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Everything posted by blattgeist
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pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
For magic: Empowered Magic, Mastered Magicka, all of EnaiSiain's magic mods (and his races, standing stones, thunderchild mods), Combat Caster and Smart Cast. For combat: DUEL, SIC+SIC-HLE (external download on the SIC page)+Revenge of the Enemies (use the patch for ROE from the SIC installation), ERSO Enemy AI (not on nexus), DFB Random Encounters, Monster Mod, Deadly Dragons, ASIS (spells, potions, enchanting fix) For perks: That's kinda tricky but the main ones are: Trade and Barter, Stealth Skills Rebalanced, Better Eagle Eye Redux, CCO, SPO, WAF, CCF (these 4 are all from kryptopyr and complement each other), Enchanting Awakened, Better Vampires, Moonlight Tales, Bloodmoon Rising I don't use any of the ACE modules, simply because they need compatiblity patches to support other weapons and armor mods. Although the archery one looks really nice... -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
They don't. I already asked that question and Isoku denied. Ah well.. I keep the feature off for now. That let's me control things better. Hm.. High Level Enemies, *sigh* that mod is simply awesome, sadly the scaled version is not supported by Immersive Creatures. My way around this is using the unleveled enemies module of the "YASH" mod. Uhm.. I don't use any big overhauls simply because they interfere with too many things. But the closest to SkyRe would be Requiem. Dear god.. (I'm not a believer but whatever lol).. this is gonna be so much work again ;) The changelog says that it reverts the soulgem drop sound fixes from earlier USKP versions... that needs to be reverted in the "Empowered Magic" Tes5Edit list too then (see above). *waiting for the german translation* -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Yeah I saw your comment about Falkreer on isokus page. I've actually waited quite some time for him to bring that mod back to life. But I don't really use the feature that lets NPCs collect loot cause I don't wanna be forced to kill friendly NPCs just to get the loot of enemies where they got the last hit (although I may have been involved in the fight). Regarding Empowered Magic and magic overhaul mods in general.. I'm kinda sad.. The list that you see above exists for quite some time now, with some minor adjustments since the new beta file for Empowered Magic came out. I pointed leasm into the right direction a couple of times already but no USP changes have been forwarded so far. But now that he finally asked for some help regarding the matter I got some new hope that he might incorporate the changes into his mod. Otherwise I will be forced to do that stuff on my own over and over again. So now to the topic of magic overhauls: There are simply no good up-to-date magic overhauls anymore. It goes as far as me wanting to create my own.. and I did it until I saw how much more has to be done to make a mage competitive to physical fighters in this game.. it goes way beyond just scaling magnitude of spells up or adjusting dual cast power and chance to stagger enemies... I gave up after a while and went back to patching the beta file of "Empowered Magic", just because that is easier than creating my own mod. Oh by the way.. on my quest to create a magic mod I found this little gem: https://www.nexusmods.com/skyrim/mods/17963/? It gives you +2,5% magic power everytime you put a level into magicka up to a maximum of 150% enhanced magic power (duration, damage, affected levels of enemies when using illusion magic). The maximum is 150% and there are several caps, that are tied to the perks in the corresponding magic schools. It's compatible with all magic mods out there (tested with empowered magic and mighty magic). It only affects the player btw. I don't consider the mod OP in combination with other magic scaling mods because if you use ASIS, Immersive Creatures and so on enemies become quite deadly.. also think about DUEL, which increases physical damage by a lot. Mastered Magicka actually balances out magic damage against DUEL' s physical boosts. Well when using EM and MM together I at least feel not inclined to use a bow all the time now. Can we discuss the NPC loot option of isokus mod a bit? I 'd like to know what you think about my complaint about losing loot because a friendly NPC sacked it all although I might have been involved in the fight. I don't like to kill friendly NPCs. -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I recently came along forwarding USP and DLC changes to the new Beta file of "Empowered Magic". It's a pretty big amount of fixes, which I've also send to the author in a PM. Here is the PM with the list, for anyone that is interested: -
pack Dreadflopps Modular patches
blattgeist replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Edited. CStarkey42 ninjad me :D -
Yeah I think plaggy is right. Someone over at the MO forum just agreed to that method.
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And it broke again.. 1.2.8 Apparently that version should not be used because it handles BSAs incorrectly (some sort of bug with scripts not being applied in SkyUI). *wondering how to downgrade*
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I know.. gravedigging is wrong but this one serves a reason *g*. I made some changes to my mod for the exact reason of using EFF (although I changed my mind later on and stayed with AFT). But for anyone going for EFF and worrying about missing out on the neat uncapped follower levels feature of AFT. You could try this mod out: https://www.nexusmods.com/skyrim/mods/53602/? Use the "NPCs Protected Redux with Uncapped Followers" file.
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Yeah.. he even said there is no downside to it. So why not just enable it by default.. Would be cool if he implements it to be on by default.
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Well then it's not absolutely needed. We can either choose to press the button or activate invalidation.bsa in MO to get the same effect. On the other hand it does not hurt to press that button once. Tannin42, on 19 Apr 2012 - 8:27 PM, said:
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I'm not sure if DoubleYou saw missing textures with or without the invalidation bsa active or not. So we don't know for sure if pressing the button is necessary.. although I pressed it already. And @ Octopuss I believe that TheBloke explained pretty well what backdating does.
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Whaaat.. ok *presses the button in hope that his PC does not explode* Good find Double. By the way did you test that with the skyrim-invalidation.bsa being active in your MO archives tab? *updating my own install instrections for MO* Some sort of DOS window popped up for a split second. I guess that's it. Year 2000 here we are.
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I didn't paste that setting into the ini. It must have gone there when I clicked the invalidation on my profile in earlier times (and then removed that checkmark). But anyway, you're worrying too much I believe that all is fine with having the BSA set as active and also having that line in the ini, which as you said, MO handles automatically for us.
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Yep, exactly my thoughts. It's been so long since I started creating that profile (a year or more). But good that we have that solved. And yes, it's best to keep that bsa around. Archive Invalidation is rather important I read. It has something to do with correct meshes and textures being used or so. Anyway, back to the main topic. No news on the front of 1.2.7? mhm ok then we will wait patiently :)
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It was not ticked for me... weird. After I ticked it I could not move the invalidation.bsa around anymore. Good.
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That user was me. And I read the comments from Tannin regarding invalidation too. But it's not clear enough how to handle the whole matter. From my understanding we either need to hit the button or have the invalidation.bsa in our load order. And afaik a bsa does not count towards your esp limit. So it would not hurt having it there. I just asked this question here because .. well I was wondering if anyone else could shed some light on it. I'm not eager to hit that button every now and then. That's one more task to keep in mind. It's better to check some box to have a permanent solution. Besides.. I don't remember if I checked the box for automatic invalidation when I was asked if I want it to apply in MO.. but I believe that this exact option places the bsa into your load order in the first place. Oh... from initweaks.ini (inside MO profiles): I believe that means we don't need to hit that "back-date BSA" button.. just let it be true XD
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True, if files are left behind that's a big problem. But I think that a mod author should be aware of that issue and give proper instructions about which files to remove when updatting. Because as far as I know no mod managing tool up to date can handle things like this. Either the mod author provides a complete package with the removed files not included or they give proper instructions about what to do when updating. Btw. I edited my post above with a question.
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I can only imagine 2 workarounds for this: 1. The update itself contains no BSA but is instead provided as loose files. 2. Users will have to install the update (which comes with a BSA) in a separate folder and call it for example "iqNPC update 2.01". After that they have to go into the explorer and manually copy over the contents from the now extracted update into the original mod folder (i.ex. iqNPC 2.0) folder and overwrite everything. By the way, do I need to hit the "back-date BSAs" button in MO if I have Skyrim-Invalidation.bsa active? I have never done that so far. Does the load order of skyrim-invalidation.bsa play a role? I can move it around... I also have no '"bInvalidateOlderFiles" lines in my skyrim inis, if that plays a role. If all that is needed, to apply invalidation of older files, is to have the BSA around, then I'm fine with not hitting the button. But I need some insight here :)
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Even if MO 1.2.7 eradicates the need to extract BSAs for simple conflict resolution it still is handy for people who want to optimize their whole mod organizer directory or edit individual folders. So I'd say there is still some use for it and I hope that Tannin will keep the feature inside MO, although not automatically enabled. Because hat was certainly causing issues for the not so advanced mod users.
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Hm.. if it's a loose file it will be loaded after dawnguard.bsa, even though dawnguard.bsa comes after the mod, if I understood it correctly. So that file won't be overridden by dawnguard.
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Well "Distant Decal Fix" isn't conflicting with any of the DLCs, so it's still fine to load it before the USP. Thanks for the clarification Tannin.
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We know as much as you do.. all Tannin said is in the changelog. He could mean the priority 0 bug or something else.
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You are probably right about that... I think I can move SkyUI around a bit. At least putting it below USPs and the UHRP. Come to think of it.. shouldn't we also mention (in the Step guide or so) that extracting the UHRP should be avoided too? I believe that the same rule about the USP fixing textures applies to the UHRP too. And UHRP should not be optimized because as EssArrBee mentioned these fixes could be reverted by an optimizer like SMCO. Tannin only speaks about the USPs when avoiding to extract stuff.. but I believe the UHRP should not be extracted either. You are right.. I was mainly asking for personal advice and forgot that we also talk about STEP settings. Ok.. I'm off to bed now. Will check back tomorrow and see what has changed. Cheers, all.
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Thats's what I think too. It's a general advice so that the majority of the people have no problems when sorting it exactly like the described it. But There should be zero problems from my understanding when putting mods above it that have no conflicts. And the Distant Decal Fix needs to go before USKP anyway.. loading it after USPs would mean overriding all the USP changes to the decals. Yeah.. I rather don't take the risk of running into that bug. That's why for me I still have the dummy mod above (skse.ini) I believe that when I started modding I read in the SkyUI description to put it very early in the install order.. I can't find that info anymore though. Maybe that was about load order and not install order? But either way.. as time flows by we will have version 1.2.7. Until then.. I'll just wait it out.
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Hm.. I'm not convinced that the USKP has to be at the absolute top of the install order. Stuff that does not override anything like dummy mod folders or Esp-only mods, SkyUI should still be able to go before it without causing any issues. https://s1.directupload.net/images/140625/mjtmb8el.jpg See Priority 0-4, no overrides. Priority 5 (skyUI) has only an override with Spectraverse. Priority 7 is where the USPs and DLCs start, Distant Decal Fix ofc comes before that. I updated to 1.2.6 already.. the screen is from 1.2.5 but it looks like that with 1.2.6 too.