-
Posts
145 -
Joined
-
Last visited
-
Days Won
2
Everything posted by blattgeist
-
Papyrus Settings - Skyrim.ini
blattgeist replied to blattgeist's question in General Skyrim LE Support
Alright, thanks for the input. I guess my settings are fine then. -
Hello everyone, recently I came back to check my Skyrim Inis and discovered that there are still some pretty bad papyrus settings in my Skyrim.ini. So I checked "Skyrim Stability Guide" (https://www.nexusmods.com/skyrim/mods/50244/?) and googled for "Skyrim STEP Papyrus" which brought me to this site: https://wiki.step-project.com/Guide_talk:Troubleshooting#Papyrus_Tweaks. Edit: Weird if I click on the link that I posted here it shows a blank STEP page. Google shows contents... I'll quote them then: The question is: Are the settings, which are mentioned on that STEP troubleshooting page, still up to date and recommended (especially for a script heavy setup)? I run a script heavy loadup with around ~180 plugins, Frostfall, ELFX, Apocalypse, Immersive Patrols and some other script intensive mods. I'd be glad for some recommended papyrus settings for such a case? Cheers, Blattgeist. Edit: My current/new settings: [Papyrus] fUpdateBudgetMS=2.0 fExtraTaskletBudgetMS=2.0 fPostLoadUpdateTimeMS=2000.0 iMinMemoryPageSize=256 iMaxMemoryPageSize=1024 iMaxAllocatedMemoryBytes=115200 bEnableLogging=0 bEnableTrace=0 bLoadDebugInformation=0
-
ACCEPTED The Ruffled Feather (By SparrowPrince)
blattgeist replied to Xaviien's topic in Skyrim LE Mods
Hi everyone, just wanted to mention that Stalhrim textures are already part of another other STEP mod Detailing the Eldrich - Higher-Res Riekling. My suggestion is to untick the Stalhrim option in the RFC installer.- 307 replies
-
- SKYRIMLE
- compilation
-
(and 1 more)
Tagged with:
-
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Ah well nvm. I rather ask that question via PM. -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
1: Not exactly. But my personal settings for the community uncapper are quite hardcore too: 0.33 expgainmult for all skills. Max cap is 300 for all. Max formulacaps are at 200 for all, except for "sensible" skills which should cap before that (formulacap at 150 for these) in order to not become overpowered (Alchemy, Enchanting, Smithing, Sneak, Lockpicking, Pickpocket). Carry weight gain is 5 for all stat choices on lvl up. every 10 lvls gives a bonus stat gain of 10. i.e. instead of 10 magicka you gain 20 magicka when reaching lvl 40. That's just a little bonus that I wanted for myself.. to have some goals to look forward to when leveling. It should look like this in the uncapper ini: Well you get the gist of it I guess. 2: No I don't use Morrowloot because I don't see a problem with finding better gear a bit more often.. most of it does not give much profit because of very high "Trade & Barter" settings (10-15x lower selling- and higher buying prices). To each their own though. The main reason why I don't use it is the need to patch my other mods to work well with it though... too much maintenance for me. But that does not mean that morrowloot is bad or anything.. maybe I'll switch to it in the future because the mod's idea is good. -
ACCEPTED Gemling Queen Jewelry (by Saerileth)
blattgeist replied to CJ2311's topic in Skyrim LE Mods
Oh ok thanks for that information Kryptopyr. So that's for people who don't use USKP then. And they are also included in your CCO mod. -
DROPPED Ragdoll Paralysis (by silverfish)
blattgeist replied to keithinhanoi's topic in Skyrim LE Mods
Oh btw. 00073F30 <AlchParalysis>, 000C1E98 <PerkGrandmaster1HParalysisFFSelf>, 000C1E9A <PerkGrandmaster2HParalysisFFSelf> may need USKP forwards. I think PM-ing that to the author would be in vain, cause he/she hasn't been active for like a year or so. -
DROPPED Ragdoll Paralysis (by silverfish)
blattgeist replied to keithinhanoi's topic in Skyrim LE Mods
Thank you for putting your time into it. Looks like a good mod. I suppose you tested it with the misc version that is recommended by STEP? -
Ok thanks for that. Will make some notes about it. I didn't look at it from this angle. Ofc. that makes sense :)
- 148 replies
-
- SKYRIMLE
- 02-extenders
-
(and 1 more)
Tagged with:
-
ACCEPTED Gemling Queen Jewelry (by Saerileth)
blattgeist replied to CJ2311's topic in Skyrim LE Mods
That answers the question. That's kinda obvious, right? But if 2 mods provide meshes that are conflicting with each other a decision has to be made which mod's meshes to favor. After all a mod does not include them without a good reason. Seeing that this mod is all about the gems tells me which mod's meshes to favor of course (CCF vs Gemling). Thanks. -
ACCEPTED Gemling Queen Jewelry (by Saerileth)
blattgeist replied to CJ2311's topic in Skyrim LE Mods
I haven't found any info on that yet so I'll post my question here. Should we install this before or after "Clothing and Clutter Fixes"? MO shows 7 conflicting circlet meshfiles between the 2 mods. Comparison screenshots for circlet8.nif: Gemling Queen: https://s14.directupload.net/images/140711/y6rty8va.jpg Clothing and Clutter Fixes: https://s1.directupload.net/images/140711/urdzk3uq.jpg It looks like the meshes are exactly the same, except for the gem... -
DROPPED Ragdoll Paralysis (by silverfish)
blattgeist replied to keithinhanoi's topic in Skyrim LE Mods
https://forums.nexusmods.com/index.php?/topic/955184-ragdoll-paralysis-poison/?p=13414828 I think that quote needs a little bit of attention. Has anyone else noticed the described behaviour? -
Can anyone tell me why 768 instead of 512 was used for the configuration? According to SSME (does the same as the SKSE ini setting for memory allocation) 512 is the recommended value, which works for most users. Source: https://forums.nexusmods.com/index.php?/topic/1352936-ssme-skyrim-startup-memory-editor/?p=11575536
- 148 replies
-
- SKYRIMLE
- 02-extenders
-
(and 1 more)
Tagged with:
-
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I use all of the mods that I listed together. There are no major conflicts. Oh sweet Step 2.9 is out. I'll stick to BOSS until I feel comfortable with LOOT though. -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
It's very tricky to find out which changes and fixes are fine to forward and which are not. A task that is very time consuming to be honest... I skipped most of the hearthfire.esm changes that were left out in the mod because the mod should function with the vanilla values that were used as well. I assume that the HF changes are just small tweaks that are not really necessary. Regarding the 2 screenshots, I forwarded the 2nd one and left the first one intact as is. I guess that the decorate marker script property might be required by the mod. I tested my changes ingame with screenshots on all beds to see if anything changed. All was fine. The mod has a compatiblity issue with Live Another Life though... If anyone uses both mods together you should avoid the breezehome start in LAL. Cause you can't change the study into a child's room then. -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Hm... Yeah.. I agree with that. Not wearing clothing is already enough loss of protection in my opinion. The plugin might work well alongside other combat mods but it looks like it's a bit over the top on some parts. I guess I will only use the armory module, once I've sorted out how to get around the low armor bonus. Edit: Can someone who is using "Breezehome Fully Upgradable" take a look into the USKP/UHFP forwards for that? Here are the 2 cases where I am not sure if forwarding the changes is ok: image #1, image #2. I asked the author in the forum of BFU about the matter but haven't gotten an answer so far. Mhm.. noone knows? -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Yeah Isokus new mod is pretty neat. It looks super clean in Tes5Edit cause it's all scripted. You can toggle every part of the mod on and off in the MCM. My settings are "low" for the enchanted/tempered equipment chance, and "high" for the actual degradation part. NPC loot is set to "off" because I don't wanna run after a friendly NPC's head after they killed my prey. :P -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@cstarkey42: I think that ACE Archery conflicts with WAF's faster arrows file. mhm.. :/ That would require another extensive patching round. Nah I skip it.. nice features but it is too intrusive for me. It fiddles with eagle, steady hands, bound bow damage and sneak levels. These are all things that are covered by other mods that I use. Maybe the armory module is better for me. *checking it out*. Hm.. I assume that enemies don't have access to the 3 new perks, unless I use ASIS' perks feature. But they will benefit from the changed perks, right? Like "Deflect criticals 1" was originally "Conditioning", which means that enemies which had the "Conditioning" Perk" will now have the "Deflect Criticals 1" perk. AmIright? :) OK.. I checked the perks with the SSR patch loaded in Tes5Edit. It's kinda tricky to make a decision. ACE changes a few lower/no weight and higher armor rating perks in favor of other effects.. hmm... I don't know how I feel about the loss of the conditioning perk. It basically means that you can't sneak in heavy armor at all anymore when also using SSR, cause SSR ties the sneak chance to the weight of your worn armor. On the other hand.. who sneaks in heavy armor.. huh. Makes sense. So the last decision marker is if losing the armor bonus is worth it (212% Vanilla vs 73%-102% ACE). Combine ACE Armory with DUEL and physical combat is even deadlier, cause you and your enemies will have a very low armor bonus. That's something I'd like to circumvent somehow cause I find DUEL's physical damage boost high enough already. A way to get around this is by using High Level Enemies Armor scaling plugin.. and modifying the value to double default. Maybe. -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Ok the Empowered Magic changes that I had problems with earlier are not necessary to forward. The author somehow implemented these "fixes" on his own already when building the mod. I'm wondering about the fix for the staff of Jyrik Gauldurson though: Leasm fixed the staff on his own.. at least he claims that he did.. cause all I see is the magic skill of the staff changed from Restoration to Destruction and the enchantment amount upped to 1500 instead of 1000. An actual fix would involve a script.. like the USKP did. I forwarded the script to the staff from USKP now but left leasm's magic skill and enchantment amount changes intact. I guess.. that simply means that the staff is a bit stronger now and will scale from destruction instead of restoration magic. All USP quests done, waiting for rewards (aka answers from mod authors :D) -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Great.. I accidently threw a fish stick on a plate that was full of water... *glug glug glug* bye bye fish stick. 1 less to eat, damn. *cooking skill increased by 0.5%*, some of the sticks are almost black. /offtopic. Yeah I can send you the file once I'm done with it (Hearthfire version). I asked the author of BFU about the issue and will wait for his answer. -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Nope... I mod this game for 4-5 months already.. I wonder how I should forward the USKP fixes in 0004E93E, 0004E93F, 000B62F2 for "Empowered Magic" ("Or" - conditions are present, I don't wanna break the condition chain) and the fixes in 000F3921 for "Breezehome Fullly Upgradable" (depends on if the BFU author needs the marker for something).... Hm... -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Less damage when my stamina is below 10%.. hm.. yeah I think I can live without that. What I liked about the ACE armor module was that it made the difference between a light armored mage and a heavy armored fighter bigger. Or in other words, it forces mages to wear clothing/light armor. -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Hehehe.... Oh if you want to quote someone just copy the text and hit the "Quote" button... I mostly quote like above, without the name because it's faster that way. I wonder where I got my info then... I have to admit that the notes for ACE are like super old. But the "Trade & Barter" notes are true, since T&B changes perks too. *scratches chin* hm... afaik DUEL only changes 1 or 2 perks.. the rest is all scripts and custom spells/effects. Yeah I think you are right. It should be compatible then. Thanks but I'm not using morrowloot, well at least not yet :) I think my crazy T&B settings make up for every valuable loot I might find.. 10-15x increased buy prices.. and 10-15x decreased sell prices. By the way.. should we call the new USKP update "Unofficial Dialogue Overhaul"? My fingers are already blue from copying all the dialogue changes of the 2.05 patch into a new file for comparison... lol -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I guess .. I'll take a 2nd look at the ACE modules and compare them to my other mods. The SSR patch will probably be merged into my "Conflict Resolution Patch". cstarkey42, on 07 Jul 2014 - 5:13 PM, said: The synergy module is one that is not necessary in my opinion, since it does not add enough to the game. The buffs are very minor and I rather use the esp slot for something else. Footing? Hm I will have to read up on that. I made some notes about ACE when I started modding: Realistic Fighting.. is incompatible with DUEL. Armor perks... that's the one that has compatiblity issues with SSR. I guess the patch for SSR exists to make ACE armory compatible with SSR? ACE speech is incompatible with "Trade & Barter". Well people will have to pick between mods anyway, but if single mod's already do a good job I don't see a reason to use the corresponding ACE module. Several of them are kinda good though... I'll probably take a very close look at the armory and archery module. Not a good idea. It's better to have such kinds of mods modular, since a whole package always brings compatiblity issues with other mods. -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
No, Enchanting Awakened brings 1 patch for Enai's "Apocalypse" and 1 for Frostfall, Thunderchild has 1 patch for Wyrmstooth. That's all. After a 2nd read I noticed that these are not even patches among magic mods.. but rather for other ones.