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CorneliusC

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CorneliusC last won the day on April 4

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  1. Thank you both for this. I am having the exact same problem, which i couldn't even have begun to describe accurately, with following Step 2.3 and the latest DynDOLOD and RWT, and without using any ENB or Community shaders. Will these updated scripts/exes be made available in the next release of DynDOLOD? Thank you.
  2. The mod (and its files) is public again.
  3. The latest version seems to also address a visual bug mentioned in the v2.3 - Feedback & Bug Reports topic. "Version 3.0.8 incinerate spell no longer leaves lingering light spots behind. Added "Proper Wield" option for Medieval Torch (Torches Add-On)."
  4. Discussion topic: Misc Voice Consistency Fixes by Exalderan Wiki Link Fixes jarring voice actor mismatches for Astrid, Nirya and others in Skyrim, restoring immersion by correcting dialogue lines spoken in the wrong voice. (Mod description)
  5. Added one newly suggested mod ('Flute Animation Fix') to the main post, corrected some grammar and expanded on a few sentences to make them a bit more comprehensible.
  6. Might this be interesting to use as a baseline to potentially replace 'Skyrim Realistic Overhaul' to preserve some RAM? On the other hand, even 'Skyrim Realistic Overhaul' brings its own aesthetics to the game.
  7. Discussion topic: Flute Animation Fix by JaySerpa Wiki Link 'Do your male bards play the flute with their noses? Do your female bards play the flute with their psychic powers? Quick fix for both!' (Mod description). A mod that tries to fix one of these bugs which, once seen can never be unseen. Depending on the skeleton used, different animation replacers are applied via 'Open Animation Replacer'. My apologies for suggesting yet another mod with dependencies on another ('Open Animation Replacer'), which is also not in the guide, which makes this questionable as a suggestion to say the least.
  8. Discussion topic: Rally's Candlelight and Magelight Fix SE - VR by Rallyeator Wiki Link 'Fix for the Candlelight Spell and Magelight Spell in SE/VR.' (Mod description) An alternative to 'Battle Ready Candlelight Fixes' used in the guide. While both mods do more or less the same, re-position the Candlelight spell above and behind the head of the player and remove the haze/ particle glow around the light source, this mod also adjusts the other light spell, 'Magelight' with the same consideration to haze/ particle glow (there are options to choose full removal of the particle cloud or reduce half the glow), making both spells more consistent to use together and also, when not using ENB, they seem to align nicely with the recent updates to spells and lights emitted by spells by 'Particle Patch'. There are three meshes altogether, for example to set up alphabetically in 'Models & Textures' to overwrite the meshes in 'Particle patch'.
  9. In case of this now being a bit of an older guide, it might be good to also read the descriptions and mod pages for the relevant mods. This mod for example has been updated three times in the meantime, and it should be no longer necessary to modify the INI file in this particular case. From the mod's changelog (please see the last line): "Version 1.3 Fixed the missing Vorbis update and removed an unnecessary file. Version 1.2 Added an option to redirect output to a custom folder (it still defaults to Data like it used to). Made UI consistent with ESM Fixes. Removed archive invalidation BSA to let it be handled by Mod Managers. Better wording and fixed typos. Version 1.1 Meshes.bsa no longer gets split into Meshes2.bsa - its content gets directed to Misc.bsa instead."
  10. Maybe you'd like to consider using 'Skyrim Character Sheet', which provides also faction information and more in a custom, SKSE-configurable ingame window.
  11. Thank you, that makes perfect sense. It might be nice though to have this and Mercury's playstyle reflected in the mod's MCM recommendations, with something like maybe: 'Players may want to choose to activate the Bunkhouse chimney after the Bunkhouse being built later in the subsequent quest ...'
  12. Attached is a view onto the Goldenhills' yard with a pre-built (and smoking) chimney of a not-yet-built bunkhouse, which is a bit of an oddity when visiting Goldenhills for the first time. (I haven't yet tried to not activate the bunkhouse chimney on a new game and activate it only after solving the related quest, hiring a steward and renovating the place, if that is even possible?)
  13. If not added anything specific, you might have activated 'Survival Mode', which, I think, with a few tweaks added, makes the game more interesting.
  14. Using 'Flawed Varla Stones', which were one of the concerns when playing with GIST, are also working fine with YASTM, they are now stackable, separate as they should when one is in use, and re-stack again when all are in the same state.
  15. This might or might not be related to the last posts. At some point two years ago I mentioned a landscape visual bug in relation with the 'Fishing' CC, which is found here. Now apparently in CRF's latest version 'Frostbark Lumber Mill' and the wooden footbridge at that location has been removed by the author, which makes this 'Fishing' spot the only occurence at that riverbank just down the hill from Kynesgrove. The 'Fishing' spot is not only half flooded as before, but now also features a huge visible tear in the shoreline. I am playing Step 2.3, but started my game without SLSR and the SmoothShores - SLSR Patch. This is so far the only visual bug I encountered.
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