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A_Dim_Mismatch

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Everything posted by A_Dim_Mismatch

  1. Maybe this goes without saying, but just make sure to make a backup whenever you save. That way if something goes wrong, you can always start over.
  2. Hi all. I’ve been using the STEP guides to help maintain my game’s stability, looking at things like install order, load order and all that fancy stuff, for about a year or so. I don’t use the complete STEP package or any of the ancillary packs, but the various guidelines have been extremely helpful. As a gamer, my foremost concern about a game is balance, and most of the modding for Skyrim (and other games) that I do is all about trying to bring fun, competitive balance to the experience. For Skyrim and indeed most RPGs, this is a tricky balancing act, and I figured that I might find some answers to my search on here, since it culls a lot of the less stable, less lore-friendly mods that could otherwise dilute my searches. I haven’t made any Skyrim mods of my own, but now that I have the Mod Organizer and things are more streamlined, I feel more comfortable with the prospect of doing so. I actually have quite a few ideas (gameplay fixes, mostly) that I have written down, but that I don’t know how to actually put into coded form.
  3. Being completely honest, I can't really tell the difference between the different versions, except that on "Realistic" things seem to fly about the map a tiny bit less than usual.
  4. I saw this when it came out and it looks really promising, but like a lot of mods that change animations and other gameplay elements in such a big way, I'm guessing (and the comments section indicates this) that there's some bugs that might hamper stability. I'm sure that as it gets updated and the kinks get worked out, this is going to be a must-have.* *Provided it doesn't remove the funny old "pick up; whip neck back and forth; throw away" sync kill. :P
  5. It's probably a variation of the vanilla perk Reflect Blows, that's been modified and given to all of them. I don't run OBIS so I'm not entirely certain, but I bet that if you open the mod in CK or TES5Edit, or you have the MFG console mod and click on an NPC and look through their active effects and perks, you'll find something to that effect within the normal stuff.
  6. Looking for a comprehensive perk overhaul. Something like PerMa except without the new weapon categories and items, but that is deeper and more involved than SPERG is. I've tried ACE, but ACE is a fairly old mod and it doesn't support new weapons particularly well (bandits who could swing two handers faster than you can block is a little weird). Also looking for something that adjusts NPC leveling. Something that totally stops leveling can have problems with things being too easy or too hard. I'm thinking something like Skyrim Unleashed (enemies have a level head start but level very slowly, falling behind you in the endgame), except that it doesn't touch gear and it doesn't throw hordes of boss-level mages into so many dungeons. I know these are really specific requests, but if there's something that modding Skyrim has taught me, it's that almost everything has been covered at some point.
  7. I get that when there's a few of them, but when there's as many archwizards as there are townspeople, it goes beyond the realm of plausibility that none of them have designs on something more grandiose. That's why it makes more sense to make friendly NPCs stronger if hostile NPCs are so powerful, to balance them out. They don't go out into the wild because there's still a good chance they can die and there's no reason to risk their lives, so they keep to their towns and villages. Anything that assaults them would, by consequence of the defenders' abilities, have a high chance of dying too. A medieval kind of mutually-assured destruction keeps them separate. For other hostile NPCs, even if they're strong, it never bothered me. Falmer for example, hate the surface so much that they don't go outside. That automatically makes their conquests impossible. Vampires don't conquer things because everyone who isn't a vampire would turn against them, and vampires for the most part don't care about power, they care about immortality. Or Malkoran was in the process of building an undead army in Meridia's temple. Him being strong made sense too. It's just the cases of heavily abundant superpowered NPCs (Briarheart and Archmage spam) that goes beyond what I can believe. And really, the worst offenders with lore-related issues are bandits (most of whom should be terrible fighters), but unleveling mods almost always take care of them. I know Requiem hits them with the nerf bat but Requiem is a bit too drastic of an overhaul for my tastes. Actually, I'm looking for something to weaken bandits a little bit, as I'm filling up my load order for a new playthrough.
  8. I like that style, I really do, but there tends to be two problems with that: 1. Super-strong hostile NPCs are often lore-breaking. Why do the Forsworn not run Markarth when their demigod Briarhearts are individually strong enough to kill all the guards in any given Hold? Just as an example of what I mean in a strictly unleveled setup, Skyrim Unleashed was my first de-leveling mod, and the presence of OP Archwizards who spam ice storm and fireball in every single mage dungeon was just too hard to believe. Why do they live on the fringe of society if they're strong enough to conquer it? I really enjoyed that mod, especially its take on level scaling (I think the author got it just right, as enemies scale, but they get a head start and scale slowly, so eventually you outpace them, but not till you're level 30 or so, and if you use the Uncapper for slower progression, that can take ages). But I just couldn't buy into the strong enemies and weak allies everywhere. 2. On a perspective that's strictly gameplay-related, it makes playing with followers incredibly difficult, even if you're chock full of restoration magic, since they constantly fall to 0 health, get back up, and fall to 0 health again, but you can't leave them behind.
  9. I'm having a problem adding ESP files to my leveled lists in Wrye Bash when using Mod Organizer. When I load up Wrye Bash from MO and rebuild my bashed patch, when I go to the Leveled Lists and click the "add" button, I'm not able to make my selected ESPs appear in the Leveled List selection. Some applicable mods can appear if I click the "auto" button, and I can manually remove these, but I can't manually add them back in, which all but removes my ability to effectively merge leveled lists. Just to make figuring this out a little easier, here's my MO and Wrye Bash basic information: Mod Organizer version: v1.2.17 Wrye Bash version: v305 Mod Organizer is installed to C:\Games\Steam\steamapps\common\Skyrim Wrye Bash is installed to C:\Games\Steam\steamapps\common\Skyrim Just as a test, I installed a standalone version of Wrye Bash to Oblivion, since I don't have MO installed there, and encountered no problems with manually adding its ESPs to leveled lists. I've used Wrye Bash for Skyrim previously, and never had any problems, though this was when I was still using NMM. I'm guessing it's a conflict, but I don't know much of the technical legwork, and I have no idea what the ultimate cause of this issue is. I'm hoping I botched the installation, but I don't think that's the case, because after consecutive reinstalls of both MO and Wrye Bash, this issue is persisting.
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