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Garfink

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Everything posted by Garfink

  1. Good idea, I have a titan and it still can slow in cities with lots of NPCs walking around. Worth a try, doesn't seem to degrade the image too much.
  2. I think you will freak out to see my load-order, makes absolutely no ordered sense! :) Seems to be super stable though.... I may have missed something with some mods needing specific orders though... because its so disorganized. I think this is the only downside of loot. Good if you guys can spot anything out of place.
  3. I think I am going to have to upload my loadorder for you to flesh out Dreadflopp and for everyone else's reference. I too use Immersive College of Winterhold and would definitely prefer Endgame NPC to take priority. (Between you and me I think ICoW isn't really all that essential, its even arguable and subjective to say more is better with area-improvement mods and I have a mind to uninstall it in the next playthrough, like I've uninstalled all city improvement mods in the recent past)
  4. That's a good idea, what is the color coding in tes5edit? In bed now so will msg you tomorrow. I will check my tes5edit version tomorrow, I must be pretty updated to use the 1.65 merge plugin though. I looked at OBIS, can't be morrowlooted, it will lose all it's flavor if you did. I will add professions tomorrow to make smithing and other activities take real game time. That should balance smithing more realistically make smithing and alchemy cost you more in food and board. Also solves that complaint every one has about food being too widely available, which is true as it's pretty darn rare for me to buy food at an inn. Then I may or may not install hunter born, the problem with hunter born is that you can't adjust the time skinning takes like professions and also I am not sure I like the voluminous amounts of meat you get, Xathra put up a new stats.xml file for reproccer, using that version
  5. Playtesting continues, I think the balance is still good, on top of the current build of GSRP, I have reinstall ASIS perks with the changes suggested in the ASIS comments page and NOT the new asis inis from the improved asis ini page. This means the NPCs are able to get SkyRe perks. I am also playing with morrowloot now, with a properly modified SkyRe and immersive weapon to work with the new level list. I didn't not readjust the hard difficulty of the current GSRP, it seems not necessary! Just romp through a necromancer dungeon (azura's quest) and it was awesome, nice to see necromancers in robes again, rather than crazy get up, makes them a little more fragile, not that they were that tough to slice to begin with. HLE Hardcore is still spawning some tough NPCs to fight, and with the extended stats from the SIC and RE MCM, they are dealing more damage than normal and I think the balance is spot on actually. The problem I am seeing is if I were a smithing character. Because I have access to all the blocked weapons and armors via crafting, this can be potentially very powerful. BUT I notice that Scarcity current at 8x loot and 4 times merchant is doing it job and merchants don't really have much Ingots or Ore to sell, and now that you can't really find much equipment to melt as before, smithing high level gear won't be as easy as before. The million dollar question here is the current Merchant limitations enough?, if I find too much ore/ingots for sale then I may increase Scarcity merchants to 6x or 8x to compensate. I am also not sure if morrowloot 4E does away with high level ore/ingots either. If it does, I will need to go back into SkyRe and edit out the higher level ores too from its level lists. In any case, my character doesn't smith at the moment and I am still surviving fine with my dawnbreaker and pale blade combo with rather crappy armor. Unenchanted, Unimproved Scale armor at level 36!?! The other daedric artifacts are looking rather attractive at the moment.... Oh, I did find clavicus's mask, too bad its heavy... I am using a hood and a priest mask, the one that gives to cheaper illusion, conjuration and alteration (perfect for my character), its converted to a circlet via a mod so I can use it with the hood. (That mod is essential or I would NEVER wear one of those stupid masks!) The new addition of Gold Adjustment is helping me with further fine balance of loot, particularly gems and gold. I don't think soulgems need adjustment, as I am burning through them more than usual. I like the world the way it is now, everybody at level 36 isn't wearing crazy clothes, most people are in steel or leather armor and it makes so much more sense and increases the immersion. Bandits look like bandits instead of armored monsters and they still pack a punch because of their increased abilities via perks, outnumbering you, better AI and close to you leveling. I don't miss OBIS one little bit! AWESOME. I am using the patches Dreadflopp made, but dreadflopp, I still can't merge that HLE morrowloot patch and the way I was doing it... seems to deactive HLE! not a good idea. I am using the same HLE SIC version as you, the same merge plugin. hmmm.... I morrowloot as many as my mods as possible, but there is still a very very small leak of better items somewhere, the leak is so small and the chances of better loot so low that it doesn't affect gameplay or balance at all. The side affect is actually good. VERY VERY VERY RARELY you will find 14 Elven Arrows and you go into a song and dance about it! How about that!
  6. In SKSE 1.7 you can still increase the memory sizes further. I have mine on 1024 798 and its working fine. I doubt its anything to do with RLO, I don't use it I use Relighting Skyrim and ELE, these mods shouldn't really cause stuttering.
  7. Stutter when turning could be due to textures loading in the memory... I would try increasing the ssme memory allocation and also increasing the memory settings in the enblocal.ini, that may help. Worst case try deactivating graphic intensive mods like ETAC and some of the other mods that add clutter everywhere. I have a super computer and run the highest graphics levels but with all those mods you describe above, I stutter when turning in certain areas too, like outside Windhelm. This might be easier to try first: try uninstalling footprints, wet and cold and enchanced blood textures too. That should make a difference. Also when I use AOS, I don't install any of the other sound mods. Not sure why, but seems prudent.
  8. I got a little bored and went ahead and made Immersive Weapon compatible with morrow loot as well.... :) (Dreadflopp, can you message me your email, so you can up load this online like you did with those "garfink's patches", I promise I won't spam you :) ) Yes I've tried removing delev/relev tag, not sure if it did anything. I will track it down...
  9. I am still getting an orcish dagger appearing, but over all every other item has disappear. I suspect that the few level lists in CCOR (and possibly another mod I am running) is still adding a few orc+ items to my game. I took off my glass armor and put on the best light armor I don't need to smith, some scale armor and snow bear armor and the difficult is still correct, as long as I am facing even level opponents. I just got killed by bandits in helgen just now at level 35, a two handed guy killed me. Seems good.
  10. Come to think of it, I had that invisible guy once, try uninstalling cutting room floor.
  11. Odd, no issues here. How about uninstalling endgame npc, I can't imagine any other mods that could cause problems like that you mentioned.
  12. No problem here, I don't have cutting room mod. That might be the problem.
  13. Just added kuertee's Gold Adjustment to the list. It is able to adjust gems which are a way too plentiful source of money even after Scarcity & Morrowloot! Love kuertee's mods. I will use it adjust gems and problem further adjust the gold, I will probably leave the soul gems alone as your need for soul gems hasn't changed from vanilla, if anything your needs have increased. Back to difficulty testing and testing my morrowloot changes and economy changes and will check out the high level ingot and ore availability if its going to be an issue! Its going to be a bit of a pain to rebalance the difficulty, as my character at level 34's equipment may not reflect what I may have if I started a new game from scratch. Now that the enemies are POORLY armed I am need to downgrade my equipment to reflect the new world. Although... dawn breaker and the pale blade would've been in morrowloot's world anyhow, BUT I wouldn't have my glass armor that's for sure!
  14. Its a SkyRe patch from Skyrim Redone - Complete Crafting Overhaul Remade Patch by Gruffys
  15. I was wondering, if morrowloot removes the higher level ingots like ebony from the vendors? It would seem silly to have no such weapons widely available for merchants to be selling these ingots! I would be cool to have to do mining to actually get them ingots! Does anyone know?
  16. I TOTALLY get it. I have the same issue with my combined patches, it too has a relev/delev tag! I think its added from some of the CCOR patches in fact! ..... EDIT... nope didn't work, I need to find out what in my combined patch is adding items (only a few) and delete those too. I have no idea how the official morrowloot lore weapon patch works.... its a wonder that it works. You let the bash patch add lore weapons and THEN you active the patch when you load the game. Goes to show how NOOB I am at this. EDIT AGAIN... Found the culprit, it was the CCOR_IA7 patch that adds stuff. Since it wasn't too much stuff, I manually removed the High level items from its level lists.
  17. Even CCOR has level lists with high level items, are these added back into the game? I could use dunz's trick to overwrite these other level lists that does not seem important.
  18. Quick question: After I have bashed patched, any level-list that is activated/added after the bashed patch is made is override by the bashed patch correct? As long as its the bash patch is editing the same level lists as the later added mods, correct? I just noticed that my "combined patches" of various other patches have level-list entries that contain orc, ebony etc items. If I disable my combined patches before I create the bashed patch I should be good to go correct?
  19. Done, just made SkyRe compatible with Morrowloot. Took bloody forever!! Testing now. I'll say it again, I don't think the Skyrim world was designed for a deleveled world like Morrowind was. The best I can do is to delevel the loot only. (personal subjective observation.)
  20. I have said further up this thread, for various reasons I have forementioned, I don't like a deleveled creatures game world. Deleveled loot yes, creatures no. And yes, I have played through Requiem with 2 characters, the start on tough as nails, the end game was boring as hell. That is why I am going to make a leveled world that works throughout a character's level from level 1 to 100 and remain challenging and varied throughout.
  21. I am making a replacement SkyRe_Main.esp file now that is compatible with morrowloot.
  22. @Gekko64 That would be missing the whole point of Morrowloot though. What we need is a reproccer that automates the process of removing high level items from the game!
  23. I see.... Since I am semi familiar with the items I know most by name I could do this and it shouldn't take too much time! I assume I was correct in thinking that the items in the Level list subsection that has the suffix like "blacksmith" with items that are set to be available at level 1 are items that are for the smithing menu? dreadflopp: I have this running SkyRe_CraftingFix.esp Do I even need this if I am using CCOR? and if so should it load before or after CCOR? I have manually set it to load before, because LOOT has it running after.
  24. Yes, and the bash patch is indeed free of all Skyre_main.esp entries! Now... can I still craft these in-game? I don't know how the levellist work in Tes5edit, but looking at it, there are lots of items with the suffix "blacksmith" and these seem to be NOT leveled as they appear to be available at LEVEL 1. Are these suppose to add items to the crafting menu? (I am totally guessing here), if so... How is this different from just going into Skyre_main.esp and just simply deleting all the entries under Leveled items? (which would be less convoluted and quicker.) (Now I am not sure I am making any sense here!)
  25. I am trying to remove level list items from mods that shouldn't contribute to the level list... so I can get morrowloot to work with SkyRe specifically. Could I use this method you think to stop SkyRe from adding stuff to the level list? I assume this method will stop ALL of SkyRe's weapons including basic iron weapons from showing up on ANY NPCs and not just chests I assume? Will I still be able to Craft these items? (I am using CCOR)
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