
pharcry
Citizen-
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Everything posted by pharcry
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Since STEP deems it appropriate to not allow the owner of a post to edit it most then a few times, a slight adjustment to the last two lines in my above post (yes I'm a damn perfectionist and keep changing a few words right after posting or adding items I think I missed, the few spoil it for the many as always I assume).............................. Lastly for now, Keep It Clean is weird with its calculation of disease rate (and this may just be the mod itself, but bringing it up on the level of annoyances and grievances with the prescribed mods to see if there's another resolution for this specific issue). Leave it at default disease chance 2% or drop it to 0%, if you sleep clean and wake up dirty according to the mod there is a very high chance of catching a disease and not just sleeping but generic day-to-day stuff. If I get bit by a wild animal I expect I high chance of disease, but I tested this with a Redguard (50% innate disease resist) and two armor pieces with 36% disease resist. Within two days of just resting, alchemy (no eating ingredients, only crafting pots), enchanting, etc. I had the "droops" (again, worthless disease against a mage and can be fully ignored). EDIT: I should specify that was the beginning of the testing above for Keep It Clean. Later in the same game day I had Droops again, next day the reduction to 1 and 2 hand weapon dmg disease, and the list goes on with those two usually <my main gripe with diseases in this setup> being the only diseases I see. Also sorry this has been so lengthy I'm just trying to provide a full look into what is displeasing about the mod for me, and maybe some insight as to why some of those things could be better or maybe give thought for a change in options or mods. I really, really appreciate and empathize with the amount of effort this full list must have taken to put together to the point it is at. Just hoping some of my feedback helps a bit. I can make many of these changes on my end in the custom patches and via my own if needed, just seeing if anyone else, even the creator might feel the same way with another pair of eyes on the topic. Much love, and thank you for all you've put together, truly.
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This is my opinions coming back with this setup after at a month-ish and two char types (first heavy armor, sword/board, second pure mage with zero physical weapons and only clothing). The whole thing is amazing, I love the setup and how much I've both re-learned and learned new from this. Here are a few gripes, personal issues I have that I'm curious on why some decisions were made, not being demeaning just curious and open to being adaptive: Biggest issue is night eye, I swapped out to another ENB that I won't mention unless that's okay to do but the Nighteye potions and ability from Illusion tree now work fine. With the default setup, both are 100% worthless. I saw a post about Hunterborn being removed after I had my setup going, and it's one of my core mods (have a pure mage toon you simply ignore it, most others you adapt to it to attune your alchemy and the quest possibly). It's easy enough to insert it unless really starved for loaded modules. And users can simply ignore the first post when looting an animal corpse, why pull out variety? Personally I'd rip out a quest mod before pulling Hunterborn, but again that's a personal choice. Just curious as to why you've see it as slowing down gameplay when you can very easily decide to use or not use it depending on playstyle. Next gripe, Inigo doesn't back off when too close. I'm guessing this is due to AFT, any way to bring that back? Everything else seems to be fine in his dialogue tree and actions, but he just stands still if too close and never backs off with the usual, "Excuse me my friend," or, "I am in your way, I am sorry," etc which was just so damned immersive for me with a companion. If not his back off option at least something to 'push' followers (not like FusRoDah just something to make them move backward like 2-3 steps when they are in a doorway while you're looting, and sometimes refuse to move even w/ sprint into them?). Inigo always did this by default and I'm guessing AFT has broken his brain on it, your thoughts? (this is also coming from a player that takes followers for their flavor, not their combat, I really don't care what they do in combat and Inigo is probably the best companion for flavor in any game that I've ever played, even outside Beth but I digress there. So if it's safe to just rip AFT out I'd do it and adjust a few settings w/o affecting custom patches, just don't have the time right now to tweak around with it, maybe in a few weeks). Another gripe I have is iNeed over Realistic Needs and Diseases. Any reason using one over the other (I recall trying iNeed back in Oldrim, and switching back to RnD after a very short time)? My experience from two characters so far, one being sword/board/heavy armor and one full on magic w/ just clothes, I'd say at least 90% of diseases on BOTH are melee damage reduction (the Droops and something else I don't remember because the vast majority of disease are the Droops, and can be easily ignored unless doing some hardcore RPing), no other consequences, and they can both just be ignored until finding a shrine, carry maybe one cure disease potion and you're fine. I remember two times I got Rockjoint, none of the other diseases beyond that. Lastly for now, Keep It Clean is weird with its calculation of disease rate (and this may just be the mod itself, but bringing it up on the level of annoyances and grievances with the prescribed mods to see if there's another resolution for this specific issue). Leave it at default disease chance 2% or drop it to 0%, if you sleep clean and wake up dirty according to the mod there is a very high chance of catching a disease and not just sleeping but generic day-to-day stuff. If I get bit by a wild animal I expect I high chance of disease, but I tested this with a Redguard (50% innate disease resist) and two armor pieces with 36% disease resist. Within two days of just resting, alchemy (no eating ingredients, only crafting pots), enchanting, etc. I had the "droops" (again, worthless disease against a mage and can be fully ignored). EDIT: I should specify that was the beginning of the test, later in the same day I had Droops again, next day the reduction to 1 and 2 hand weapon dmg disease, and the list goes on with those two usually <my main gripe with diseases in this setup> being the only diseases I see).
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Yea, and what's even more puzzling is if I go to my blank profile the game loads fine with zero mods, but if I only add in Vigilant, or only the Vigilant bsa (I've tried extracted and not) and the English voiced edition, it starts to not load the game again. I'll have to dig around the English voice version forums and see what's going on. Sorry for the trouble, seems like just an issue with that mod or something very odd compatibility-wise with my system.
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I shouldn't have watched the trailer for this mod... I want it D: Any insight let me know, like i mentioned after looking at patches it seems easy enough to remove, but now I'd much rather have that available. Even just an answer that you've no idea is fine, only looking to see if this has come up before or any ideas on what would cause that one mod to crash at title screen (triple checked versions, both are the same version listed on the main mod page, because conventional searches have come up with things about older versions but nothing recent. Will dig deeper if I have the time but, again, checking here first in case something did come up like this and wasn't posted by someone, or if the main crew might have some insight.
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EDIT: a clean slate with only Vigilant, Vigilant HD Textures and the main file of the Vigilant Voiced English Addon will not load (esp from the English voice acted version, not original). I'll try checking with them. SKSE and Skyrim SE are fully up to date, odd this is the only mod that causes an issue. Sorry to bother, this may just be an issue with something weird on my end or Vigilant translation for me.
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So I narrowed down a crash loading the game to Vigilant.esp (when I say crash loading the game, I mean hitting Run for SKSE in Mod Organizer 2, the vfs loading window pops up, the locked Mod Organizer 2 window pops up, then goes away and I'm back to unlocked Mod Organizer 2). Went back and made sure I had the main version of the English translated mod, the esp from the original mod was deleted before enabling. Disabled groups of esps until I got up to around Vigilant and that's the only one that stops me from getting to the title screen. Reloaded my saved load order from the finish line page completion, disabled only Vigilant and anything that required it and still get to the title screen. Tried downloading the English voice version again in case something wasn't downloaded correctly but no joy. Has anyone ever seen this? Worst case it looks like I can redo the necessary patches and just not use it, remove the texgen and lod stuff manually, etc. but figured I'd check here first. Thanks in advance.