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Everything posted by xxx78
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SKYRIMLE Elemental Destruction Magic (by reaperix)
xxx78 replied to swiftfoxmark2's topic in Skyrim LE Mods
hmmm...why is there no comments here, maybe we have too many great magic mods already? Anyway, I think this mod is interesting and well integrated with skyrim spell system. Maybe some parts is a little OP, but still very well done and interesting. Also, the normal version had no serious bugs or conflicts, that I was aware of when testing it, and it seem to work well. But the perk version is not compatible with Ordinator. Other players have reported issues with some spells, but I did not test all so I can't really confirm that. -
I put them after your Combat and Traps section, and i did that since the author recommended it to be so close to the bottom as possible, and above the perks and leveling since I did not want to make any problems with that section. But I think it belong in the "Modified and Expanded Quests" if you add story to that part, since it expand and build on the civil war story, and influence the civil war battles. I prefer mods like this that build and expand on stories/quests that already is in skyrim, like Summerset Isle and Enhanced Skyrim Factions - The Companions Guild. On the homepage for Warzones it is a whole section of the homepage dedicated to prepare and install the mods, so I suggest you start here.
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Hi I was going through many popular combat mods a few weeks back and I thought I saw something like hitstop, but when I checked my notes and the videos again it was only a smaller mod that add something very similar. The more popular mods adds more visual effects from staggering and other combat actions, that cause attacks to feel more powerful, and the mod "action combat" introduces effects from weapons hitting in the air and make some hit/bash effects even stronger, but this is not the same effect that TK hitstop bring to the table. The only similar mod was SS's Hit stop but that seem to have even more issues than TK hitstop. The sad thing is that both the hit stop mods seem to suffer from some kind of script delays and some bad timings. TK hitstop seem to also have issues with save bloating also, but nothing is confirmed. And in SS's hit stop, many has reported issues with weapon speed. Considering that I'm running hundreds of mods, I'm very critical about what mods I install with SRLE and the extended pack, one bad mod can cause my savegames to be history, so right now I hope someone more knowledgeable than me will show up and declare them safe or unsafe to use :) Good luck Darth, I think you are in for some fun if you give it some time, and hopefully not too much frustrations :)
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I was looking into both TK Hitstop and TK recoil some time back and I recommended them in a earlier post. But later I found out that there was some comments about save bloating and heavy script use, combined with the fact that they also have 1 esp each, so I got a little worried about this mods. But I like the effects, especially TK hitstop, make combat feel more real, but I think some of the bigger combat overhauls do something similar if Im not mistaken.
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Skyrim Revisited Pre-Release Feedback
xxx78 replied to Neovalen's topic in Skyrim Revisited (retired)
3 year anniversary...wow...the man show dedication to his projects and followers. Small donation done a month ago so I count that as a anniversary gift ;-) -
While you are looking into CWO, here is some really great mods that add a lot of dynamic gameplay to the civil war :D WARZONES 2015 - Civil Unrest by MyGoodEye WARZONES - Assault Attack by MyGoodEye A short turtotial video of WARZONES - Assault Attack 8 min, 20 sec showcase strongholds All should really try this mods for the fun at least. Both has high level of customization with MCM menus. They add some pretty awesome strongholds, very dynamic ingame effects like camps that can be burned to the ground, a advantage system that influence the original civil war questline, new quests, and the actions of the player have effects on where camps spawn and where battles happens. This mods is compatible with CWO and almost all other mods, and to run them with CWO, OBIS and Immersive patrols will put your hardware on a test. I tested with SR:LE and many other mods and it seem to work great, some minor stuttering here and there and fps around 25-30 in battles with most features enabled. Personally I removed Immersive patrols since this mods is so much more interesting, and if you only want something more like Immersive patrols that is possible with removing features in MCM. Also the WARZONES 2015 - Civil Unrest has been put on the safe list by Nazenn.
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Skyrim Revisited Pre-Release Feedback
xxx78 replied to Neovalen's topic in Skyrim Revisited (retired)
I'm installing SR:LE again, I wonder if it is possible to use this versions of the following mods in the guide: Realistic Ragdolls and Force by dDefinder In guide you chose realistic, will the "medium" be ok or can it cause issues with dead bodies etc? TroubleMakers Forsworn Armor - Customizable UNPB and BBP also BBPx by MrTroubleMaker I like the topless version, this add some textures also. I was thinking to "hide" the textures in MO, so is this version ok from a SR:LE point of view? Lore Friendly and SemiSkimpy Armors - UNPB-BBP by Statmonster I want to use the semiskimpy version, not the lore friendly. The semiskimpy version install some textures that I was planning to hide if not needed. Will this version cause any problems? Thanks for any help. -
I posted a suggestion for the same mod some time back. I also found another mod doing the same, that I posted a suggestion about on page 21. Now I actually prefer Equipment HUD since it do the same in a much less intrusive way. What do you think cybexgames?
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Skyrim Revisited Pre-Release Feedback
xxx78 replied to Neovalen's topic in Skyrim Revisited (retired)
cybexgames, on 16 Jan 2016 - 10:27 PM, said: A less intrusive mod doing the same is: Equipment HUD by Snotgurg -
That's great, that mod is awesome :) I guess you have looked at Inconsequential NPCs, what is your thoughts about that?
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A great addon to Beyond reach I forgot to mention earlier: Beyond Reach - Tweaks and Enhancements by AndrealphusVIII This mod fixes typos, errors, add notice board and connect Beyond Reach to skyrim with a border gate to make it feel like a part of Skyrim, not just another portal.
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hmmm to my little knowledge that is either a bad sign or just that your memory block 1 is too small. The only thing I know about memory block 2 is that it is supposed to start to fill up after block 1 is full, and this is know to create problems like stuttering, CTD etc.
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Sure...CWO is not a mod to take lightly...it have improved a lot and most of the bugs is gone, but it is a heavy mod for sure. Good luck with the issue list :) If you need any help Im willing to help, but Im not a modder just a mod user that is learning more about modding.
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I approve this :D Interesting npc's is interesting ;)
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I have been going through my library of mods trying to find some interesting mods. Here is some I will suggest: HUD/UI BorderSense by Verteiron (When entering a hold, a message popup in left corner about what hold you are in. in your own thoughts, as info or detailed info+bounty, MCM). Video and example - I love exploration and this actually make exploring more fun since I can navigate better without using map so often for navigation. Work with most mods, no serious bugs or issues. Equipment HUD by Snotgurg (configurable HUD widget that show the names of equipment in the hands with cycle keys so you can quickly change equipment. MCM). Picture shoving the widget. - Make 6 rotating lists of items that you go through by press of a hotkey, similar to how many fps games let you change weapon with the press of a button. Mod just add something new, should be compatible and have no serious bugs or issues. Attribute Icon Widget by Tywele (Highly configurable icon widget for health/stamina/mana, similar to iNeed. MCM). Old video and example picture - Some options: colored numbers, colored icons, colored icons with numbers, only numbers, static or dynamic, percentage or absolute numbers, placement of widget, transparency etc. Compatible with most mods, no big bugs or critical issues. iActivate by MilletGtR (remove unnecessary text from the hud and "E icon" when interacting with things/npc. MCM.) Pic1, Pic2, Pic3 + video (dont show all options) - Is not compatible with mods that edit hudmenu.swf. No big bugs or serious issues to my knowledge. Exploration Telescope by KettleWitch (Add a fully working telescope with animations and weather effects). Example picture, and video is after next mod. - Some minor limitations but nothing serious. Easy to use. Together with Guess the distance a new way to play skyrim opens up. Guess the Distance - Perceptive Scouting by Ecceau (Give player info about targets when looking at them. Influenced by visibility. MCM). These mods work great together as shown in this video+ example - Really great mod. This two mods together enhance stealth and create a new way to explore the world and gather info. Compatible with everything, no big bugs or dangerous behavior I know about. Skyrim Darkness Immersive corpse by C0331 AKA privata and BloodrendX001 (Add 28 corpses around skyrim, some with history.) Showcased 2,35 into this video. Example pic - A small mod that increase exploration and the feeling of a independent world from player, make survival mods more real. Possible conflicts with mods that edit same places. Immersive Fallen Trees Mod by Jurassic4LIFE (adds more fallen trees, some in interesting locations. Great for exploration. Version with navmeshes). Picture + video showcase - Most of the trees is either in or around water and should therefore be compatible with most mods. There is some dirty edits in this mod since it was made in 2012, but after what I read they should not cause any problems but Im not sure. If it us safe to use it would be great to have it in the pack :) Skyrim Sewers 4 by Viltuska (add great explorable sewers to several cities with animals, npc's, weapons, new books and some notes). Showcase here. -Awesome mod. The sewers is very different from place to place, but they are all very well made and have great atmosphere, it feels like it could have been there all the time. Some minor bugs and some talk about issues with Skytest, but after what I understand it is nothing wrong with either mods, the stability issues is caused by too much is happening for "low end computers" so they crash. For normal/high end computer running this with SR:LE should not be a issue. Also it is compatible with most city mods. Quests and land expansion Civil War Overhaul by Apollo Down (expand civil war questline and make the war dynamic with consequences. Unlocking content from Bethesda never released. Mod is safe now). Showcase by Brodual - Add new quests, new faction interactions, new soldiers, new rewards, different paths, quest variation and doubles the length of the civil war. This mod have some bugs and has a built in debug menu and have no critical issues. Legacy of the Dragonborn (Dragonborn Gallery) by icecreamassassin (give Solitude a museum you can fill up, add a new faction, quests and many places to explore). Video - This is a great DLC sized mod that add a ton of content with many hours of interesting and fun gameplay. No bugs but will need many patches to work well with many mods. Beyond Reach by razorkid1 (Big new landmass with awesome landscaping, fun quests and great voice acting. A must story mod) . Video by Shinji72 - Should be compatible with most mods and have no serious bugs or issues. Npc and behavior One thing I don't like in this game is that enemies don't follow trough loading areas or water. Some say there is issues with this, others say its ok, anyway it we great if it was possible to get some better functionality in this area. Here is two mods that make it possible for Ai to follow through water. Skyrim Swimming Enemies by Vlaka NPC Smarter Water AI - Full Compatibility by John Jarvis 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. Great if you guys can look through the mods and see if you find anything of interest :)
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Any idea when ICAIO Animals addon will be out, anytime soon?
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I just want to say that the author of SkyTEST is working on betatesting next version right now, and I still think he is looking for beta testers. The new version will most likely deal with the issues the mod have atm. I know that Nazenn recommended Animal Tweaks as a replacement for SkyTEST, but animal tweaks lack many features that skytest have. In my opinion Animal tweaks focus mostly on combat related tweaks, but skytest also add routines and behavior outside combat similar to what npc's have. This feature is essential since it create life to skyrim similar to what Immersive Citizens - AI Overhaul do for npc's. This makes the world feel like it is not rotating around the player but actually exist independently of the player, and it make wildlife so more interesting. Also animal tweaks make some animals unreasonable hard to kill, even mudcrabs is hard, and it seem they are harder mostly due to larger health pool. There is an optional file but I guess you will need some patches and that mean the optional file will not work. Anyway, I have not tested it extensively but in my opinion this two mods dont seem that similar and do things differently. Im not sure how long time until next skytest version but I stick with skytest for now.
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SR:LE cover all modding areas and the explorers pack was going to add more playable content like quests/exploration/new lands etc, but atm city mods is not compatible. So I was wondering, what about adding more quest/adventure/new lands mods? Maybe leaving city mods out for now or adding adding more of this kind of mods to SR:LE itself? I love this kind of mods and feel that this kind of mods is the only mods that is missing in SR:LE.
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About house mods, since the vanilla house mods cost coins or is received as quest rewards, it would be great if the house mods in this pack work the same way. Since I always disable fast travel I find normal homes less useful so this is a interesting option: Gypsy Eyes Caravan Here is a mod showcase by Gopher. This mod have a few minor bugs but nothing critical, and I think it should be compatible with most other mods.
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I think Lock overhaul is used in STEP and it give option to bash open locks or use magic if player wants. Not heard anything about longterm issues but I can be wrong.
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Hi again I wonder about lockpicking. I see you guys added KenMOD - Lockpick Pro - Cheat. I personally find this mod a little boring and it feel very "mechanical" I rather prefer Lock Overhaul by Quad2Core. It add more options to open locks and more adjustment settings. What do you think?
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ok thanks for the information.
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I'm really looking forward to using this pack and I wonder how the development is going, will it be available soon?
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ok, but this mods is also included in SRLE explorers pack. Is that pack considered dead? Both the first explorers pack for STEP and the explorers pack for SRLE include many great mods that should be checked out. I will come back with a list of some great quest/adventure mods when I have time.
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On thing I feel that is missing in this pack and in SRLE itself is quest, exploration and adventure mods that add real playable content to skyrim. Great visuals and gameplay tweaks is nice, but in the end it's all about doing quests and exploring the world. The SRLE explorer pack have some mods but not many, and it is so many great quest/adventure mods out there that add many hours of interesting gameplay. Also this type of mods normally have low impact on the system and is only active when the quest is actually played. Any reason to not add more of this type of mod's? Another thing, I see that you changed the first post and I miss the list of mods that was added by this pack. Would be great if you could add it back :)

