
RoboticWater
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RoboticWater last won the day on August 11 2016
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Is there a way to flatten out the de-leveled enemies a bit more? I like the static levels, but encounters/dungeons seem to have an overly-wide range of enemy levels in them. For example: outside Bleak Falls Barrow, I fought a group of bandits that were all manageable for a level 7, except for a bandit sabrecat that IIRC was around 40. It just seems weird to have just one enemy that's a massive damage sponge/dealer amid an otherwise reasonable challenge. Inside the Barrow (which is labelled as being for levels 30+), the bandits and spiders are easy, but the draugr are all over the place. I assume this is by design to some extent, but again, it seems strange to be fighting a couple level 1 draugr (which crumple like wet tissue paper), some level 13 wights (which seem to have a reasonable health bar), a lot of scourges (which take a lot more hits to kill than I would like), and topping it off with a level 60+ skeleton lord with absurd health. I could turn up damage across the board, so things aren't nearly so spongey, but I feel like just tightening the levels (if that's possible) would be better. It's also annoying how many dungeons near Whiterun are levelled at 40-50+. I like doing dungeons to break up the main quest, but I feel like I have to get through a decent bit it just to have enough levels to explore. And a suggestion, have you considered an elemental arrows mod? You fight undead a lot in the game (and the occasional Dwemer construct), but with KYE, there's not really a ranged non-magic solution for handling them effectively (that I can think of, at least). Frankly, part of the levelling issue is that archery is nerfed for these common enemies. Thanks, I'm otherwise having a blast with this guide! (Seriously, applause for making such a robust and easy to follow guide) Yes, the 'x' in "xEdit" refers to the fact that there are many different versions of the Edit software out there, i.e. TES5Edit, FO4Edit, SSEEdit, etc.. The 'x' is just a catch-all.
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Yeah, separate mergable conflict resolution .esps would be sweet, or a step-by-step manual CR guide. Though, I understand making those wouldn't be easy. In the absence of that, usually I'll just make a copy of some .esp (usually the auto-generated bashed patch.esp) and then rename it to whichever master file(s) I'm missing, load the conflict resolution into SSEEdit, check the CR for errors (which it will definitely have because your fake master file doesn't have the entries of the real file), and then delete/fix the entries with errors. It's not ideal because you'll miss any resolutions that don't rely on content on the master file, but it's worked for me before.
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GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
RoboticWater replied to Neovalen's topic in Unsupported Game Guides
Nevermind, it was Preparations. Wish the description actually told you that it affected health regen before I had to start uninstalling things. :/ -
GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
RoboticWater replied to Neovalen's topic in Unsupported Game Guides
I've been playing on Story and Sword difficulty and for whatever reason, meditation isn't restoring my health like it used to. I've looked through the descriptions of the most likely offenders, but I couldn't find the mod that's doing this. Does anyone know how to turn meditation regen back on? I don't want to deal with the busywork of buying food and waiting for it to slowly regenerate my health. -
SSE & Modding - The early days
RoboticWater replied to Pretendeavor's topic in Skyrim Revisited (retired)
To be fair, those with a PS4 would be getting the short end of the stick, as USLEEP won't be coming out on that system IIRC. Not that that's a problem for us, mind you, nor is it particularly new for Bethesda considering how their Playstation releases are often markedly worse than the others, but still lame. It would be cool if Bethesda could integrate a stable version of USLEEP into one of their own updates so everyone could benefit, but something tells me there would be bureaucratic issues with that. -
I would assume so. IIRC, the extent of what immersive armors effects is limited to items, keyword names, and some guard dialog references (when they talk about the armor you're wearing). Removing it shouldn't introduce any cascading errors. However, if you want to remove Immersive Armors from the CR, you might not have to rebuild from the ground up. Since the references to IA in the CR are only item references (I think) and not anything crazy, there's a cheap and dirty method that'll take less time. This is at your own risk, but what I normally do in this scenario is get a blank .esp file and rename it Immersive Armors.esp, then open up TES5Edit. Any record in teh CR that is related to IA should now have an error in it, so all you have to do is right click > check for errors, and then for each record it returns you either delete it (if the only difference between the CR and the runner up are the errors, i.e. everything has a green background except for the errors) or delete/replace with the default records the individual errors (if there are other changes in the CR, i.e. non-error records with yellow backgrounds). For safety purposes though, I'd just go from the ground up.
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SRLE Extended: Legacy of The Dragonborn
RoboticWater replied to Darth_mathias's topic in Skyrim Revisited (retired)
As a quick fix you could always just use the "coc" console command (e.g. "coc Whiterun") to get back to a location in Skyrim, though that might cause some issues with Falskaar's scripts or quest progresssion. MUS, like MLU, might restrict Dwarven crafting until you get the reward from this quest. That all depends on what exactly MUS takes from MLU, but MUS's description indicates that it emulates MLU's crafting, so it's a fair bet that the Dwarven crafting restrictions are one of them. However, if you can make any Dwarven item besides armor and just the greatsword (i.e. you can make the Dwarven dagger or mace), then that's definitely a funky bug. -
SRLE Extended: Legacy of The Dragonborn
RoboticWater replied to Darth_mathias's topic in Skyrim Revisited (retired)
Maybe my standards for immersion are a bit too strict, but I'm not a big fan of the Armor Progression Overhauls. In theory, I like how it adds some much needed diversity to Skyrim's sets of armor, but the new armors it adds just aren't very coherent with Skyrim's aesthetic. Zzjay's and jmenaru's stuff are pretty good, but rest is a really mixed bag IMO. Unfortunately, I don't know of an alternative to APO, but recently, I've been trying to assemble a number of unique-looking armors and weapons that better fit Skyrim. It dips a bit too far into the skimpy side (and it's only for females as far as I can gather, but that's not different from APO), but The Book of UUNP Iron and Steel Vol 1 Bodyslide actually has a few really well-designed lore-friendly armors. Ideally, I could find more mods like this and Immersive Armors that lean more towards Skyrim's original aesthetic. It's more clothing than armor, but Common Clothes adds a number of new clothing sets (which can often look pretty cool) that get distributed through the leveled lists. I'm combining a bunch of other individual sets as well (I'll also hopefully figure out how to integrate them into the leveled lists for the ones aren't already), but that's not exactly something you can easily add to your modlist. I really wish there were more mods like Immersive Armors. As for weapons though, I'd highly recommend Unique Uniques (and everything else Insanity does). I don't know why it's not standard in every mod list. It's a great looking, lore-friendly replacer mod for many of Skyrim's copy-pasted "unique" weapons. I have many others recommendations, but I don't want to impose too much. Regardless, thanks for all your hard work on your previous guide, and I wish you all the luck for making this new one. -
Certainly, TES5Edit can be intimidating at first, especially with that "ARE YOU SURE YOU WANT TO DO THAT???" message. 85% of the battle is just knowing which records you want to modify and what you want to do with them. One thing I forgot to mention though: after you remove all the references to MatureSkin, you'll want to remove it as a master of Conflict Resolution. To do that, all you need to do is load up Conflict Resolution, right click on it in the left pane, and select "clean masters." Then you should be all good to go. I've always avoided Mature Skin myself. The texture is good, but I'm not a huge fan of all the extra complexions it adds. There definitely isn't a lack of alternatives; however, if you like mature skin, I think you can just use the textures without the esp.
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If you've already found the records that need to be tweaked, you're basically half way there yourself. Just click on each record in the left pane, (optional: right click on the right pane and click "Hide no conflict rows"; that'll make scrolling through easier), then right click on the root entry of the texture set list (it should be the blank yellow slot just above the list of textures) and click "remove." In fact, correct me if I'm wrong, but I don't think any other mod in SRLE touches those two RACE records, so you can just delete the records from the Conflict Resolution (right click the entry in the left pane and select "remove") and USLEEP will be the winning record.
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Could Windows 10 be an Issue?
RoboticWater replied to RoboticWater's question in Guide Support & Bug Reports (retired)
Doesn't Crash Fixes deal with DefaultHeapInitialAllocMB? I still have DefaultHeapInitialAllocMB set to 768, but I thought UseOSAllocators=1 dealt with that problem. I thought of verifying each profile individually, but the crashing only starts getting bad after a lot of play time. Since no single crash guarantees amod conflict, I wold have to play until I got frequent crashing, so verifying even just two separate profiles is a pretty big time commitment. Not only that, but Skyrim isn't really worth playing for me if it doesn't have a number of mods to spruce it up, so I'd essentially be playing a game I didn't want to play for hours on end to maybe figure out what's going on. My pride has me determined to get my modlist to run, so I'll give it one more go before Skyrim Remaster, but after this, I'll probably just move on. Thanks for the advice though.