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Everything posted by xxx78
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sure, Im glad you like it. I have not played fallout 4 so I dont know how it work there, but I found it distracting and annoying that loot menus pop up in combat, there is really no logical reason for it, and it is nothing to gain from it since I have no reason or interest to loot in combat. I love immersion and atmosphere, having random windows pop up on the screen break that felling completely.
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Have fun :) I support that, we want pictures :)
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Loot and degradation is the only mod I have found where NPC loot some dead bodies and I love that feature. One thing in skyrim I hate is the player get showered with loot and gold from day one, and with immersive patrols and other mods that adds npc there is a lot of dead bodies laying around with all their equipment waiting for the player to pick up, and other npc's just walking by never looking for valuables. This create a felling of a lifeless game just rotating around the player, and that is what we try to avoid with adding life to npc, monsters and animals through mods. SKytest add a similar looting feature to animals.
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Just a quick reminder, DUEL Combat Realism, Deadly Combat and Action Combat is all listed in the same place in Nazenn dangerous mods thread. So Duel is not any safer to use than Deadly combat.
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ok, but just to be clear, Less intrusive HUD II is a complete HUD customizer/tweaker with the possibility to move and change size of all HUD elements. It add options to turn on/off what to see on the compass like enemies, locations, quest, floating quest marks etc. And it also have some options for different crosshair, compass, sneakeye etc, but most importantly the option to remove the "E icon" that show when mouse is over something that can be activated. Personally I think the Compass and the health/stamina/mana bars is way to big so with Less intrusive HUD I reduce the size and use the alternate slim compass. The options to add transparency to almost all HUD elements is also very nice, iHUD only add transparency to a few elements. iHUD complete Less intrusive HUD with adding the possibility to hide HUD elements, the only thing Less intrusive HUD dont do. So they are compatible and bring different options to change the HUD to any players liking. But since both mods change some of the same elements this elements can only be changed by one of the mods. Here is one example of how Less intrusive hud can change the HUD. Here is a video showcase from Gopher, but it dont show all the the features.
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Here is some HUD mods I use and that I think many players will appreciate. Some have been posted before in the other thread. I dont have SRLE installed now since my hard-disk crashed so Im not sure about comparability. Interface tweaker Less Intrusive HUD II by Crashnburn (Make it possible to tweak/change almost all hud elements. I use it to move sneak icon, shrink HUD elements, remove activate icon, small cross-hair, move attribute bars and add transparency) Video Compass mods Compass Marker Range by Xrande (Can adjust the range before location markers pop up, and when locations is detected. I use this to make the compass work as I like. Only esp-most likely can be merged) Compass Mod - Immersive Undiscovered Locations by xackoff (Make all undiscovered location marks generic until discovered. I think this increase exploration) Information onscreen Better Skill and Quest Books Names by Kevkas (Rename books and add "skill name", "quest" or "map markers" in-front of book name. Only esp-most likely can be merged) pic 1, pic 2, pic 3 Shrine Blessings by Viglen (Gives a short descriptions on all Shrine effects including Dawnguard and Dragonborn before clicking, and a more detailed after. Only esp-most likely can be merged) pic 1, pick 2 Unread Books Glow by duggelz (Books which you have not read yet will have a visible glow. When you read a book for the first time, its glow will disappear. Widgets Equipment HUD by Snotgurg (configurable HUD widget that show the names of equipment in the hands + powers with cycle keys so you can quickly change equipment/spells/potions/powers). Picture Horse Stamina Widget by just (A movable stamina bar that look the same as normal stamina bar for horse, so you know how much stamina the horse have) Picture All should be easy to use and some should be possible to merge.
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About quick loot and Fastloot. I tested them and they both suffer from a serious annoyance. Every container, dead person, chest you mouse over during combat pop up with a nice loot menu in the middle of combat. Until this is fixed I will not use this mods.
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Ok, any thoughts why Summerest cause the lag?
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Do you have the merged esp?
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ok thats good, I know it is best to keep it as low as possible but I guess with SRLE and extended so high setting is needed?
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Any news about the CWO testing?
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ok good. yeah, and Enchanted Arsenal is compatible with Wintermyst, Wintermyst add more enchantments and Enhanced Arsenal is only a visual mod that make it possible for each player to select the visual effects they prefer for their enchantments.
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Sure I can test it, but I recently lost all game related files on my pc due to a hard HDD crash (800GB gone), so I dont even have SRLE installation, but if that's not required I can test? Btw, there is a enchantment related mod I like to suggest (I have suggested it before in main thread): Enchanted Arsenal by egocarib (make it possible to select different enchantment effects from 12 different mods and mix them ingame. MCM) Picture of MCM + Video from Brodual - Compatible with "everything", no serious issues or bugs. Enchant Shader, Enchant Art, Hit Shader, Hit Art and Lingering FX can be changed ingame.
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I recently played a interesting series of mods that is quest related and have some new locations on the skyrim map, like camps, dungeons, fortifications, strongholds, and wilderness areas. What I liked was that it is on the skyrim map, well made locations, interesting story, good fights, it build on skyrim history and lore and there is no quest given but secrets revealed on the way. About compatibility. Except a few locations mods, ICAO has potential conflict as usual. There is some navmesh edits in some of this mods, and the only one mentioned as compatible with ICAO is south dragon bridge, the others is there no info about. Nr 4 has a skyrims largest gold mine that can be overpower. Adal Matar the Lost Stronghold - Fight Against the Thalmor I by MadFrenchie The Cyrodiil Frontier - Fight Against the Thalmor II by MadFrenchie (need this fix The Cyrodiil Frontier - CTD Fix) The Aldmeri Domain - Fight Against the Thalmor III by MadFrenchie SOUTH DRAGON BRIDGE - Fight Against the Thalmor IV by MadFrenchie Totally add 5 esp's but it is a lot of content. Also they have independent stories so no need to install all. Here is a video of the first mod in the series. Maybe something for extended?
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yeah, I miss it too, I can't really play without it, anyway we can get it back?
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Sounds good, I use other alternatives to travel anyway.
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What is your thoughts on city mods Darth? Is mods like JK's cities and ETAC not interesting at all? About city mods, there is one mod that I like to see in this pack that add to Markarth, the SKY CITY - Markarth Rising by reindeer51. This is just a visual addon so it should be compatible with all other Markarth mods, and it make the city feel much more impressive and improve the atmosphere.
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About new lands mods, whats great about Summerset isle is that it is a addon for the College of winterhold questline, that you can do after becoming Arch-Mage. And I prefer content that build on/extend/add to vanilla content.
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The wiki is looking great Darth_mathias, nice work
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pack Dreadflopps Modular patches
xxx78 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Thank you, thats great news:) -
pack Dreadflopps Modular patches
xxx78 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
First I want to say thanks to dreadflopp for making this pack, its great. One question, is there any plans to include SRLE extended in this compatible packs list? This is a great extension to SR:LE. Im very interested in having SR:LE and SRLE extended compatible with Deleveled Loot. -
Great to hear, but MMO is that the modular morrowloot overhaul pack? I like the idea of morrowloot. One thing I dont like in Skyrim is that great armor start to drop from random bandits before player reach lvl 20, and that gold just fall from the sky for the player so I can buy the whole world before I have passed lvl 15. I like things to be much more scarce so it take time and exploration to get things. There is some mods out there that do this, but Im not sure if the extended team is interested in something like this? There is a also a pack out there that do this, the Deleveled Loot pack, its is made compatible with SRLE by Dreadflopp's Modular Patches, but is it compatible with SRLE extended? Btw I guess you guys have checked out this pack of patches Dreadflopp's Modular Patches that make SRLE comaptible with other packs and many mods used in your extended pack, if not I suggest that you do, it will maybe avoid some duble work?
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I agree, whats missing atm in SRLE and extended is ingame content like city mods, locations improvements and quests mods, and as you say, much of the reason is conflicts with ICAO. Its really sad since there is so many great mods that get excluded, but not all mods that do the above have conflicts with ICAO, and some have very small issues that is not game breaking or cause crashes or other serious issues. Im working on making a basic list of mods that add content like mentioned above that is safe to use, and hopefully there will be some mods that will work well with ICAO.
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wow that was a long bug list. I recently finished it a few days ago with only some minor bugs that I noticed, not even close to what that list is showing. I had fun playing it and it made the civil war interesting for once. But if this is what other people have experienced maybe its better to wait for a update, or it will just cause more frustration than fun, but lets hope not. Really looking forward to feedback from Darklady.
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Ops...I know it is a heavy mod but that was a little sad, I had no problem running it except some stuttering here and there, but I have installed lower resolution options on meshes/texture in SRLE and extended, and reduced the impact ENB and Lod's have on performance, also removed immersive patrols. Anyway, just to be sure, are you certain there is no conflicts or other issues that is causing it, and did you look at the installation guide? Especially, UGRIDS setting is 5. But yeah, probably too heavy for SRLE, maybe another playthrough then :)

