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gamingsrc

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Everything posted by gamingsrc

  1. I wish the author of Scrambled Bugs take all fixes from Engine Bug Fixes and add them to his mods. I have more and more confidence and trust in his mods. Most of the time he comes with optimized solutions.
  2. I installed this yesterday. I had no choice since the original author of DVLaS has hidden his mod and advised to use this one. I made some tests before deciding to use and merged the additional plugin in my DynDOLOD.esp. (Not ready to move to Dyndolod 3.00 since I have a long mods lists tweaked over the years). So far so good but this mod make nights extremely dark when it's raining. This mod is good combination with Cathedral Weathers in my mods list.
  3. The point (1) is standard in Skyrim Engine without this mod. Followers get aggressive only if they detect enemies trying to attack you or them. Torch are not the only light sources to use in Skyrim. Chesko has a mod for followers in his lanterns mod. (that actually the lantern mod I use, but I stripped his scripts from unnecessary codes). I have a mod that (with hotkey) that prevent followers to go in combat what ever conditions are.
  4. It's quite un-clear what do this mod. If I read right the history, the base of start of this mod was a script furnished on a site dedicated to Skyrim by some modder resolving the question of a mod that let followers unequip torches while you are sneaking. That was back in 2012. Then later two modders developed the idea on mod released in nexus site. 1) While the player is sneaking, the follower won't initiate combat with nearby hostiles until after the enemy has actually attacked. Once either the follower or the player is attacked, the follower will enter combat like normal. I play for almost 10 years a a stealth character and none of my followers initiate combat while sneaking with me. The only time when a follower initiate combat is when the enemy detected one of us (either me or the follower). Some followers mod (EFF is a good example) add a special sneak mode package to followers (in the base alias packages of the follower quest), but as far as I have analyzed these packages "addon" do nothing special The game has already, harcoded the followers sneak settings in the function SetPlayerTeamMate.
  5. Edited using Step Tool and added another Reddit topic. A user posted the following comment in nexus LE page: One might say that they can't ask you to leave if they're dead but skyrim would disagree. The bug drove me made in Dawnstar Sancturay happening suddenly after a week or two after completing the upgrade of the sanctuary.
  6. Update. This setting: [SaveGame] iAutoSaveCount=0 leads to automatic CTD every time I go to menu and click on the save menu: The game expect at least iAutoSaveCount=1 (I think it's hardcoded in Skyrim EXE) However this setting works great: [SaveGame] iAutoSaveCount=3 bDisableAutoSave=1 bAllowScriptedForceSave=0 bAllowScriptedAutosave=0
  7. Before I was only using Game generated INIs with some hand picked tweaks I tested over the years. I use Dyndolod (High Res) and my fast travels were tested between Castle Volkihar and Whiterun.
  8. Thanks for the tip about autosaves. I'm going to use it.
  9. It don't remove them but let a bit infrequent and more agreeable to the eyes when used with a mod like this: https://www.nexusmods.com/skyrimspecialedition/mods/49413 I made a lot of tests and comparisons in-game. But people that publish mods like this https://www.nexusmods.com/skyrimspecialedition/mods/8733 are surely not going in the best direction. Also in my game I disable: - scripted saves - fast travel/wait/sleep saves - compass bShowCompass=0 (so mods that improve user interface like SkyHud, iHUD are of no use for me) Edit. I'm going to remove the INI from Cathedral Weathers and make it as option only.
  10. The thread is very long to read. But have you considered the following settings: [Interface] sPosePlayerRaceSexMenu= [VATS] bVATSDisable=1 I use them in my game. And the following setting is the best INI tweak I found in the last year: [LOD] fLODFadeOutMultObjects=30 fLODFadeOutMultItems=10 fLODFadeOutMultActors=15 Some people people use mods to remove "annoying" small rocks from roads. But with this tweak you don't need it.
  11. Just to say that a bit later I changed the setting to: fBlockLevel0Distance=45000 since I found that the value 47000 was a bit unstable (not all the time it prevented the Whiterun lod bug). Then now I have used BethINI tweaks with ULTRA setting (no windowed mod) and my discovery was: This allowed me to use the value fBlockLevel0Distance=50000 without getting the LOD bug in three or four tests.
  12. OK I will take in account the forum tool in the future.
  13. Discussion topic: Hearthfire Light - Reshaped by SiweX92 Wiki Link I'm using this with Relighting 1.2.1 and I'm quite satisfied. The author did here a hell of work on meshes fixes and vanilla flickering light sources completely overhauled. I used in the past Relighting 1.2.1 in Heathfire houses and know the limitations. To get the best results, remove all Relighting mod records in Hearthfire Houses interiors and overwrite with this mod.
  14. Version compatible with Anniversary Edition has been released some days ago. I learned this from a link provided in the nexus page of Racemenu. (not to say that I'm using AE) YouCanSleep AE v1.0.1ae Highly recommended Core mod in my opinion.
  15. If we care about the sleep of every NPC in the game, we will not end. As example where do sleep Lisette (an important of the game like that) (*). Recently, I added a mod that add sleep schedule for Inn keepers (even with their own cells where they sleep) and started to regret it. The thing is that I can come to the Inn in the middle night and don't find any reception. Worse the Inn Keeper greet me with "Welcome to the Inn" while he is sleeping or do a scene with another NPC while he is sleeping. I use "Carriage and Ferry Travel Overhaul" and tweaked it so much and find it a very convenient and extremely well thought Travel Mod. (if any one is interested by my tweaks, I can post them) Update. People that care about compatibilities are people that use town mods. I don't use any town mod, particularly I find some of them over done or add unnecessary stuff or NPCs without background. The addon I"m happy with is the sleep location tweaks of orphan added by Hearthfire. (*) Nurelion too never sleep, Sifnar spend all his morning blocked at the stair instead of sweeping the palace of Kings. All these are simple package errors dating of 10 years never fixed by any mod.
  16. Thanks for the information. I reduced fBlockLevel0Distance=60000 to fBlockLevel0Distance=47000 and it worked when fast traveling from Castle Volkihar to Whiterun. (value 50000 didn't works well) and I'm using Dyndolod "Very High" option on a NVIDIA GeForce GTX 1650.
  17. It happens mostly when you fast travel to Whiterun. I have seen it extremely extremely rarely elsewhere. It's a problem of LOD meshes near Whiterun gate. I have done some tests the other days and found theses Whiterun LOD meshes are involved: WRWallGateDrawBridge01 [STAT:000424E6] WRWallGateTarTrap01 [STAT:00042515] WRWallStrRubbled01Free [STAT:00067150] WRWallMainGate01EXT [STAT:00069820] WRWallStrUp128Shift128 [STAT:00089F3B] all these meshes have "Has Distant LOD" tag. If one has to investigate to find the cause, it should be there. Update. There are some questions to answer when trying to find a fix: 1) Do this bug hold in pure vanilla? (the answer I think is No) 2) Is this bug related to LOD from xxLODGen? (probably Yes) 3) Is this bug related to LOD from Dyndolod? (probably No, because I was starting getting it when I used only xxLODGen ) 4) Is this bug related to LOD genearated from Dyndolod or xxLODGen? : I think no because I removed the folders meshes\Lod\Whiterun and and textures\Lod\Whiteun and was still getting it. What is involved here are the Lod that came from Skyrim Vanilla.
  18. I remember in the time (2016) when that new "Sneak AI Detection" came to public in nexus. despite the mathematical curves in display trying to sell the mod, I wasn't convinced by the feature of that mod. So I had a little chat with the mod author who was claiming the Realistic Lighting Overhaul was a hard darker mod. I wasn't convinced because playing as stealth character was my all times go to from the first day of release of Skyrim in 2011. I don't remember having played as Mage or Warrior in almost 9 years. And I know every lighting and weather mod and how it works with stealth mode. "Realistic AI Detection" in my book is a medium hardening stealth modification and it improve a little bit vanilla stealth detection. In the time there were some flaws in the mod and I dont if the mod author progressed in his work in the latest years. Important news to know: With the new mod "Dynamic Volumetric Lighting and Sun Shadows" users of Cathedral Weather don't need a darker night mod. The mod make the nights darkers and play in subtile way with shadows during all phase of the day.
  19. expired6978 is an excellent modder but he has tendency to add unnecessary features or features that are not optimized. I discovered that while examining his mod EFF and the approach he use in it. I'm happy to use my own natural follower system while avoiding all follower mods in nexus site. Recemenu could more interesting if it was based on the character creation of the creation kit. It's there where enter the genius of Nukem and his SSE CreationKit Fixes. Unfortunately Nukem stopped updating his mod.
  20. Leveling (& micro-managing stats) is the thing that I skip the most from the Elder Scrolls Games (I learned my lesson back in Oblivion). So this update is of no use in my game. But already I dont use any horse manager.
  21. The mod is good stable but in my opinion it unbalance the game, making some things a bit easy (for example harvesting ingredients). The real limitation of this mod (and of all other mods) is the inability of your follower to follow you by horse when you go to the other side of a river.
  22. Interesting mod but I'm using the Paper World Map combined with tweaks and components from Flat World Map Framework SE. I combine the two and I get the best of the two worlds. The original world of Warburg on map markers is fine and far superior to what has been done on something called "Atlas Skyrim". But I know in nexus mods site, some mods get reputation only because of the popularity of a mod author.
  23. Dragon Bridge is controlled by the mesh: 02 REALly Blended ROADS\meshes\dungeons\nordic\exterior\dragonbridge01.nif and in Nifscope it give me the following path I'm using Blended Roads Redone 4K (even previewed the 8K version) and it dont contains the file \landscape\dirt02.dds Update: Here is the Vanilla Dragon Bridge Mesh and where it point in Nifscope: There two explanations we can get here: 1. It was an intentional mesh edit from the mod author. 2. It was an overlooked error of path edits in the mod.
  24. Finally I accepted this mod in my game after years of hesitations. But I'm using the textures from the Redone version. I discovered that the author removed the "ground" of Dragon Bridge. Is this intended? or it is because he dont have alternative meshes for that bridge?
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