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Sairven

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  1. I used this guide to acclimate myself with advances in modding. I've been out of the game since a little after Legendary Edition came out, so I don't have any experience with the LE versions of any of those guides. It's a worthwhile guide to get you going. But, I've kinda branched off a bit from it myself. It's still alpha, which would be pretty evident if you lurked the last 10 pages. Some mods are ... questionable, at best. Most of those are optional. On the whole, it's a good guide to jump in. It's leagues beyond anything else I've come across for SSE. I was wondering about something: Since "M'rissi's Tails of Troubles SE" is an optional file, what should Immersive College of Winterhold be set to load after instead? (most of the NPC mods, which are optional, I find to be the majority of mods I'd call "questionable" as referenced above) Or does it matter, since the beta CR addresses the Cell changes that ICOW makes?
  2. There's a huge string of conversation on the SSE HQ Voice forum that I kinda dismissed at first but... HQ Voice is going to have conflicts with Relationship Dialogue Overhaul due to the fact that RDO pulls snippets of dialogue together from the original low quality voice files. Then again, anyone with a heavily modified game all ready has wildly varying voice quality...
  3. SSE High Quality Music updated to v1.8 https://www.nexusmods.com/skyrimspecialedition/mods/4968 Author also just released: SSE High Quality Voices https://www.nexusmods.com/skyrimspecialedition/mods/17035 That's about 7.2 GB of high quality voice files that will make mod-added characters/quests stick out even more. <___<
  4. I started using it for target practice. Eventually I disabled it and gave her a few other spells (via the MCM). The guide's suggestions are merely guidelines, after all. No need to strictly follow ALL its suggestions unto the deeps.
  5. Having this problem too. I'll just live with it, there's no way in hell I'm installing anything manually. The missing shrine blessings isn't too big an issue, and I habitually gather all the things it won't show ingredient effects for.
  6. Having two problems that are likely related. Having a problem getting Merge Plugins to detect TESV_Papyrus_Flags.flg (papyrus Flags path). I've extracted the Scripts.zip into the /Data folder. The TESV_Papyrus_Flags.flg is in its place. I tried entering it manually (...\Skyrim Special Edition\data\Scripts\Source\TESV_Papyrus_Flags.flg) to no avail. The second, more worrisome, problem: "Handle script fragments" (on the Merging tab) check box is greyed out, unclickable. I have all other settings mirroring MO2 is in portable mode. I made sure to wait until the background loader finished. I've set up my options and saved them, closed the program, reopened and waited for the background loader to finish before jumping back in. All the settings I was able to adjust were the same as when I saved. Still can't click the checkbox next to "Handle script fragments." Nevermind, problem solve. My dislexia got the better of me and it's supposed to be "/Source/Scripts/" instead of "/Scripts/Source/". Heh
  7. Awesome, thanks! I was wondering about whether it'd happen to non-Bethesda mods too, thanks for clarifying that it doesn't. Whew.
  8. I'm at the "Clean the Bethesda ESM's" section having a small crisis. Going through the SSEEDit just fine for Update.ESM. When I'm done however, there's nothing in the overwrite folder. It seems like SSEEdit is saving the changes directly to the Skyrim Special Edition\Data folder. I replace the Update.ESM with the backed up copy and run LOOT. It notifies me about the errors. Then I do the cleaning again, run LOOT after, the error is gone for Update.ESM. I had been doing my own thing and decided to start from scratch with this guide, so the last time I cleaned my ESM's was prior to Mod Organizer 2's latest update. These ESM's need cleaning anyway, does it even matter if I'm not creating a folder through MO2? Still, I kinda liked how anything I did went to the Overwrite folder, even if they claim it wasn't a feature but instead a bug. :(
  9. Lets take a real-world version of what the dragonborn is at heart: an adventurer. Basically, someone who walks and knows the streets because otherwise they'd meet a swift end. You may not be able to tell who is a Crip or Blood by their face. But there's plenty of signs which can tell you who they're for. That's covered by this mod. There's still bandits who's loyalty is unknown. Take the Addled Bandits for instance. There's obviously something wrong with them as they move fast and attack erratically. Once they're dead, you usually find that they have a major drug problem going on. But lets say you run up against a bandit who is part of a bandit faction. Their shield generally states who they're for. Just like how a "real world adventurer" should know that some dude in a bad part of town wearing blue is a Crip. To the general populace, they're all just lumped in the same moniker as "Gang members." But police do keep track of that stuff. Just because guards don't openly talk about the factions doesn't mean there's no distinction. Not everything has to be directly referred to. Police don't just come up to you in real life and start chatting about this drug bust they're about to do, do they? People don't come up to you and start talking about this affair they're having, do they? So why does there even need to be a public distinction between bandit factions? All they know is that those ******s exist and cause problems. They don't typically go out into the world seeking adventure. But the dragonborn does. Also, lets not allow Skyrim's inherent faults (generally related to game engine limitations, time constraints, and various other factors) determine what we see as lore. Because there's plenty about Skyrim which is very unfriendly to lore.
  10. Considering that the two biggest complaints about Skyrim that I ever see are: Guard dialogue (which there's a fix for :D) Bandits. Bandits all over the place. The same ones. Endless amounts of them with no variety. And that OBIS fixes that second issue... Yeah, OBIS is never leaving my absolute-must-have-or-I-ain't-playin' mod list. I know STEP has some weird superstition about anything that says or insinuates "add" but it'd be pretty dumb of us to not consider this mod. I've had it running for a looong time with no issues related to it directly. Aside from fun. I had fun using it. I know that's a shunned thing as well with some STEP member... :P
  11. Sennheirsers would be great for skyrim in particular, because their mid and high range is just exceptional. I owned a pair of HD 555's for years and they were easily the best pair of headphones I have ever used. A flaw in the senheisers, at least in my model, is that base pretty much doesn't exist. For movies in particular, sounds that aught to be impactful and full sound a bit light and empty. The low range, like for a bassoon or cello are wonderful, but it is not great for movies. Also, for about the same price you can get a decent pair of headphones with gaming features, like positional audio.  Skyrim is almost exclusively mid range sounds, at least to me ear, and nearest I can tell doesn't have much support for positional audo, so I think a pair of senns would be a great fit for our game in particular. Awesome. That's what I was wondering. I wanna say money isn't an issue, but it kinda is. But not really. It's a weird situation that would bore people if I tried to explain it.
  12. So I spent ~6 hours today using this mod. It's pretty well-balanced for playing through. With vanilla enchanting, it's quite easy to get overpowered enchants super quick. The early game doesn't hurt at all, either. As a matter of fact, I rarely ever use enchants before lvl 25. But I did for this testing session. The nerfs are sensible, and by the time you pick your path things start to pick up. For instance, at lvl 65 enchanting I was able to enchant me a magic regen ring with 93% magic regen. At that point, my character's lvl was ~27 or 28, so I was running into enemies where it just sorta worked out. Over-powering your other two "profession" skills (alchemy and smithing) is quite a feat as well. Since I went Aether I found myself enchanting pieces with low % alchemy potion buffs as the alchemy enchant is a different path. Having played it, I found out super quick that the different paths tend to follow vanilla Skyrim's themes, but not to a point where one path is the obvious choice. I really like that. You're forced to somewhat specialize. To actually think about what you're gonna do. But you're also not forced into it to a point where you can't also use other paths' enchants. I'm afraid someone is going to get stuck on the word "forced" (this is the STEP forum after all :P ) but I just want to reiterate: I'm using that word lightly. You do incur a nerf to other paths' enchantments when you further specialize up in the tree, but not to a crippling degree.
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