
FCqt
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Everything posted by FCqt
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SRLE Extended: Legacy of The Dragonborn
FCqt replied to Darth_mathias's topic in Skyrim Revisited (retired)
Anyone have performance issue inside LOTD Safehouse? I'm not sure if I started having performance issue with v16.1 or if it was there previously and I didn't notice it until now. All I know is that right now, with full SRLE: LOTD setup, I'm getting 22 fps when sitting at the secret door entrance of the Safehouse and when I move around I get between 28-43fps and it feel sluggish and slow. I also tried with only LOTD + ENB and I get 44fps when sitting at the secret door and moving around I got 50-59fps but somehow it felt a tad sluggish. I usually get steady 50-59fps with r9 290x crossfire pretty much at all time except during particle intense weather. -
SRLE Extended: Legacy of The Dragonborn
FCqt replied to Darth_mathias's topic in Skyrim Revisited (retired)
I have this problem too. Sometime I try to reload as soon as I die and I get a CTD. I've had this kind of CTD in a old mod setup I used 1+ year ago using base SRLE + some combat mod, so at this point I consider it "normal" and not being a big deal at all. As for LOTD, I'm replaying Skyrim just for that mod. I started a new game as a Relic Hunter (arrive by boat at Solitude using Live Another Life) and I live and breath at the museum. Hunting for all the item to fill up the museum is an unhealthy incentive :P -
SRLE Extended: Legacy of The Dragonborn
FCqt replied to Darth_mathias's topic in Skyrim Revisited (retired)
Hi, I have just finished installing all of SRLE and SRLE LoTDB. However, it seems that BadGremlins have set all of his files to hidden either today or yesterday. Problem is, one of his mod (BadGremlins Great JarHunt) is a required master for the pre-made LoTD conflict resolution patch which is screwing me over right now. I really don't want to go through creating my own conflict resolution patch. I don't know if it's against the rule to ask for a link to a mod, but I don't really have another option then to ask if someone can share the mod "BadGremlins Great JarHunt" if they have it. Thanks. -
Skyrim Revisited Pre-Release Feedback
FCqt replied to Neovalen's topic in Skyrim Revisited (retired)
Thanks for sharing that ELFX + SMIM + ENB fix, never heard of it before and I did experience the slowdown in Jorvaskr and Fellglow Keep. As for load order I placed it after ELFX - Dragonborn.esp too. -
DROPPED Skyrim - Enhanced Camera (by LogicDragon)
FCqt replied to dstansberry's topic in Skyrim LE Mods
I got stuck in mining Animation Loop a lot using this and sometime randomly mashing button got me out of it while other time I had to load to a previous save. -
Fire Strike is actually a good benchmark to test for stability/artifact. I have no problem at +119mv @ 1150 core/1600 memory in both Fire Strike and actual games like Skyrim and DA:I. Vex, make sure to keep an eye on your VRM 1 Temperature when overclocking your r9 290x as this is where the real heat comes from. With that said you should be fine with a single r9 290x.
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Skyrim Revisited Pre-Release Feedback
FCqt replied to Neovalen's topic in Skyrim Revisited (retired)
To expand on Animal Tweaks, I have been running with it along SRLE for a couple days now and it does a good job overall but I had to tweak it a little to not make it a huge pain in the as (aka: dying a lot). With the Base Game Optional, the damage increase is most of the time easily healable with over-time healing effect (like Perkus 8sec healing potion). I found the damage increase to be fine and simply added more fun/challenge, when played at Adept difficulty that is. The REAL bugger with this mod is the knockdown spam from bear, sabre cat, troll, etc. If you get hit one-time by them you'll pretty much get chain knocked down until you die. I died 5+ time trying to kill 2 sabre cat before I gave up and removed the knockdown from the mod. It's true however that if you are a melee-centric character things can get rough, even with the knockdown off, unless your weapon are enchanted with fire dmg since most creatures have increased physical dmg resist. I personally always use a combination of range and melee so I don't have this problem. I'm not sure if Neo is planning on expanding the "gameplay" side of SR:LE but I tweaked my modlist a little more and I'm feeling satisfied with these mods: Rebirth Monster with SiC Patch without the GMST changes, with manually removed bandit conflicting with OBIS and setting the named boss level back to HLE settings (Dragon Priest from level 90 to 50, etc) Makes all draugr, vampire, forsworn, etc more interesting with the use of non-overpowered unique spell, when played at Adept. Combat Evolved without the GMST changes, I really only wanted the Combat Style changes and NPC Spell Damage increase. (the Spell Damage increase is really nice when playing at Adept difficulty) This mod make a bunch of GMST changes and it's really hard to find information on what exactly each of these GMST do and how they will affect your gameplay. I prefer to not use them, but instead create my own ESP and use only the GMST I want and that I know the impact it will have on my gameplay. See bellow. Animal Tweak with Base Game Balance optional (trust me you want this) and manually removed all knockdown effect. Imperious - Races of Skyrim. To my surprise, this mod made a bigger impact then I anticipated. Seeing humanoid NPC using their racial abilities really spiced up combat even further. Deadly Combat without the GMST that affect damage output (fDamagePCSkillMin/Max and fDamageSkillMin/Max). I found the reduced Armor GMST to be fine. I moved from Duel to Deadly Combat and I don't regret it one bit. The staggering and locational effect are perfect. However I'm not sure if a script-based combat mod is a good idea in combination with a script intensive mod like Frostfall. I personally have no problem with only Wet and Cold. I created my own ESP with all the GMST I actually cared about. Mainly: The 1x in-combat regen settings from Combat Evolved for faster paced combat. The encounter difficulty settings from Rebirth Monster. Reset fDamagePCSkillMin/Max and fDamageSkillMin/Max to 1 (from Requiem) in order to keep a true Adept difficulty 1:1 ratio. Plus a couple other. And of course, the almighty Perkus Maximus. -
Even if you you face a level 45~ skeever, for your level they will still remain weak and should die in 1 or 2 hit so I would not be worried about creatures scaling with you. SiC, HLE & OBIS already does that... The spider's are one of the most dangerous creatures (Trolls are nasty too) with Combat Evolved and/or Animal Tweaks (both mods affect make similar change), their poison does high damage and can paralyze you in some case and they have greater movement speed. I also use potion over 8 seconds (PerMa default) and at early game it's really important to dodge the spit because it's really hard to heal through two of those. It's best to use fire spells against spider, and against many different creatures actually. Also, make sure you use the Base Game Balace optional for both Combat Evolved and Animal Tweak, this only increase damage done by around 1/3 instead of 1/2 with the normal version, this can help. And yes, having a follower is a necessity for more then just carrying stuff. For the level 40 bandit, sounds like there's a conflict somewhere. Examine your Bashed Patch leveled list for bandit in tes5edit. The wounded effect is indeed from NPC - KO. I personally disabled the mod because more often then not the NPCs would get "stuck" in their wounded state without me or my follower being able to finish them off. It got annoying after a while.
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If you use Skyrim immersive Creatures you are better off with Animal Tweaks. SkyTest add new animal variant which is redundant and not needed when using Skyrim Immersive Creatures. Animal Tweak is much more recent then SkyTest and it's still being actively updated, It's also very specific on what it does which make it compatible with other mods; It improve animal behavior, increase their damage and change how animal interact with different species. I recommend you to check out both Combat Evolved and Animal Tweak in TES5EDIT to better understand what it does and check the conflict with your current modlist. I have no error in my Duel ESP... there is a lot of script spam going on though. Which is true for all combat mods (Duel, Deadly Combat, Ultimate Combat) There's no king of all combat mods, I took Duel because is the simplest of them all and get the job done.
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What ever you do I suggest you think about going SLI in the long term. When running at resolution 1440p or higher it really make a difference. Probably buy 980 now and wait till it drop to 400$ to get a second one and you'll be good for a year or 2, maybe more. Also, I would have recommended you to check out for R9 290X in crossfire. But as an owner of two R9 290X, I'll tell you that there's some flaw to having AMD and using ENB. No depth of field and flickering face when using iTintResolution in skse being the main one. On the other side, the R9 290X have a lot of horse power and doesn't really overheat that much when playing Skyrim at 60fps. I'm getting around 55-70 Celsius on the VRM at 1175 core. With that said I do have my case open with 3 ghetto fan mounted on the cards and a tabletop fan blowing air directly on the cards At 100+ fps however my VRM would reach around 104~ Celsius, which is scary.
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The six ratio are from GMST (Game Settings). I just created an ESP in TES5EDIT and added them. For VE: (which is Novice difficulty) fDiffMultHPByPCVE (Damage done by player on Novice Difficulty) fDiffMultHPToPCVE (Damage done to player by npc on Novice Difficulty) Replace VE by the other difficulty (E, N, H, VH, L) E = Apprentice N = Adept H = Expert VH = Master L = Lengendary I am currently using Perkus Maximus with SR:LE + Partial REGS and I have not experienced any game breaking bug, a couple of sound loop but not sure if it's even caused my PerMa. With that said there's no deny that PerMa can be a pain to start woking with but totally worth the hassle in the end if your willing to put in the time. Also, Duel Combat is compatible with PerMa, yes. Duel only change a couple Game Settings and add some Stagger effect on hit. It does increase damage done by Weapon and reduce Armor Rating to a small extent but if playing on Adept/Expert it should not be a problem. It simply improve upon Perkus Maximus and Combat Evolved. I can't talk for Erkeil's AI but with Combat Evolved, the difference is really obvious. The NPC are right there in your face bashing, interrupting and moving. When your facing 2 or more enemies it's very much possible that they will interrupt and bash you to death if you don't react quickly. Having a follower make much more sense when facing multiple enemy. It also increase damage of spell and monster abilities (like spider poison or fireball) so if you use this on difficulty higher then expert it's very likely that you will die quickly. Hence why I'm playing on a 1:1 ratio, kill or be killed. :) Animal Tweak is from the same author as Combat Evolved and does the same thing as the later but focused on animals. If you don't want to dig in PerMa you might be interested by Enchanting Awakened: https://www.nexusmods.com/skyrim/mods/42796/?
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I'm personally using Duel - Combat Realism STABLE. Deadly Combat have not been updated in a while and I was not familliar with Tk Combat and Ultimate Combat so I choosed the good Ol' Duel. That only cover combat behavior though. In addition to that I'm using Combat Evolved which makes the combat AI much smarter and buff creatures and hostile NPCs abilities and spell. Place it after Duel - Combat Realism in load order. For animal/creatures, Animal Tweaks is what I'm using, but I would recommend using the "Base Game Balance optional" because some of the original buff is too much, in my opinion, when using with SiC & HLE. Also it have some incompatibility with Falskaar/OBIS, but it's easily fix in TES4EDIT. For perks, easy, Perkus Maximus. I'm also using my own difficulty slider based on a 1:1 ratio (1x damage by me, 1x damage by npc to me). I'm level 18 and still using VE, the other difficulty are really just in case I'm starting to get overpowered. VE = 1:1 E = 0.9:1.1 N= 0.8:1.2 H=: 0.7:1.3 VH= 0.6:1.4 L= 0.5:1.5 With all that I'm pretty satisfied with my combat experience. :) Link to mods: https://www.nexusmods.com/skyrim/mods/2700/ https://www.nexusmods.com/skyrim/mods/56147/ https://www.nexusmods.com/skyrim/mods/60222/ https://www.nexusmods.com/skyrim/mods/17491
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This is worth a read if you want to know what is ESO: https://tamrielfoundry.com/2014/02/eso-isariis-comprehensive-review/
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I got plenty of key to giveaway again if you guys can't find one for this weekend test run that will last four days. NDA is lifted and everyone is free to post screenshot and video now.
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Skyrim Revisited Pre-Release Feedback
FCqt replied to Neovalen's topic in Skyrim Revisited (retired)
I'm having some weird FPS drop while inside Radiant Raiment. When I'm facing the counter where the vendor NPC is sitting I drop from 60 fps to 14 fps and when I pan back at the door entrance I get back up to 60. I tried in Bits and Pieces since it have an identical indoor layout and I don't have this problem. Anyone have a similar experience? -
You can try my OBIS - Requiem Patch if you guys want to use OBIS in conjunction with Requiem :) https://www.nexusmods.com/skyrim/mods/50795/
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Why Elder Scrolls Online fails to Deliver (for me)
FCqt replied to Uhuru's topic in General Game Discussion
Check your pm, hopefully you'll have some time to try it :) -
Why Elder Scrolls Online fails to Deliver (for me)
FCqt replied to Uhuru's topic in General Game Discussion
If you guys didn't get an invite... you can get one there: https://www.curse.com/betas/teso-beta-key-giveaway If somehow you manage to not be able to get any key I got 12 key to giveaway. -
Why Elder Scrolls Online fails to Deliver (for me)
FCqt replied to Uhuru's topic in General Game Discussion
EDIT: @FCqt: I don't think you'd know about how powerful the Imperial race will be in this game. My guess is that it would be full of unique bonuses and tower over everyone. Even the official preorder page says that they get unique bonuses and crafting, and they made clear that they have a mount that will be available from level 1 and be very fast to boot. I really didn't expect that race to get the "pay to play" treatment, but it did, and I'd imagine it would get the same treatment as most other "pay to play" races. And that $60 is better spent on other stuff - ACIV for instance, but I can tell you plently of other examples. Yea, unique bonuses like all the other racial have and every single race in every mmo have. The crafting I'm guessing it's just the ability to craft Imperial stylized armor and weapon just like you could craft them in Dumner or Nord style for example. It would not make sense for them to design a total of 10 race to have that one race, which wasn't even supposed to be playable in the first hand, be the master race. Not sure about the horse and rings of mara but this game is not about who is the first to max level anyway. -
Why Elder Scrolls Online fails to Deliver (for me)
FCqt replied to Uhuru's topic in General Game Discussion
I don't know how you guys can see the Imperial Edition as pay to win. There is still 9 other race to choose from if you don't want to pay for the imperial edition. And it is possible that the race is unlockable through in-game progress later on. Also, I have been in BETA and all I can say is that this is not a pvp only game and single-player ES fans will find similarities within the pve side of thing to a certain extend, It's still an MMO. The PVP in my opinion will be similar to LOTRO pvp in a way where people go out there to hangout and have fun. Of course there will always be the wannabe elitist, yes, wannabe , because we all know there's no elitism in a pvp that evolve around huge fun battle that are also often one-sided and unbalanced. If you check greenmangaming.com you can pre-order the imperial edition for 60$, so it's not too bad. -
So how's your game? Birth of a mod.
FCqt replied to Sakedo's topic in General Skyrim LE Discussion & Support
I just tested Duel: HC and Deadly Combat and I have to say Deadly Combat seems superior at fast-paced combat similar to Requiem. I quickly tested using coc riverwood at adept difficulty. First I tried Duel: HC and I stood there taking arrow and my health bar was barely moving. It was the same when engaging in melee... it was just a hack n slash spam for both me and the npc. Then I tried Deadly Combat and now the arrow and melee weapon did much more damage. What makes Deadly Combat even more amazing is that you can tweak the weapon damage and armor rating for both npc and player in-game. However there's still issue remaining since combat overhaul does not seem to affect magic damage and creature damage. The wolf were barely scratching my health. Right now I'm guessing Deadly Combat would be best because it can have a huge impact if the setting are set right and you don't have to change every single weapon damage output hence increasing compatibility. I'm pretty sure however that it would have to be combined with tweaked creatures damage and a mod that increase magic damage like Empowered Magic. -
Skyrim Revisited Pre-Release Feedback
FCqt replied to Neovalen's topic in Skyrim Revisited (retired)
First, I wouldn't recommend that you turn off Bloom because it's just not Unreal without it. Enhanced Shadows is a pretty amazing module too but it's not as crucial as bloom. Secondo, Try turning off AmbientOcclusion and Skylightning. For Skylightning you might only able to do this within the enbseries.ini, though. You can also try to uncheck ShadowCasterFix under the Shadow Tabs, I had major FPS loss with it on while having iShadowMapResolution set to 4096. Also make sure your iShadowMapResolution is set to 2048, 1024 or 512 in skyrimprefs.ini because that eat a lot of FPS. Disableing the Rain module is another great way of getting additional FPS, but that's only for when it's raining. For the grainy look, on the right panel (if there is no right panel check Show Weather Panel or something like that) look for the FilmGrain option. It should be in the first options under the first tab (enbeffect I think it is?) If you don't like the black bar uncheck Letterbox. -
So how's your game? Birth of a mod.
FCqt replied to Sakedo's topic in General Skyrim LE Discussion & Support
Perk Tree: SkyRe author is apparently working on a PERK only mod called Perkus Maximus which hopefully will be the reference in terms of perk in the future. During this time I think the best candidate would probably be SPERG in combination of specialized perk mods like Enchanting Awakened, Path of Shadows, Stealth Skills Rebalanced to name a few. Health Regen, Carry Weight, etc: I really like the playable race balance of Requiem. No health regen and low starting stats. Traps: I stopped on Requiem again for these... However I did not profoundly search the nexus for all potential trap mod. I did find Deadlier Traps & Sickly Disease and after looking through the .esp I wouldn't recommend using it. Magic: The only magic mods I'm using and feel the need to be using is Forgotten Magic Redone. Potions & Foods? I haven't dig into potion yet but when I do i'll be checking both of them. Phitts Alchemy and Food Overhaul Alchemy and Food Balanced Overhaul (Based off Phitts) Random Mods: Populated Forts Towers Places Bandit Squad and Town Militia Patrol only. It can create interesting random confrontation. Populated Lands Roads Paths Some of the new NPC (Mercenary, Bouty Hunter, etc) have fixed level and can be somewhat OP at low level. However the Adventurer level with the player and really make the world more alive. Organized Bandits of Skyrim & Skyrim Immersive Creature Simply a must :) Hoperfully this give you some stuff to look at ;)