
kryptopyr
Mod Author-
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Everything posted by kryptopyr
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Fix for the clipping: https://skyrim.nexusmods.com/mods/30451/
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Skyrim Revisited Pre-Release Feedback
kryptopyr replied to Neovalen's topic in Skyrim Revisited (retired)
While I think there would be a lot of value in someone doing an review on which of the partial overhauls work best together, it would certainly be quite a bit of work. This really is where the huge overhauls shine...they cut out a lot of time and energy spent trying to figure out which of the smaller mods to use together. I do believe using a combination of smaller mods produces a better overall result, but if one of the overhauls delivers what you want (or near enough) then that is almost certainly the way to go. Maybe there should be a separate topic to discuss the pros/cons of the overhaul mods or which combinations of smaller mods people have found work well for them. I completely understand that Skyrim Revisited is your vision of Skyrim and that more than anything it represents the version of the game that you yourself are interested in playing...as it should. I've been following the progress of both Skyrim Revisited and STEP and enjoying the information produced by the discussions and detailed recommendations. No matter which direction Skyrim Revisited develops, it is an incredible resource for those of us who like to mod Skyrim, and I can't thank you enough for the work that you've put into making it available for the rest of us. -
Skyrim Revisited Pre-Release Feedback
kryptopyr replied to Neovalen's topic in Skyrim Revisited (retired)
Oh, I absolutely agree that stealth is incredibly broken in the vanilla game. You won't get any disagreement from me on that point. But for me SkyRe really didn't address this issue. I felt that it made some half-hearted attempts to fix detection (which is an improvement), but otherwise just avoided the issue by making two useless perk trees into a single useless perk tree and creating Wayfarer in it's place. I admit that Wayfarer has some interesting features, but much of it feels a bit forced. I don't really like the combined perk tree, but this is probably mostly due to my preference for staying relatively close to vanilla. If I felt that SkyRe had also made significant improvements to Sneak, Lockpicking, and Pickpocket than I would probably be willing to accept the combined perk trees. But as it is, I feel that those skills were left unimproved and remain unbalanced. These are the changes I liked... + Longer detection and search times (I felt the changes to these values were the biggest improvement that SkyRe made to stealth, but you can also get the same changes from other mods like SkyRealism) + Crime report distance has been greatly reduced (definitely an improvement, but these changes can be found in other mods) + Sneaking in heavy armor is more difficult (good but implemented a bit oddly...via spell if I remember right) + Sneak attacks deal less damage if the enemy is searching for you + Increased sneak attack multiplier for unarmed ~ Light & movement have more influence on sneaking (true, but I found this to be only a very minor improvement over vanilla. Except for running in fairly brightly lit areas, everything else felt about the same) These are the changes I either didn't like or felt could have been done better... - Dagger sneak attack damage (dagger sneak attacks are already very powerful in vanilla, why double it?) - Reduced detection view cone (this was changed from 190 to 130 degrees. 130 just feels much too narrow to me and in certain situations actually seemed to make stealth even more broken than vanilla). - Increased sneak experience gain from bow sneak attacks (again this felt more overpowered than vanilla) - Equipment weight has greater influence on sneaking success (not really noticeable beyond the separate penalty you receive for heavy armor) - Sound has less impact on sneaking success (true, but this isn't an improvement over vanilla) - Fortify Fingersmith still suffers from the fortify pickpocket bug - No attempt was made to correct the problems within lockpicking or pickpocket or to make these skills any more interesting. Anyway, that's obviously just my opinion, and I don't mean to completely knock what is obviously a very good mod overall. For me, it just makes too many changes to the game while not really addressing the issues that I find most important. In general, I have found that I've been much happier using a collection of mods, each focusing on just one area or aspect of the game, rather than the huge overhauls that try to accomplish everything within a single mod and are much more hit or miss on how well they cover specific aspects. EDIT: I should note that it's been a couple of months since I tried SkyRe, and although I don't think any of the latest updates have done much to alter stealth, I could be mistaken. Also, when I did try it, I did so with the specific intent of testing the changes it made to stealth (so I haven't really played 'causally' using the mod, only play-tested it to compare the stealth features). -
Skyrim Revisited Pre-Release Feedback
kryptopyr replied to Neovalen's topic in Skyrim Revisited (retired)
While I do like many of the changes made by SkyRe, it changes too much for me to have much interest in actually using it. In particular, the changes SkyRe makes to the stealth skills are definite deal-breakers for me, but I play almost exclusively stealth-oriented characters so these changes might carry much less weight to someone not as concerned with this aspect of the game. -
Discussion thread: Enhanced HD Dragon Bones by Were Wiki Link I couldn't find this one mentioned anywhere, so I thought I'd suggest it... https://skyrim.nexusmods.com/mods/28741 It's a huge improvement over the vanilla and there is a nice selection of different resolutions. I haven't tried the different options to compare them, but my pick would probably be either the default version (which is what I'm currently trying) or the "no flesh" version.
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Skyrim Revisited Pre-Release Feedback
kryptopyr replied to Neovalen's topic in Skyrim Revisited (retired)
Have you considered using Unlock Spell Modified instead of Open and Lock? It doesn't include a "lock" spell, but I feel that the Unlock spell is much better executed (no message boxes, single spell that scales with your skill level, the item glows briefly then unlocks if you have the appropriate skill level for the lock). I've been using the Alternation only version for several months now, and I think it works wonderfully. https://skyrim.nexusmods.com/mods/13186 -
For the reeds, what about Lake Ilinalta, Lake Honrich, and maybe Lake Geir (near Ivarstead)? There should be quiet spots away from rapids in all three of these lakes, and the reeds seem more appropriate in the southern lakes rather than the colder regions to the north.
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Dragonborn Review via Game Informer
kryptopyr replied to TechAngel85's topic in General Skyrim LE Discussion & Support
Here's hoping for a Convenient Dragons. -
Yes, thank you for identifying the sources for me.
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I have to agree. I don't care for the textures added by Detailed Chests, and it's one of only a tiny handful of graphic mods recommended by STEP that I don't use. However, I also don't think that HD Chest Retex is an improvement over Detailed Chests. Right now, I'm just using whatever texture TPC defaults to when Detailed Chests is not included. Some of these, like the ruin chests, I do think are significant improvements, and I'm rather happy with the way they look. The common chest is also an improvement on vanilla (though not nearly as much as the ruin chests). However, the upper chest, while certainly sharper, is not much of an improvement from the vanilla version (slight at best). Still, I prefer all of these textures over Detailed Chests. I may try the chest texture from this mod: https://skyrim.nexusmods.com/mods/4571 to see how it compares, but it just includes the one common chest (afaik) and I'd really like to find a better texture for the upper chest.
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I've not actually compared the changes made by Better Quest Objectives to the changes in USKP, but from my experience in working on my own mod, The Choice is Yours (which also makes changes to a lot of different quests), changes made to the quest scripts (including the script fragments associated with different quest stages) can be compatible with separate changes made to the journal entries, aliases, and other quest data...changing one doesn't necessarily overwrite the other. Simply changing the journal text for a quest should not affect the .pex or .psc files for that quest. If Better Quest Objectives and USKP both make changes to the same quest, but Better Quest Objectives does not alter the quest script, whereas USKP makes changes ONLY to the script (it doesn't add extra stages or make any other alterations to the quest data) then both changes should remain valid assuming that Better Quest Objectives doesn't mistakenly package the unaltered .pex files in with the mod. Of course this assumes that all of the conflicts between these two mods are structured this way, which probably isn't the case. But it's at least worth considering that the conflicts between the two may not be as severe as they seem at first glance.
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SKYRIMLE Dark Brotherhood - No Auto Quest Start
kryptopyr replied to rpsgc's topic in Skyrim LE Mods
I'm the author of the mods mentioned above. The Choice is Yours does alter quite a few quest scripts (the mod is mostly either dialogue changes or minor changes to the quest scripts). Because of the nature of the changes, I am trying to be very conscious of anything my mod alters that might conflict with changes made by USKP or other major mods. In the few cases where there's been an overlap, I've duplicated USKP's changes within my mod as well, so as to not overwrite those fixes. I don't believe any of these three mod conflicts with the current mods recommended by STEP (I use most of the mods that STEP recommends), but if there is a particular concern, I'd be happy to take a look at it. I consider it quite an honor to have my mods considered for inclusion in STEP, whether the main list or a pack. -
Ok, thanks.
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Ah, sorry about that. I still think I prefer these textures. I'm going to try to make another round of screenshots (https://skyrim.nexusmods.com/mods/27957) after the holidays are over. These will be included for comparison. What is the best way to search for mods that were included in previous versions of STEP?
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I've been comparing my mod list to the recommendations made on this forum (I have most of the STEP recommended mods, but also some additional ones and a few alternatives that I personally prefer). Anyway, after searching, I couldn't find any discussion of this mod... https://skyrim.nexusmods.com/mods/2552 It isn't a new mod, but I think it's a definite improvement over the existing textures and would be a great addition to STEP.
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The mod doesn't change the way Prowlers Profit works, it just creates an empty effect so that "Prowler's Profit" shows up under Active Effects. What Prowler's Profit does is to adjust a global variable used by a leveled list to determine whether extra gems get spawned in various chests and containers. It works similar to the perks Treasure Hunter and Golden Touch as well as the Imperial Luck racial ability. As far as I know, there's no bug with the way Prowler's Profit works, so whether or not this mod is a fix depends on whether you feel that the words "Prowler's Profit" should appear in the Active Effects list.