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Everything posted by zombiecurse
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pack A Real Explorer's Guide to Skyrim
zombiecurse replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Artifacts of Boethiah might also make a good addition. It's not just a weapon mod, has a decent sized quest in it as well I believe. -
pack A Real Explorer's Guide to Skyrim
zombiecurse replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I just came here to bring those to everyone's attention as well. I haven't played them yet, but those look like some pretty major additions. -
pack A Real Explorer's Guide to Skyrim
zombiecurse replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Been away for a while, was just wondering where this PACK was at and who is responsible for it now? Always loved this collection of mods. -
pack A Real Explorer's Guide to Skyrim
zombiecurse replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Same here. -
pack A Real Explorer's Guide to Skyrim
zombiecurse replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Yup, makes sense. Will be watching Arena to see how it fills out over the next few months. -
pack A Real Explorer's Guide to Skyrim
zombiecurse replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Hm, wonder if a patch could be made for that. Is CJ solely responsible for the pack now? -
pack A Real Explorer's Guide to Skyrim
zombiecurse replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I've been following Arena as well. Looks good. Looking at integrating it into REGS in the future? -
pack A Real Explorer's Guide to Skyrim
zombiecurse replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I did Moon and Star around lvl 15 I think and it wasn't too challenging. I also had High Level Enemies and a couple other difficulty increasing mods installed. I seriously recommend that questline, the ending is pretty sick and results in a pretty cool minor enhancement to your game world. -
pack Dreadflopps Modular patches
zombiecurse replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Thanks for replying. Is this the case with the patches that are meant to be merged together as well, or do they solely affect the patches that are denoted in the file names? E.G. - Does 70 Thunderchild - USKP patch.esp solely fix conflicts between Thunderchild and USKP? -
pack Dreadflopps Modular patches
zombiecurse replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Hoping someone can tell me what the purpose of the replacement patches is. I'm installing/have installed the mods that they apply to, but I'm wondering what mods they're meant to fix conflicts with. I'm only using some mods out of the pack, layering them on top of STEP Core, REGS, and Realvision ENB suggested mods: Skyrim Immersive CreaturesBandolier - Bags and PouchesBandolier - DawnguardWinter is ComingImmersive WeaponsLore Weapon Expansion + Daedric Crescent, Goldbrand and Relics of the CrusaderImmersive ArmorsAurora Doomstone PackageDragon Soul RelinquishmentThunderchildApocalypse Spell PackageSpectraverseDwemertechHigh Level Enemies - SIC EditionRevenge of the EnemiesDeadly DragonsWondering if, just using those mods, I'll need to use the replacer files. -
pack A Real Explorer's Guide to Skyrim
zombiecurse replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Alright . . . so with LOOT, should I just put ELFX down with the bashed patch maybe? -
pack A Real Explorer's Guide to Skyrim
zombiecurse replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Okay, you're loading ELFX before REGS patches? My understanding was that the following meant load them after:"Generally speaking, the REGS patches and custom esp files should go near the bottom of your loader order but BEFORE any lighting mods you might have (ELFX, ELE, and RLO)." -
pack A Real Explorer's Guide to Skyrim
zombiecurse replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I've taken a look through the thread here but can't seem to verify this: Are the LOOT rules in the guide all we need to do as far as LOOT is concerned? I see recommendations for BOSS load order for the REGS patches and a BOSS rule list, but nothing additional for LOOT. LOOT definitely isn't automatically ordering things the way the page recommends. Edit: I looked back further and it does look like this was discussed some, but it doesn't say much of anything about ELFX. LOOT is putting my ELFX and its patches wayyyyyy at the bottom of my priority list, way before the REGS patches. Wondering if I'm going to need to create a rule to load ELFX and its patches after the last REGS patch? Guess it makes sense I wouldn't have found a rule for this, as ELFX isn't really part of REGS. Everything else looks like it's sorting correctly, so would it be best just to put ELFX at the very bottom of my load order? -
pack A Real Explorer's Guide to Skyrim
zombiecurse replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Thanks for the quick reply. -
pack A Real Explorer's Guide to Skyrim
zombiecurse replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Wondering about using Wyrmstooth 1.11. I see the guide says 1.10, but wondered if there was something specific in 1.11 that conflicted. -
pack A Real Explorer's Guide to Skyrim
zombiecurse replied to CJ2311's topic in Step Skyrim LE Packs (retired)
So EnaiSiaion just released a bigass mod called Dwemertech. Adds spells and a bunch of cybermage upgrades, sends you to the moon, looks lore-friendly (assuming you believe the Dwemer were badass technomages). Thought it might be considered for an addition here. -
pack A Real Explorer's Guide to Skyrim
zombiecurse replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Mighty Magic adds some spells, but it also overhauls the perk system pretty thoroughly. What causes the conflict? Is it something to do with quest progress needing to be triggered by vanilla spells? -
pack A Real Explorer's Guide to Skyrim
zombiecurse replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Yeah, I saw those issues as well. I may just leave it out of my load order for now. The main reason I added it was that it added a couple Necromancer lairs, some black magic and some black soul gem stuff. I thought that would add to immersion a bit, but I have a lot of vampire mods and likely wasn't going to actually use the lichdom part of it. -
pack A Real Explorer's Guide to Skyrim
zombiecurse replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I didn't get to use all the spells, but what I saw was really promising. The scaling is compatible with pretty much every other spell mod as far as I can see, and some of the added spells (the storage spells from Conjuration specifically) are great. I would be interested in knowing if it mucks with Undeath at all though. -
pack A Real Explorer's Guide to Skyrim
zombiecurse replied to CJ2311's topic in Step Skyrim LE Packs (retired)
I didn't actually realize there was a problem with this and magic overhauls. What's the main issue? Is it just magic overhauls, or does it get screwy with things like Apocalypse Magic and Forgotten Magic Redone as well? I use Mighty Magick, was kind of hoping it would be compatible. -
pack A Real Explorer's Guide to Skyrim
zombiecurse replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Curious about the removal of Undeath. Any specific reason? -
pack A Real Explorer's Guide to Skyrim
zombiecurse replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Is this pack going to need to be updated at all for the 2.2.9 step release? -
1.2.6 - Do we still need the NCC Downgrade?
zombiecurse replied to DocClox's question in Mod Organizer Support
Agreed. I just got back into modding a month or so ago, and was amazed to see such a powerful tool was available. Greatly appreciated. -
Alright . . . I've been working on this for the last week or so. Basically, I've discovered that if you're using Forgotten Magic Redone (FMR) and SKYUI together (I'm actually not sure if FMR can be used without SKYUI), for some reason it will cause the dual casting of illusion spells such as fury not to work at the magnitude they're supposed to. Instead of the effect being amplified (I believe it's supposed to effect creatures 2.1 levels higher than the base single cast), it just does the same thing as the single cast for more than double the mana. I have talked to the mod author Sward66 about this and he's replicated the bug in his game. After a lot of testing done with the fury spell, my findings are as follows: Just SKYUI: Double casting fury works 100% of the time.Just FMR: Double casting fury works 100% of the time.Just SKYUI and FMR: Double casting fury works roughly 5% of the time. When it does work, it works only once that play session and then never again.SKUI and the rest of my load order (a lot of MCM mods in here) EXCEPT FMR: Double casting fury works 50% - 75% of the time.SKYUI and my entire load order, including FMR: Same results as described above for Just SKYUI and FMR.The message I get when the spell doesn't work is always something along the lines of "That enemy is too powerful to be affected by this spell." This problem does not affect self-cast mods like invisibility, just illusion mods that affect npcs. Dual casting for other schools of magic seems to work fine (tested it with destruction so far). Sward66 believes this is some kind of timing error caused by the spell having to run through all the extra behind-the-scenes perks FMR adds once the fury spell hits its target to see if it needs to apply some kind of effect to that target. I should point out that I've looked at my papyrus logs, and I can't find anything for scripts being run on the NPCs I'm testing this with in there. However, I'd like to test the theory. Does anyone know any way to modify the Papyrus or SKYUI settings to open up the window of time that the spell has to run through the possible effects it's checking for? I've seen a lot of Papyrus tweaks on here but I'm not sure which of them apply in my situation. Also want to again note that even without FMR installed, using fury spells with SKYUI and the rest of my load order installed is not a sure thing. It seems like there's something happening where some of the other MCM using mods I've installed are having the same effect as FMR, but on a much lesser scale. With just SKYUI installed, everything works fine. With SKYUI and the rest of my load order, getting a dual cast fury to have the intended effect on a target within the proper level range is a bit of a crapshoot. With SKYUI, the rest of my mods installed, and FMR, it's a losing bet almost every time. However, removing everything else from my load order doesn't solve the problem between FMR and SKYUI. I've tried reinstalling SKSE and SKYUI. I have tried downgrading SKSE to the last stable version (was using the alpha). I have tried downgrading through a couple versions of FMR. I have reinstalled Skyrim multiple times on two different SSD drives. I have turned off overclocking on my PC. I can consistently reproduce this with just Skyrim, SKYUI, SKSE and FMR. The only other thing I have to add is that whether or not it worked seemed to partially depend on what cells I had passed through. If I used Alternate Start - Live Another Life and the "New Member of a guild" Companions starting option, I could have FMR and SKYUI installed and effectively dual-cast fury on Skjor in Jorrvaskr 50% - 75% of the time. He was a good npc to test on, as he starts at level 10. The base effect for single-casting fury is up to level 6 npcs, and the double-casting level cap should be around 12-14. However, if I used the "Camping in the Woods" option with live another life and ran to Jorrvaskr, double-casting fury would barely ever work on him (roughly 5% of the time, same as the situations I listed above). If I started the game normally in the cart to Helgen, it would also barely ever work. *Whew* If anyone has any thoughts on this, I'd appreciate hearing them.