is quite what I'm looking for just yet. -
Additional Mods STEP Part 1 - 2
kryptopyr replied to D1Z4STR's topic in General Skyrim LE Discussion & Support
In most cases, I'm using an alternative that is not in your list. Multiple Followers Lite: https://steamcommunity.com/sharedfiles/fi...d=87578317 There was a discussion on different follower mods here: https://forum.step-project.com/showthread.php?tid=1520 Balanced Magic: https://skyrim.nexusmods.com/mods/2275 (though I think Better Magic is a good alternative) If you only want the sneak attack sound removed, then it doesn't matter which mod you use. Silent Skyrim provides you with more options (it's the one I use). I have yet to find a lighting mod that I'm happy with (but I haven't tried RLO yet; I'm waiting until it's fully released). Stealth Skills Rebalanced: https://skyrim.nexusmods.com/mods/28418 (this is my mod, so I'll admit to some bias) It has all the features that Improved Sneak Detection does and more, while not going so far as to change the entire dynamics of the sneak skill like Path of Shadows does. I have used both of the others though, and would choose Improved Sneak Detection over Path of Shadows if those were the only choices. Also, up until just recently, I'd been using the Alchemy module from Path of Shadows, which is quite nice and well balanced and can be used with whichever sneak mod you decide on (I'm currently testing a few alternatives for the Alchemy tree and may or may not go back to using it). -
Thanks for suggesting this to STEP. I do feel that having NPCs react to traps really increases realism and immersion. Please feel free to look over the scripts (source files are included). This mod does not add any new scripts it just inserts a detection event into the vanilla trap scripts in the "on fire" event (previously traps only created a detection event in the "on hit" event).
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DROPPED Jewels of the Nord (by Pfaffendrill)
kryptopyr replied to mothergoose729's topic in Skyrim LE Mods
Thanks. I didn't realize that High-Poly did not include them all. From your comparison, I also prefer the meshes from JotN. -
DROPPED Jewels of the Nord (by Pfaffendrill)
kryptopyr replied to mothergoose729's topic in Skyrim LE Mods
I think I'm going to have to try out these in-game. In the screenshots, I don't care as much for the color in JotN. They look flatter and less metallic than Yuril's, and the gold is a bit too yellow. I prefer the design though, and the mesh is a huge improvement. Someone in a different topic pointed this mod out: https://skyrim.nexusmods.com/mods/2054 which includes ring meshes. -
Replay Value of Skyrim
kryptopyr replied to Momitja's topic in General Skyrim LE Discussion & Support
I generally stick with my characters a very long time. With Oblivion I really only had one character that I played, when I tried to start new characters I lost interest and quickly went back to my original character. With Skyrim, I'm trying to create more specialized characters, for example the second, and most recent, character I created is a conjurer (pure mage using conjuration/alteration almost exclusively; I think she's cast a single destruction spell in 40 or so levels of play). My first character was a thief that I played until level 65. My next character will probably be a ranger/archer, and I'm intending to do more of a hardcore survivalist game. Because Skyrim has so much to do, you can choose to do or not do things to fit a particular character or style of play and still have more than enough to keep you occupied for many, many hours even without the DLCs and mods. With mods, you can take this even further and really enhance a specialized style of play for a particular play-through. So, yes, I think Skyrim is definitely worth replaying. -
Skyrim Revisited Pre-Release Feedback
kryptopyr replied to Neovalen's topic in Skyrim Revisited (retired)
I was just discussing SkyTEST and stability concerns with a friend, and he recommended I use the Behavior-only file (in optional files). I wasn't even aware that this option existed, but I would gladly sacrifice the additional features from the main mod to retain the improved animal behaviors along with much greater stability. It might be something to consider for those experiencing issues with SkyTEST. -
ACCEPTED Enhanced Skyrim Factions - Companions Guild (by DreamKing)
kryptopyr replied to Neovalen's topic in Skyrim LE Mods
I'm also a fan of these two mods. They are lore-friendly, balanced, and very well done. -
I also use SILENT Skyrim. It's simple and does exactly what it claims to. I would definitely recommend it.
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While I realize that it's not out yet, the Vision Lighting version of RLO may be more in line with STEP's goals. It's suppose to include all of the changes from RLO but uses lighting templates from Vanilla Skyrim, which should make interiors the same relative brightness as their vanilla counterparts. It will be worth consideration, at least, particularly given the rules, as almost all of the other lighting mods I've seen or tried have had darker interiors and nights.
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For what it's worth, as a mod author, I would recommend EFF over the other two big multi-follower mods (UFO & AFT). The way EFF is structured makes it more compatible with other mods that alter followers. Most mods that alter followers will try to accommodate all three, so in general this isn't a huge concern...but if you're using several mods that affect followers it might be worth considering.
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My preferred follower mod is Multiple Followers Lite: https://steamcommunity.com/sharedfiles/filedetails/?id=87578317 It doesn't have all the features of UFO, though so it's probably not what you're looking for. However, I've been using it for over 6 months, and I've never had the first problem with it. It stays very true to vanilla (the only issue I have is that the author changed the "follow me" dialogue...though this is a quick and easy fix in the CK). It's the only multiple follower mod I've found that actually increases immersion rather than breaking it. It feels like a natural part of the game.

