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Everything posted by Gekko64
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ACCEPTED Audio Overhaul for Skyrim (by David Jegutidse)
Gekko64 replied to Neovalen's topic in Skyrim LE Mods
well done, thanks for the good work! -
pack Dreadflopps Modular patches
Gekko64 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
that's not it, me and many others are running it without issues. -
ACCEPTED Audio Overhaul for Skyrim (by David Jegutidse)
Gekko64 replied to Neovalen's topic in Skyrim LE Mods
they cannot be smartly combined. and adding it to the archive is indeed all that's needed. the only thing I'd do is update the readme so that it states it's supposed to load after Xathra's Post Reproccer patches. -
I'd recommend against using the merged immersive patrols, because you can use this with the non-merged version: https://www.nexusmods.com/skyrim/mods/50389/? also, IP used to include an Immersive Events module. It's supposed to be merged into Immersive Factions now, but it really isn't. I can send you the plugin if you want, it was last included in 1.6 iirc.
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pack Dreadflopps Modular patches
Gekko64 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
by Garfink's description, Requiem sounds just like Morrowind XD -
pack Dreadflopps Modular patches
Gekko64 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
yeah, I'm also wondering why he's not just using Requiem since he wants an hardcore gameplay... maybe he already tried it and preferred SkyRe :D -
pack Dreadflopps Modular patches
Gekko64 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
nice idea, I might just try that someday! thanks for the suggestion. -
pack Dreadflopps Modular patches
Gekko64 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I'm just not quite sure why he felt the need to do that. In Morrowind you could get high level loot from high level enemies, like golden saints and ascended sleepers for example :) -
pack Dreadflopps Modular patches
Gekko64 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
you know what I'd like? a stripped down version of Morrowloot that adds handplaced loot ( a la OOO, to reward exploration ) , but doesn't mess with leveled lists ( so you don't have to lose your mind trying to make it compatible, since it's incompatible with everything and its dog ) . -
pack Dreadflopps Modular patches
Gekko64 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I'd avoid the latest Asis ini, garfink. it seems like the author just blocked ALL skyre perks just to be safe, which is overkill imo. instead, check the comments section and there's a useful post by raulfin who explains what exactly you need to add to perkexclusions. you can also check the latest changelog and manually add the things you need: https://pastebin.com/0wQjqYBe -
ACCEPTED Audio Overhaul for Skyrim (by David Jegutidse)
Gekko64 replied to Neovalen's topic in Skyrim LE Mods
yeah, the skyre patch makes AOS compatible with SkyRe and it's included. the one I'm talking about is called Skyre Patch Patch, and it used to go below qotsafan miscellaneous patch at the bottom of the load order. qotsafan's patch is now obsoleted by xathra's work, but the Skyre Patch Patch still works fine. it's here, from michaelrw page: https://www.nexusmods.com/skyrim/download/1000076353 edit: it's actually called skyre after patch now, doesn't matter. same CRC, it's the same file. double checked in tes5edit just to be sure. -
I'd avoid extended encounters for the time being, it often fires 2 events simultaneously which results in big battles, not very immersive imo :D asis is configurable, you can customize the extra spawns or just disable that feature like I do. Radiance integrated seamlessly with the game, it's very immersive and well done. revenge of the enemies doesn't use scripts so it's 100% safe, but imo it makes some enemies overpowered. Random encounters is also configurable, AND it also spawns modded creatures from SIC and MoMod. excellent mod, make sure you get the MCM version by lifestorock. I use immersive patrols, skytest, random encounters, asis and radiance together, it's not too much. I think it's just right :D
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pack Dreadflopps Modular patches
Gekko64 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
thanks for the info dreadflopp, makes sense. I'll move no spinning death above dco :) edit: actually it turns out I'm using the version that does not make changes to dragons. I guess I had already thought about possible conflicts XD -
pack Dreadflopps Modular patches
Gekko64 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
no can do! you get a crash on startup if you load DCO below Dance of Death, and no spinning death is below dance of death. what does moving no death animation before DCO fix exactly? -
ACCEPTED Audio Overhaul for Skyrim (by David Jegutidse)
Gekko64 replied to Neovalen's topic in Skyrim LE Mods
I wanted to point out that michaelrw used to offer a Skyre Patch Patch, intended to be used by those who used qotsafan's patches. I can confirm it still works nicely with xathra's patches, therefore it should also be included in the fomod imo :) -
pack Dreadflopps Modular patches
Gekko64 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
told you so about populated series :PWhy don't you use skyre races and skyre combat instead of resplendent racials and duel? imo it all blends together better that way... -
pack Dreadflopps Modular patches
Gekko64 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Garfink check out the ASIS comments section, seems like raulfin found out what's going wrong with those dualwield perks ;) -
pack Dreadflopps Modular patches
Gekko64 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
good to know. did you already notify the guy who's making the improved inis? seems like something he should add in his next update. -
pack Dreadflopps Modular patches
Gekko64 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
thanks for the tip about which perks to exclude! care to explain why you added draugrs to spellexclusions? btw some guy had a question for you on the asis nexus page :D -
Loose Activate for some NPCs and Creatures with NPC Enchant Fix
Gekko64 replied to miran's question in Other Utilities Support
Kepler is a wolf and Fermi is an Husky, sometimes you find them outdoors. but it's random so not easy to check :D -
Loose Activate for some NPCs and Creatures with NPC Enchant Fix
Gekko64 replied to miran's question in Other Utilities Support
btw, I don't have a problem with regular wolves, only the named Kepler wolf from skytest. maybe it's automatic variants, since Fermi works as intended while Kepler ( who gets affected by AV unlike the other ) does not. -
Loose Activate for some NPCs and Creatures with NPC Enchant Fix
Gekko64 replied to miran's question in Other Utilities Support
lemme see if I can stumble upon those two buggers.. -
ACCEPTED Audio Overhaul for Skyrim (by David Jegutidse)
Gekko64 replied to Neovalen's topic in Skyrim LE Mods
thanks for the handy installer keith :)

