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CorneliusC

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Everything posted by CorneliusC

  1. To answer my own question about updating USSEP on an existing playthrough, according to the author it is possible to update and continue, changes which are not retroactive are marked with the tag [NR] in the USSEP changelog (which I think are two negliable items / fixes).
  2. Thanks for checking. I am running 'Thieves Guild Requirements SE' of course, but totally forgot about the existence of the optional file, which i never installed. That explains the xEdit errors. You're right of course that adding the 'Thieves Guild Reformation - Taking Care of Business' optional file might not be 'stable' in an existing playthrough, but if someone currently in a playthrough wants to update to the latest USSEP, one needs to start a new game anyways?
  3. Thanks for the new patches. I am having two errors 'Quest Stage not found' with the latest conflict resolution patch (2.3.4). I have not updated to the latest USSEP yet, but these shouldn't be related? Thank you.
  4. Please use the most recent file. In the FOMOD you'll then need to choose to install the DLL for 'SSE v1.6+ ("Anniversary Edition")'.
  5. I wanted to add these screenshots, not sure if they are helpful to others, but for me this mod still is an enhancement to my game, a bit more subtle and also a bit less obvious from a distance / when entering a room. Step 2.3 with relevant Particle Patch files (meshes and effects textures) hidden (= Vanilla) > Step 2.3 with Particle Patch > Step 2.3 with Particle Patch overwritten by OIL (1024) - Oily Water. Screenshots are taken in 'Ustengrav Depths', Step 'Lighting and Weather', albeit with 'Luminosity' and without ENB and Post Processing.
  6. For my new (2.3) game I started last week I switched GIST in favor of YASTM and so far it's working fine, basic features like soul displacement, soul relocation, soul shrinking and splitting are all working and gameplay-wise there is no discernable difference to playing with GIST. (I am using basic features only and keep 'Soul Trap Leveling' deactivated). If anyone likes to try this on a new game, please keep in mind to re-install 'Rustic Soulgems' without a subsequent GIST patch for sorted or unsorted gems. With YASTM you would of course want an MCM and patches for both Creation Content, 'Rare Curios' and 'Saints and Seducers' as well as patches for 'Guard Dialogue Overhaul' and 'Immersive Sounds - Compendium'. (With some of these patches I 'sorted masters to match current load order' and with 'Guard Dialogue Overhaul' I manually added GDO as a master because of otherwise underlined / injected files (both actions may not be needed)).
  7. I didn't notice any specific shadows before, but went back ingame without and also later with this mesh activated and didn't find anything, just dynamic shadows on the wood posts framing 'Warmaiden's'. Since the original post dates back a while, Step updated and also this mod had an update ("Replicate some ussep changes regarding sewer shadows"). This might explain the difference ...
  8. I tested this yesterday and thought I'd add a few more screenshots. Step 2.3 with 'Whiterun Mesh Fixes' > Step 2.3 with 'Warmaiden's Holes' mesh overwriting 'Whiterun Mesh Fixes'.
  9. Essential mod! (Any 'Abandonded Mine' would be a good place to check if it works...)!
  10. Thank you for this. The displayed fishing rod was indeed annoying. I never would have found these settings by myself. After setting this up i checked the mentioned fisher woman at Lake Inalta for not displaying the fishing rod and also checked several NPcs in the area still wearing their one-handed sword at their hip. Everything works fine. (I might also try to do the same with the NPCs' display of torches, which also look a bit silly).
  11. Apologies for reviving an old thread, but I was asking myself the same questions as the original post. There are some comments on both mods' post sections on Nexus, which seemed similarily confused, The last changelog for 'Cathedral Plants' also states: 'Added missing normal maps in case Cathedral - Plants overwrites Cathedral - Landscapes', which seems to me to suggest to set 'Plants' below 'Landscapes' to partially overwrite (which is what I am trying out now in my 2.3 game). Anyone had any experience with this so far?
  12. Just checking in to (re)confirm that just eating ingredients still gives XP in the alchemy skill, albeit very little. It took my level one character eating 30+ unknown ingredients to visually register as a progression on the skill XP bar. This might vary depending on rarity and value of the ingredient as it does with creating potions, which also in turn makes it so difficult to discern the XP gain when creating a potion and discovering effects at the same time.
  13. Yes, you gain alchemy XP by eating ingredients (only the first initial effect can be discovered by eating), brewing potions, discovering new effects while brewing potions and supposedly, also gain XP by failing to make a potion. Aside from successfully brewing a potion the amounts of XP given for the other actions are miniscule. The 'Alchemy XP Fix' only covers fixing the XP given when discovering an effect while brewing a potion. This is why I tested as described. I'll gladly test XP via eating ingredients again tonight. Is there a way to measure XP ingame in actual numbers? (The 'Skyrim Character Sheet' shows XP, but only an overall XP (sum of different skills?) regarding the next level)
  14. Just to share my observations from a new game, with the CACO Xp multiplier set to 1 and the Skyrim Skill Uncapper 'SkillExpGainMults' for Alchemy set to 1, a level 2 character with no ingredient effects known whatsoever interacting with the alchemy lab seems to receive at least three times more Xp by discovering a new potion/recipe and at the same time the respective ingredient effects from the two ingredients involved than reproducing the same potion/recipe again with the ingredient effects already known. This might be not much of a test since i only had the ingame alchemy Xp progression bar to observe and no way of knowing the exact amount of Xp given and how to separate these different Xp points? Still, this mod seems to interact just fine with CACO and Skyrim Skill Uncapper (which is expected to interact with other multipliers from the game and other mods as well?) and at least on the surface (of the game) has no ill effect.
  15. Interesting update. I also already deactivated 'Battle Ready Candlelight Fixes' hoping for the meshes from'Partlcle Patch' to be more consistent with both the spells Candlelight and Magelight and other light effects 'Particle Patch' handles.
  16. True, you can adjust the overall rate of experience (which i always leave at 1/vanilla to adjust via 'Skyrim Skill Uncapper') alchemy gives you, but no mention of this specific bug. I think i tested this at some point, an amount of experience is given for eating an unknown ingredient, but it is so tiny an amount you don't notice it, only after eating dozens of ingredients. I'll let you know if the 'Alchemy XP Fix' works with CACO when i start a new game...
  17. One of the more considerate, well written and lore-friendly standing stone mods. Thank you for reminding me to finally add this to my game.
  18. This should especially be noticeable early game. Also seems to be easily integrated into an 2.3 install. Thank you for this.
  19. Thank you both. The 'Smooth Shores - Snowy Landscapes for Snowy Regions' Patch is already omitted in the instructions for the 'Smooth Shores Patches' mod in '20 - Patches', so it is a bit confusing.
  20. Hi. 'Snowy Landscapes in Snowy Regions' is still listed in '17-Locations'. Thanks.
  21. Took me a second to see you added separators which added up to 81 for you. Maybe best to omit mentioning the priority numbers altogether to avoid confusion?
  22. I was also confused at this point. The 'wrong' number might be a remnant from an older guide, the latest game update added 'ResourcePack' as an additional file and count to the list, so 'Cleaned Vanilla Masters' is probably fine at '79'. A few lines to read on later however, still in Step 3 of the guide: 'Restore the Original Vanilla Masters', the guide sets 'Cleaned Vanilla Masters' on position 78 before 'xEdit Output' at 79, which I had done then. It is a bit confusing, but just regarding the position and relation of these two mods with each other, the position of 'xEdit Output' doesn't matter that much, because it doesn't contain any valid game data and is not overwriting anything.
  23. This is from a master ritual spell quest script. Maybe in this case it is a good idea to set 'AYOP - College of Winterhold' after 'EBQO', overwriting it and in the process loosing a location entry in the journal from EBQO?
  24. Thank you. Interesting bug. What I am not sure about is whether this is related to the number of installed mods adding to the leveled lists, or is this not relevant within the range of using Step or expanding Step with your modlist?
  25. I've been playing with this mod for the last year within Step 2.2 and up into the latest game update without any obvious problems or graphical glitches. However accurate the science, the mod creates just that, a sense of accuracy, consistency and therefore, immersion. It visually emphasises the existence of the two moons and their relation in the game world and sometimes creates absolutely beautiful scenarios.
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