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brokenpaine

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    Clarksville, TN
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    SUMMERSET ISLES!!!

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  1. As far as Morrowind/Oblivion Athletics and Acrobatics skills...check out SCS Skills...I think that what its called, he combines the 5 magic schools into 1 which give 4 free skill trees which he attributes to the older TES games. Actually adds a Primitive Firearms Tree. Its really cool and I currently have 2 playthroughs with this mod, At the time TTRSO was hot and I actually went with this one. I've never encountered any bugs and as far as I can tell its very stable and compatible with all SR:LE and STEP mods. As for the Skill book EXP thing....come on guys... you cant say that if you were in the reality of TES Lore that "reading" couldn't enhance your skills at persuasion or intimidation?! For instance your not from "Skyrim" and secretly made your way across the border from whatever country. Your not familiar with the populace, and the only experience you know of is from what "you've read"...reading can teach you so much about foreigners and yes!, even when it comes to getting a better price and intimidating them into submission. When I lived in Germany, had I not learned what I had from books (and hearsay from family/friends) I would have been caught very much off guard in that country. Which in turn led me to be able to buy cigarettes under there legal age, if I couldn't walk the walk, and talk the talk, I wasn't getting ****, thanks the gods for books! Anyways given Skyrims' limited scope of "Persuasion" it doesn't seem like gaining exp by reading books would be appropriate. But I say IT IS!! I mean come on you read 150 books over a playthrough and you gain..say 10 Persuasion points....thats cool! Your delving a dungeon, find a journal with a stranded horrible survival story and boom...you gain 1 point, mainly because you were already close to leveling from your last blacksmithing/shopping spree. Nice to have a little something extra to add to a skill tree that honestly....see's the least amount of EXP/leveling mid to late game. (like pickpocket) I'm not advocating huge EXP gains, but very, very small. Based on the vanilla amount of books, if reading them all gave you at most 8-10 points (per playthrough), why would you complain?, a drop in the bucket, but after adding in the other mod-added-books, maybe it would cross the line. I think its cool to give another dynamic to the Speech skill which in my opinion was severely lacking in its application in Skyrim, with very few and limiting ways to increase the skill. Hence the above user complaints on the absent acrobatics and athletics skills. And yeah you all should def check out the SCS Skills Mods, His athletics skills are on point. I'm level 76 and I've gotten my athletics to 89. I'm running and jumping fast but not game breaking or over done. I still get owned without followers (also using SIC/OBIS/HLE) so those 2 trees dont account for cheap battles, escapes or, cheating, imo, but def helps when not using a horse and trying to "foot" it. :) I'd probably have to tweak this mod in CK if I wanted to run it, I love the idea but...after testing, I read 7 books and leveled....ehhh naaaahhh at that rate this is already overpowered, needs some tweaking for sure. I was hoping for a very small and subtle increase due to the amount of books in the game. Saying that reading all this amazing lore couldn't attribute to skill gain, I disagree. But hells y'all its 2:50 AM and I'm GONE! lol Peace brothers! xD omg didn't see it was that long until I hit send...TIME FOR BED!! GOODNIGHT! :D
  2. I use Not so Fast Main Quest, Not so Fast(cant rem the other) Timing is everything, The choice is Yours, Dark brotherhood Req, Theives Req, Even better Quest Objectives. And as far as I know they ALL work together great. I havent had any issues with ANY quests while using them.
  3. Hey this is cool. I'm going to test it tonight. I'm hoping it works withthe Books of Skyrim addon that adds a ton more books.
  4. Yea the comments thread on nexus had me rollin haha. Rediculous.
  5. Good info, so this is an obviously replacer for the dilemma mod? I never got around to testing either one of them lol
  6. Definitely want to check out the new version, unfortunately if its not compatible with any lighting mods, well...thats a deal breaker with me, I busted my bum to get my skyrim lightning perfect. >.<
  7. Hey cool beans! Great work! Glad they came through. :D
  8. Makes me want to check the size of all my plugins.... :/ Tech could you elaborate on what NavMesh data you were referring to and why it shouldnt have been there? Maybe I can apply this knowledge to some other mods. Also great work on the mod, I was waiting to get it because I seen you were going full bore on updates. Looking forward to more. I agree from above, would be nice to keep alchemy and enchanting close. And AWESOME on the library! I love it. I cant remember how many books are in the vanilla game and how many are in the compendium mod. Should be able to fit them all! lol
  9. I agree with Tech after checking this mod and the Solitude museum mod, both, a little over done imo. :)
  10. Ugh, Disapeared for a while! But have done extensive follower mod testing! Okay. Follower mod by Mofakin. Now obviously this mod is awesome. One of the unnoticed features are the Hotkeys. Concerning camping/survival/immersion, being able to one button tell your followers to relax and sandbox is cool as hell. Unfortunately I couldn't get it to work. I'd say the most unique feature is being able to hire any vanilla NPC and check there stats as well. Having the dialogue option, "Are you skilled?" didn't bother me, many people on nexus complained about it..I didn't mind. So this mod adds a dialogue option to hire followers, "I'd like you to follow me.", to all vanilla NPCS, and as far as I can tell to all iNPCs. Quest mod NPCs for the most part do not have this command. Hiring an NPC using the vanilla command, the mod has some issues adding them to the widget as well as following other commands, so remember to always try and use the follower mod command. As far as I can tell this mod replaces the mods, "Stealth Follower AI" and "Follower Trap Safety". My follower stealth AI works great and they haven't tripped any traps. So saves some plugins there. The trouble with this mod though is does NOT play well with custom follower mods. If you have a custom follower hire them through there own dialogue option. I had a few cases with followers not leaving my service with no option to dismiss them, and other cases of them just becoming stuck in place. Vanilla NPCS worked without much issue. iNPCs worked but hotkey commands did not always work with them. This mod is best used without any custom followers but even after eliminating the custom follower mods, I was having allot of NPC issues, it was really annoying. Traveling with 3 followers, all with horses, sometimes they would just disappear. Could have to do with something other than this mod but I did not have this issue with EFF. So I just went to having only 2 NPCS. Which wasn't cool as this mod is designed for at least 3/4/5 followers. Also, having the mod, Naussicas Tweaker was a must with this mod. (I may be mistaken on the spelling) Using that I could manipulate my followers position and dismiss them, which I was having issues doing with the Follower Mod. I wont be taking this mod out of my playthrough though. I'm nearly 30 hours in and my load order is very stable. But I'm still having a hard time rolling around with a bunch of followers. I'll definitely be posting more feedback about Follower Mod by Mofakin here as I start to use more of the features more often. This mod has ALOT of features. I also want to say the Follower AI customization through MCM is pretty cool, You can set the AI to be whatever type build the follower is, Warrior, Wizard, Thief, ect. And I'd like to say it works excellent! Being a Mage with 3 Mage followers and setting them to Healer, Wizard, and BattleMage. They did just that after rushing into 15 bandits at a fort! The battlemage Tanked out and used a shield. The Healer stayed near me blocking arrows and healing, my wizard summoned an atronach and then pulled out his staffs raining holy hell. And I just sat back throwing fireballs and observing my followers behavior. It was pretty awesome and battles are very interesting now. I did NOT get AI like this using EFF. All in All its cool, but still, unless I cant get the issues I'm having resolved I'm still looking for another follower mod. Planning on another playthrough with EFF and testing Simple Multiple Followers https://www.nexusmods.com/skyrim/mods/31581/? Many of the Steam mods from REGS arent all that great., but a few are, wish I could remember there names, worth getting and cleaning. No big deal on cleaning man, heck you have to test the mod out anyway, I always clean the Steam mods, haven't any issues with them so far. Anyways, how is testing going with the Multiple Followers mod?
  11. You can do it man! When I started this whole thing I did I think 4 Step Installs before I figured everything out. (about 2 months) If you keep at it you'll figure it all out! Every time you get stuck just google your problem. Almost every error is covered in a google search. On top of that you have this thread, plus the Game Poets and Gopher Videos. Once you figure it out, have 5 totally different profiles with totally different play styles. It'll be worth it! And really.. you got be a huge Skyrim fan! lol
  12. Thanks for the info. Just edited the patch and updated. Should prolly post this some more if the patch doesnt get updated. :)
  13. Immersive Jewelry by Forteverum The release version of this mod has just gone live. The mod is now out of beta and provides a host of new features. Read below. This mod is not only a synthesis of nearly every jewelry pack or mod on the Nexus, but an expansion of them all several times over, including retextures, leveled lists, and both a new crafting and a new enchanting system. This mod turns jewelry from mere dress up accessories into an integral part of the world... into TREASURE. For all its visual immersion and AI simulation of a medieval fantasy world, the core game mechanic of Skyrim is largely about questing for treasure, bringing it back to town to sell, and then improving oneself so that you can get even more. Treasure is at least what sustains and fuels the forward momentum of the story, so shouldn't it have more attention paid to it? This mod aims to benefit the immersiveness of exploration and discovery by fleshing out the history of the world through its most precious artifacts - the things men steal and kill for: jewels. A completely lore based system of magical correspondences revolving around the gems and metals as "Earth Bones" and their astrological resonance with the Aedric planets, meaning that some stone and metal combinations are better for certain enchantments than others. Enchantment becomes a matter of questing and experimentation and not mere power leveling until the skill is maxed. Every piece of jewelry will respond to enchantments in different ways - you can experiment with them or actually study the art of enchantment in the same way you study alchemy. More than 4200 jewelry variants distributed through new leveled lists, with different jewelry types according to culture, era, and social status, +600 more enchanted variants. Different jewelry will be found in draugr ruins than in dwemer ruins as well as among the forsworn, and even among vampires, in the spirit of mods like Skyrim Coin Replacer. Why so many gem and metal combinations? Because enchantment works differently on every piece. Every one of the 1700 rings included in this mod may be swapped instantly from the left to the right by clicking right equip or left equip, the same as equipping weapons in the right or left hand. Custom enchanted rings and custom named rings can also be swapped with their names and enchantments intact. One does not need to forge to swap rings, nor find rings for one hand or the other. More than 200 bracelets may also be found and swapped. It is possible to wear a total of four rings (3 + the Ring of Matrimony) and 2 bracelets, making "unlimited" mods less necessary. A new crafting system for every piece of jewelry based on realistic metal portions, with several new sizes of ingots and raw ring shanks factoring into the crafting process. This crafting system is an expansion of the standard ingot smithing system and does not alter it, other than material weight. A realistic revaluation of precious metal and its potential use as bullion. Now a gold ingot found in a treasure hoard of sacked ship cargo will be worth a whole lot more than a Honningbrew Mead, and you'll craft a whole lot more than 2 rings from it. Complete and absolute consistency with regard to item value based on material components and standardized tooling done in the creation of the item. This was painstakingly calculated for each piece of jewelry. The same considerations were made for weight - now the value of a piece is reflected in the amount of precious material composing it. Apothecaries and alchemy shops now stock recipes for enchanting combinations alongside the potion recipes. Gems are now categorized by size and weight rather than luster and clarity, to justify the visual discrepancy in size of some of the featured jewelry pieces. The centerpiece of a circlet is no longer the same flawless gem as the one that barely covers your knuckle. Crafting recipes for every one of the more than 4200 jewelry variants, which only appear in the crafting menu if you have one of the needed ingredients. New religious amulets found in Draugr ruins with triple animal motifs that reflect the different pantheon of the ancient Nords. Unique meshes and jewelry pieces for every remaining jewelry or quest item or jewelry reward item in the game that re-used vanilla meshes. Rings like Madesi's ring or Viola's Ring are now visually unique, which justifies their retrieval quests. Three well written lorebooks distributed throughout the world which explain both the crafting system and the proper correspondences for enchantment, including one written in rhyming verse. The shopkeepers who have dialogue mentioning their "unique" cultural craftsmanship now truly sell a selection of pieces appropriate to their race and different from anyone else. Built for compatibility with Kryptopyr's Complete Crafting Overhaul and its innate system for boosting enchantment power based on value, which creates even more combinations in the search for the perfect piece of jewelry for your enchantment. New imprefvicticious textures and cubemaps for pieces from several popular jewelry mods, which give an updated look to the included pieces. New ground objects for jewelry mods that did not have them, plus new previously unreleased meshes with gem transparency. Interesting, Lore friendly, super SEXY jewelry, check out the vid also, dudes voice is hilarious! (at least for me, no offense intended) Could be a possible replacer for GemlingQueenJewelry in Step. I'm about to load it up via StepCore and Extended. I'll let you know what I find in TesEdit. :)
  14. Wow man. Thats the first "simple" Follower mod Ive seen that's actually...SIMPLE! Unfortunately for me. Too simple. My fav. follower control system I've ever used for for Dragon Age Origins. I'm just going to tweak the **** out of EFF or AFT and force them to work perfect for me! lol Let me know about how Simple Followers work for you. Out of al of them I'm still leaning towards this one. Currently I'm testing AFT...and its not going well. So many mods edit follower AI...and the conflicts are heavy...ugh...still troubleshooting. My script load is high using AFT. I think I'm ready to drop Enhanced Blood, footprints and Wet and Cold. I'd rather direct heavy scripting towards Immersion. Needs and Follower mods, frostfall ect. But hell....I'm even thinking of ditching Frostfall. There are many alternatives that are much simpler. The guy who made the Simple Follower Mod offers many other "Simple" mods. A needs mod, horse mod, survival. Hmm.... https://www.nexusmods.com/skyrim/users/313054/?tb=mods&pUp=1 Check these out. I could replace quite a few mods with his...
  15. I see. Well I cant help you there. I'm on a custom desktop. I've read allot about people having issues with the optimus. But I'm sure you'll figure it out! Beasty laptop though! lol
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