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Garfink

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Everything posted by Garfink

  1. Question: I am looking at the SkyRe_Main.esp in Tes5edit: I go into the Leveled Item tab. SAY: If I delete: LitemWeaponDaedricSwords Will this removed the listed swords from the Level List?
  2. You know what is BIZARRE, I get this message in Loot 0.5 for Morrowloot: Was there a plugin for SkyRe??? I can't find it ANYWHERE. Maybe its a mistake. Morrowloot.espCRC: 6851CEBAdd: Delev, RelevNote: It is recommended to load morrowloot after any plugins that have a Relev tag which change the same leveled lists as morrowloot because they will re-add vanilla records removed by morrowloot.Note: You need the SkyRe compatibility patch for this to work as intended with SkyRe.
  3. I will see if I can't change your minds about changing over from SPERG to SkyRe, SkyRe is certainly a bigger overhaul, but I think its in line of what you're trying to achieve. It certainly functions very well and is very well thought out in terms of ALL types of characters. It also has ASIS support which means a lot more even playing field when it comes to the NPC skill set. Looks like the only thing missing to make it really work is a patch for morrowloot. I don't think immersive weapons is essential as some of the weapons are a little dodgey like the cresent axes. So I think to make life easier it would be fine to leave it out. But the weapons installed with SkyRe is seemless and seem so vanilla to me now. Revenge of the Enemies is awesome, really makes for varied monsters. HLE on its own is great and adds a lot more monsters to the level lists but some of it is a little superficial. Like a name change and some new armor and weapons. BUT RotE really makes some of the monsters different. It is NO longer over done like it was before in earlier versions, so I can't recommend it enough. The same goes for Resplendent Races, the new abilities really make bandits come alive EVEN without OBIS installed. Trust me on this! There is a difference in making the game "difficult" and making the game "varied". Remember I am advocating keeping the game on ADEPT and with out ASIS, RotE, HLE, NPC Enchantment Fix, SkyRe, Apocalypse Spells (inserted into NPCs via ASIS), Duel and increase spawns of ASIS & Random Encounters, YOU will need to up the difficult to Expert and probably higher for a half decent game that isn't too easy. Think about it. Not to mention that my balances are with all these installed, certainly you can read between my lines and see how the mods work and interact, from my "diary", but it will not be the same! What I am advocating is IF you want a more difficult game, instead of making the monsters health-sinks YOU instead increase the SPAWN RATE to adjust the difficulty to your liking. See? My difficulty settings are flexible and can cater for anyone's gaming ability. (if you want it easier, then you can decrease the spawn rates or stop it all together.) As for leveled or deleveled or an option of both I will leave that up to you. As you have read my thoughts on the issue and why I prefer leveled over deleveled. This is from playing the game over the past few months and getting over 10 characters to level 70 and above. Deleveled Skyrim will's difficult flucuates on different levels and limits your exploration. Each to his/her own of course. Just food for thought.
  4. I think the problems apply to some of both SkyRe and Vanilla perks, looking at the block list of the Improved ASIS ini files, it looks like SPERG is totally blocked and not supported. I am having trouble merging HLE - SIC with your patch in Tes5edit, are you using the Merge Plugin 1.65 or are you using something else? Just making sure we are talking about the same file: I am using High Level Enemies SIC Edition v1.6a Edit: I just manage to do it, I deselected copy intelligently and just selected "copy records" and it worked. Am I doing it correctly?
  5. I have combined the changes from the ASIS forums and those from Improved ASIS ini, to keep the SkyRe perks in. Will see how it goes, I think this and my new spawn setting should fix everything. I should be able to turn off extended stats and bring the difficult level back down to Novice (adept in vanilla). !!! Once that is tested to work, my gut feeling is GOOD. Then I will install the newly made patches (not essential for testing difficulty.) Great news, the wife has invited friends over for Mahjong, so I can do some serious test for at least 5-6 hours! What a great week it has been! Thanks for all the input and help so far guys! You guys/gals are AWESOME! I am really hoping this will help a lot of people and once done can easily be integrated modularly with other mods. Especially if we keep it modular with modular patches rather than the BIG patch like STEP. By doing so we will have more audience for what we are doing. EDIT: What the hell, installing the patches now!
  6. You're the author of the mod! No wonder. Great if you could fix that!
  7. Looks like I've elicited a response from the ASIS people and there is a new ASIS ini, Nice. I will download it and install it for testing, it would be perfect IF I don't need to go higher than Adept (i.e. 1:1 fair) to keep the game balanced. This would mean that the advantages and disadvantages of the AI and the Player can be different but are balanced! At the moment I have to artificially ramp up their health and lower my damage to make it balanced, not a problem per se, but not perfect.
  8. Quest: "Joining the Legion" After arriving at Solitude, enter Castle Dour and speak to General Tullius. He will then direct the Dragonborn to Legate Rikke, who is usually by the war table. She will then say that Fort Hraggstad, which has been taken over by bandits, must be cleared. If the Bandit Chief follows me out of the Fort and I kill him outside, the fort remains uncleared and the quest doesn't update and allow me to continue. It is reproducible as I did it again intentionally. This leads me to believe that many quests that require you go clear a dungeon could break if the main protagonist follows you outside their normal boundaries.
  9. The first quest of the imperial quest line where you have clear out that fort alone. NPC was the Bandit Chief in the main building.
  10. Because of the ASIS perk bug, he was whirling dervish of hell, so I had to run out the front door or face a painful unfair death. Thanks deadflopp, I will checking those out ASAP. Probably uninstall immersive weapons same for BDYEB, bonemold isn't important, as the shields are pretty uber even the midlevel ones, not worth the trouble really. Jaysus swords? I remember you mentioning to just turn it off in the CCOR MCM right?
  11. I don't use no spinning death for that exact reason. DCO has dragon death animations and animations for dragons shot from the sky. I will ask the guy about that northern encounter falskaar patch.
  12. Yes, still use radiance. I can live without resplendent and go back on Skyre races, especially after Diene fixes ASIS perks. But Duel V7 is essential, SkyRe combat is too easy! Duel is just perfect in how stamina is handled and works fine next to SkyRe.
  13. #Patch required for Skyrim Redone I think, I have noticed that a few Daedric weapons appearing in game like the Eastern Daedric weapons which I think is from Heavy Armory that is build into Skyrim Redone or immersive weapons. So will need a Morrowloot Patch for it. Need someone to volunteer to get this done. I am wondering how Morrowloot actual work. Think of this situation: You are level 40 or so, normally you will have some high level gear by this point, even if you are strictly using Morrowloot. For creatures/humans to harm you physically they will need Similar loot, even enchanted loot. Just wondered what happens then. Other Armor/Weapon Related Mods I am using: KatanaCrafting.esp Weapons & Armor Fixes_Remade.esp Clothing & Clutter Fixes.esp Unique Uniques.esp NetchLeather.esp Glass Variants.esp Immersive Armor 7.1 BonemoldExpanded.esp Elemental Staves.esp forsworm-trouble.esp Bandoliers (craft only) KnapsackEnhanced.esp SkyRe_Main.esp Lore Weapon Expansion.esp (this already has a Morrowloot Patch) BDYEB.esp NightinggaleArrows.esp aMidianborn_Skyforge_Weapons.esp skyforgedShields.esp immersive weapons.esp Anyone have any suggestions looking this lot of weapon and armor mods? I am pretty sure some of these are showing up in the game (not just in the crafting menu. As you can see I installed the more popular and better quality armor/weapon mods, that many are using. Even so, I don't think the game is broken with these installed (its working rather well actually), just makes morrowloot less effective. Scarcity is really putting the brakes on these showing up in loot BIG TIME! In an around about way Scarcity is supporting all other mods that doesn't have a morrowloot patch. In my game, from level 29-36 (with slowed leveling, 12 hours of play!), I have found like 2 imperial ebony swords & 1 eastern daedric sword, all of which I am not using, I am dual-wielding The Pale Blade and Dawnbreaker. I have found no ebony or upwards armor at all, not a single piece. Even the armor I am using, I shouldn't have! I have a nice set of enchanted glass armor that I got from a dead Thalmor from the Fight for the Thalmor mod! So without this mod, I would still using elven armor (light) or Orcish armor (heavy). So loot is very rare, my character doesn't enchant or smith (yet.), but I imagine that I would be saving these good weapons for when I can level up and place better enchantments... its these tough choices that make the game fun. I am testing with an old save game that had these installed to begin with, so I will probably uninstall any that patches can't made for and keep those that isn't causing a problem. My priority so far has been to balance the difficulty so that you don't need to make adjustments in a character playthrough from level 1 to 70. But I will deal with Armor/Weapons a little later, or even better if some else can take up the mantle, and make patches and suggestions. At the moment to get the most out of the Project, it is recommend to start a new game with no weapons/armor mods installed aside from Lore Weapon Expansion and its respective morrowloot patch. There is a morrowloot patch for Heavy Armory (which is build-into SkyRe), can someone look to see if this can be used with SkyRe with or without adjustments?? I think priority has to be given to a Morrowloot-SkyRe patch at the moment and then Immersive Armors and the Immersive weapons. In that order. Mod up for consideration: Armor and Weapon Degradation. This would really really put some pressure on the economy as you have to pay (either with money or ore) to get your weapons and armor fixed like in Oblivion. I have used this mod in previous playthroughs and its really pretty well done and stable and works well with SkyRe. Only thing is that it may not like installing/uninstalling many many mods like I am doing now, so if you are happy with your install, I highly recommend this amazing piece of coding. More todos: Hunterborn Professions I will need to balance the amount of ores/ingots and money to buy these and the availability through vendors for crafting. I will need to adjust CCOR's settings to make these more balance with the rest of the loot rarity. Without nerfing smithing but forcing the player to make tough decisions. Once done, I will also install Hunterborn and Professions and have skinning, smithing, reading spell-books, tanning etc. take real game time, so that next time you smith or make a potion, it will be epic and really take a day or two in game. Using up more food as a result. I am also recommending that people uninstall Drinking Fountains of Skyrim and actually having to buy Spring Water from a Vendor or boil your own. Its not much, but it will either take up time or if you want convenience a little gold. I have always thought them Drinking fountains a little unrealistic. To do this testing I will have to start a smithing type character, as I am testing Dual Wielding and Conjuration, Illusion and Alteration and restoration at the moment. My next character will be a two handed heavy armor using that supplements range with destruction and use smithing/enchanting. I don't think I need to test Archery, as its always the easiest character to play and I will be using it last. All this is going to take some serious time! One last thing, my game now without Footprints, Wet & Cold, EBT is ROCK STABLE, so I highly recommend anyone getting CTDs occasionally, really bite the bullet and look to uninstalling heavy scripted mods and make room for more important mods.
  14. Garfink's Skyrim Rebalanced Project (GSRP) V0.68 Beta Goal: A tighter and more challenging Skyrim, with more diverse options of character building. Increasing difficulty of combat without making the monsters health-sinks, evening the playing field between the Dragonborn and the NPCs, making the economy and loot much tighter by deleveling loot without making you a beggar. Changes for V0.68 Beta:Uninstalled Populated Forts and Populated Dungeons because using this at the same time as increase spawns results in uneven distribution of spawns, making it impossible to balance properly. Also set Random Encounter to spawn ONLY ONE of each type of spawn at any of its spawn points and allow ASIS to take control of the actual numbers, this allow across Skyrim Control of spawn numbers with ONE MOD. You will need to unselect "reduce indoor spawns" in the ASIS MCM menu so that it can take control of indoor spawns as well. If you find that there are still too many spawns indoors, just reselect this again. Its the end of my 2 days vacation, so back to old rat race tomorrow Saturday, so probably fewer updates in the next few days. Mods:HLE Hardcore : Gameplay setting Apprentice (equivalent to Expert in vanilla)Immersive Creatures : Expert and all stats/armor/damage extended## New: Random Encounters : Hard with stats extended + All creatures set to spawn ONE only.## ASIS increase spawns : 0 spawns 100, 1 spawn 50, 2 spawn 5, turn off reduce indoor spawns.ASIS AI & Spells & Potions (use the Improved ASIS inis and add draugr to NPC exclusion for spells.)Apocalypse SpellsResplendent RacialsThunderchild - Epic Shouts Package (type: set xxxSPEShoutExpBase to 0set TC_ExpMultiplier_Global to 4 after character creation)SkyRe Main Module + Reproccer + Pre/Post Reproccer Fix + custom xml optionSkyRe Standing StonesDuel Combat V7.6.1 (Avoid using the current version till the author gets a handle on his new archery module going)MorrowlootScarcity 2x Merchant 6x Loot RarityNPC Enchantment FixReduced Gold Rewards of QuestDeadly Dragon (expert, keep project essential NPCs OFF and use NPCs Protected Redux instead, turn off stagger)Dragon Combat OverhaulComplete Crafting Overhaul Remade (load after Morrowloot & remove relev/delev tags)Revenge of the EnemiesHigh Level Enemies (non-scaling version, I am using the SIC version but the regular version should work same)Traps are DangerousTrade & Barter -40 buying price fbartermin 3.5 fbartermax 7.5Endgame NPC Overhaul#New: Populated Dungeons Caves Ruins#New: Populated Forts Towers PlacesRadianceRealistic Room Rentals Lite (use the lite version so it doesn't mess with the tavern lights to ensure compatibility with things like ELE & Relighting Skyrim, these are what I am using)Better Fast TravelExtended EncountersImproved Sneak DetectionNorthern Encounters and Extras (load after Random Encounters)UncapperNo Level Limit Must create a bash patch Mods NOT to use: OBIS, aMidian Content Addon, no boundaries (breaks quests). Armor/weapon mods are okay, install only crafting option and not the options that add it to the level lists. Low level Armor/weapon mods like those with steel, leather, iron stats, shouldn't break the balance too much, but higher tier items will like glass, orc, daedric & dragon. So becareful what you install. Less is MORE. SkyRe already adds some lore-friendly gear, so there is no need to add more really. If you don't use SkyRe the loot will even be tighter. Try not to use more than 1 follower like default, or you will nerf certain perks like Summoning and controlling 2 reanimates and don't use Dual Wield Block either. I am using simple multiple followers as a follower management tool and maximum compatibility, especially if you're planning to use Interesting NPCs. Quest Mods are okay BUT some mods like Fight for the Thalmor quests will break the economy by providing too much loot. So when doing non-vanilla quests be judicious and just don't pick up every thing in sight and concentrate on the storyline and the ultimate reward. For those concerned about loot rarity, don't worry about it. There is still tonnes of it and money though tighter, is still not a major issue and shouldn't bog you down. I use Realistic Needs and Diseases but you can use iNeeds if you want, I just found RN&D more compatible with everything. I usually set Frostfall on Hardcore AND increase the rate of getting cold to 1.5. (I feel that at 1.0, the cold is an irritant but rarely deadly.) I don't like inventory management, so I just leave the player carry weight to default and even use bandoliers, knapsacks to carry even more. But if you want a more hardcore RPG experience, then feel free to adjust it. I recommend SkyTweaks to make all these types of adjustments. If you want an even more hardcore RPG time, I recommend using Hunterborn in combination with Professions. In the latter mod, adjust the time spent smithing/cooking/tanning etc. much lower than default or you will starve. These mods that add time to these activities will offset the ease with which food can be found. There are many character builds that may challenge even my mod choices, so to increase difficulty: adjust ASIS spawns up a little: 0-200 1-100 2-50 reduced indoor spawns selected. This will make it a lot harder, maybe too hard. Adjust to your liking.
  15. I am probably going to uninstall populated forts/dungeons, as its very difficult to adjust increase spawns with it installed. In areas (many areas) where the populated series doesn't touch, my increase spawn settings seem on the spot. but where there is populated forts/dungeons the same settings are too much. I have also noticed that the spawns from populated forts/dungeons are always the same level as you or higher, rather than a range of levels. I think its a case of either/or. BUT since the populated series doesn't affect all spawn points, I am erring on the side of increasing spawns. As for increasing spawns I may use ASIS spawns ONLY, and enforce Random encounters to spawn only 1 spawn for each species. This way I have to only adjust ASIS spawns and not both, making things a little more consistent and even. EDIT: I have also discovered an "issue" with resplendent racials. Argonians have a passive ability that increases their regeneration rate markedly once their meters drop below 25%. A 37 level argonian spawned while I was level 33, understandably, it should take many more cuts to bring him down... BUT because of the racial ability, I could dual wield power-attack all day and he wouldn't die, making him too tough. What made it worst was he was a mage that kept running away so I couldn't get good hits on him. Even with godmode on, I needed to poison my blade with Health V poisons to kill him before he regenerated his health. Now... I am not sure if this is a problem per se. As I am an Argonian in the game so fair is fair. Not sure if this is a real issue or just "real life sux" moment. I will leave it for now.
  16. It broke that first Imperial Legion quest to siege that fort alone. The chief followed me out of the building he was in and when I managed to kill every body, the quest didn't update and on the map the fort remained uncleared. I suspect it will break many quests this way.
  17. No changes for another 6 hours of play, the game difficulty is spot on and has remain good from level 29 to level 33, definitely on the hard side, but so far none of the spawns were impossible to deal with. Bosses are tough as nails and usually quite a few levels above you but since they are solitary, they are certainly beatable. I will probably decrease the spawning a tad, as a couple of battles had probably 2-4 monsters too many. Died a bunch of times in that cave of vampires near morthal, there were probably 3-4 spawns to many in that big room. No followers... really need that Dragonborn Book that disables me hurting my followers... I keep killing them. I have killed 3 already! They are pretty stupid. Probably going to recruit Vilja next and do her quest and make her essential. Change: ASIS increase spawns : 0 spawns 100, 1 spawn 25, 2 spawn 2 You could disable ASIS increase spawns all together, but I like the slightly random surprise it brings to old dungeons.
  18. Add forgotten magic redone to the load order. No essential, doesn't intergrate with ASIS spells at all, but it's the best spell leveling system ever, powerful but not OP. I consider apocalypse to fill in the vanilla deficiencies but I enjoy FMR's spells so much more and it works particularly well with the increased difficulty.
  19. Please integrate, I don't really have the time to mess with HTML and I just enjoy playing with balancing on the side. I hate troubleshooting as much as the next guy, so I figure I will share my findings to help others. The version system is just to help me and other keep track of my changes.
  20. Which ever mod is the one that breaks the camels back, I've played for days now without a single crash. So I am glad.
  21. Draugr wights just stand there armed with spells they can't cast. No fix as yet, so recommended to exclude them for now.
  22. Another hour of testing. Added Duel V7 did the trick. Pretty close to perfect balance (for level 29 at least.) I am pretty UBER, dual wield fury with illusions and conjuration and alteration. Jaree and Capt Haran just murdered me in Broken Oar Grotto in a close fight. Garfink's Skyrim Rebalanced Project (GSRP) V0.65 Beta Goal: A tighter and more challenging Skyrim, with more diverse options of character building. Increasing difficulty of combat without making the monsters health-sinks, evening the playing field between the Dragonborn and the NPCs, making the economy and loot much tighter by deleveling loot without making you a beggar. HLE Hardcore : Gameplay setting Apprentice (equivalent to Expert in vanilla) Immersive Creatures : Expert and all stats/armor/damage extended Random Encounters : Hard with stats extended ASIS increase spawns : 0 spawns 100, 1 spawn 50, 2 spawn 5 ASIS AI & Spells & Potions (use the Improved ASIS inis and add draugr to NPC exclusion for spells.) Apocalypse Spells Resplendent Racials Thunderchild - Epic Shouts Package (type: set xxxSPEShoutExpBase to 0 set TC_ExpMultiplier_Global to 4 after character creation)SkyRe Main Module + Reproccer + Pre/Post Reproccer Fix + custom xml option SkyRe Standing Stones Duel Combat V7 Morrowloot Scarcity 2x Merchant 6x Loot Rarity NPC Enchantment Fix Reduced Gold Rewards of Quest Deadly Dragon (expert, keep project essential NPCs OFF and use NPCs Protected Redux instead, turn off stagger) Dragon Combat Overhaul Complete Crafting Overhaul Remade (load after Morrowloot & remove relev/delev tags) Revenge of the Enemies High Level Enemies (non-scaling version, I am using the SIC version but the regular version should work same) Traps are Dangerous Trade & Barter -40 buying price fbartermin 3.5 fbartermax 7.5 Endgame NPC Overhaul Populated Dungeons Caves Ruins Populated Forts Towers Places Radiance Realistic Room Rentals Lite (use the lite version so it doesn't mess with the tavern lights to ensure compatibility with things like ELE & Relighting Skyrim, these are what I am using) Better Fast Travel Extended Encounters Improved Sneak Detection Northern Encounters and Extras (load after Random Encounters) Uncapper No Level Limit Must create a bash patch Mods NOT to use: OBIS, aMidian Content Addon, no boundaries (breaks quests). Armor/weapon mods are okay, install only crafting option and not the options that add it to the level lists. Low level Armor/weapon mods like those with steel, leather, iron stats, shouldn't break the balance too much, but higher tier items will like glass, orc, daedric & dragon. So becareful what you install. Less is MORE. SkyRe already adds some lore-friendly gear, so there is no need to add more really. If you don't use SkyRe the loot will even be tighter. Try not to use more than 1 follower like default, or you will nerf certain perks like Summoning and controlling 2 reanimates and don't use Dual Wield Block either. I am using simple multiple followers as a follower management tool and maximum compatibility, especially if you're planning to use Interesting NPCs. Quest Mods are okay BUT some mods like Fight for the Thalmor quests will break the economy by providing too much loot. So when doing non-vanilla quests be judicious and just don't pick up every thing in sight and concentrate on the storyline and the ultimate reward. For those concerned about loot rarity, don't worry about it. There is still tonnes of it and money though tighter, is still not a major issue and shouldn't bog you down. I use Realistic Needs and Diseases but you can use iNeeds if you want, I just found RN&D more compatible with everything. I usually set Frostfall on Hardcore AND increase the rate of getting cold to 1.5. (I feel that at 1.0, the cold is an irritant but rarely deadly.) I don't like inventory management, so I just leave the player carry weight to default and even use bandoliers, knapsacks to carry even more. But if you want a more hardcore RPG experience, then feel free to adjust it. I recommend SkyTweaks to make all these types of adjustments. If you want an even more hardcore RPG time, I recommend using Hunterborn in combination with Professions. In the latter mod, adjust the time spent smithing/cooking/tanning etc. much lower than default or you will starve. These mods that add time to these activities will offset the ease with which food can be found. There are many character builds that may challenge even my mod choices, so to increase difficulty: adjust ASIS spawns up a little: 0-200 1-100 2-50 reduced indoor spawns selected. This will make it a lot harder, maybe too hard. Adjust to your liking. Future: Further refining (need more playtesting at all levels to fine-tune the game) and updating. Especially if and when Diene updates ASIS perks to work better with SkyRe. You can still use the perk module now, but you must add "flurry" "wind" to the PerkExclusionContains in the respective ini file. Careful there are still some uber bandits even with these additions. If anyone knows how to make compatibility patches, I am all ears.
  23. I am extremely surprised that it wasn't found sooner! Considering how long ASIS and SkyRe has been out, with many "guides" (even on this site) that recommend combining the two mods! Goes to show... modders like modding more than playtesting! I must say, without ASIS perks (and OBIS) the enemies, especially the bandits seem so ... vanilla... I am currently test the game with the following difficulty settings: HLE Hardcore : Gameplay setting Apprentice (equivalent to Expert in vanilla) Immersive Creatures : Expert and all stats/armor/damage extended Random Encounters : Hard with stats extended ASIS increase spawns : 0 spawns 100, 1 spawn 50, 2 spawn 10 (ASIS AI, Spells, Apocalypse Spells, Revenge of the Enemies, SkyRe combat module with SkyRe, Resplendent Racials (which is working perfectly)) Its near the ballpark... in terms of enemy heal and damage dealing. BUT you can tell that even with even level enemies, they are missing perks to match you. Aside from the foremention bugs I am seriously missing ASIS perks.) I might install Duel V7, maybe it will make the combat a little more deadly, especially the archers. Not sure what effects will uninstalling SkyRe Combat will have on my Save though. BUT given the mod changes during this character's life, she really needs a new start once I get everything a little more settled. I am even considering Locational Damage... except it doesn't work very well with melee characters really. Any suggestions? Its harder to test now that I am level 29 and dual wielding Dawnbreaker with the Pale Blade and wearing Glass Armor, I kill that Thalmor that walks around at Dragon bridge from the Fight against the Thalmor IV and got his Glass Armor which was nicely enchanted, very un-morrowloot like. My short review of Fight against the Thalmor IV: Don't bother. The level design was long and boring, there is way too much loot even compared with the vanilla game! it isn't difficult if you don't count the bugs and the fight against monotony. Story was boring and weak to the point of pointless. The best part of the mod is the South Dragon Bridge area looks good. Compared to Moon & Stars there is no comparison! That quest mod was awesome. In my next play through and forever, I will be uninstall these 4 mods. Terribly unpolished.
  24. I think I have figured out something with ASIS perks and SkyRe compatibility. I have discovered that Dual Flurry when given to NPCs via ASIS perks is BROKEN, it some how stacks making the NPC's dual wield SUPER fast, making them much much faster than you the player at the same level. Inhumanly fast. So I added dual flurry PERK blocks in ASIS and that fixed that problem. Great, BUT after further playtesting, I noticed some more in-game oddities. There were bandits that wielded just ONE weapon in one hand that were one shoting everything, same with some archers. A quick examine of them reveal they weren't using any special gear, I had better equipment and couldn't do the things they could do..... THEN I had a light bulb moment!!!!! It appears SOME if not ALL the perks that you can invest 2 or more perk points in are STACKING somehow when you run ASIS PERKS, making these perks much more powerful than intended! NOT just Dual Flurry which was most obvious because it involved an animation that I could SEE!! Disabling ASIS perks fixes ALL the issues! Now now... I don't want all the perks disabled! As even with a partial perks given to NPCs they are still much improved. So I am going to edit the ASIS AutomaticPerks.ini file so that it excludes all the problem perks and see if it works. BUT then I noticed in Tes5edit that there are like a million perks that has stacking perks! Not sure how it works and if all the perks that require 2 perk points stack like dual flurry! I am no programmer, so I am not sure what I am looking at or what the problem is. Maybe someone better can look into how SkyRe_Main.esp interacts with ASIS? I know for sure Dual Flurry is being applied to NPCs incorrectly, so that is the clue to begin with, but I suspect its a problem with more of the other perks. I have made this issue known to Dienes. For now I recommend disabling ASIS perks if you are using Skyrim Redone. (I guess you are STUFF-ed which ever perk overhaul you use, as SPERG is the same...) Without ASIS PERKS I am going to have to rebalance EVERYTHING! ARGGGHHHH. Oh well, just means more playing I guess.
  25. There is still a bit more balancing with the loot mods BUT I beg to differ, you will find that once you have completed quests, join factions the prices actually drop markedly for the player with the setup. A Spell that was 1100 gp can be gotten at 700 gp. Rewards for questing. You just need to stick with it a little. The economy does and must circle around the player as a focus or else its broke. You can keep the merchants the same as vanilla and kept the vendor scacity to 0 or 2x so they are better stocked. Morrowloot is essential as the delevel loot system unlike the delevel encounter system works as intended, the only problem is mod support. I disagree with your point about the game now focuses on enchantment and smithing. The changes actually make those skills worthwhile. Also has the side effect of increasing the difficult of the game because you are less likely to find uber equipment everywhere. The point was to even the playing field between you the hero and the monsters and whilst you still have better equipment overall (as you should being the dragonborn hero adventurer), you aren't miles above the NPCs now. It also means rare loot finds are SO much more satisfying. You need to get out of what you are used to with the vanilla loot system, we were all spoiled! That's an interesting mod, may well give it a try! Wonder if it supports SIC animals given its age and lack of development? I have used Skytest for the longest time, and it has always been one of the first mods I uninstall when I am searching for CTD reasons... probably unfairly. As all my other spawn and non-scripted AI mods are working fine. Probably will install it again once my testing is near completion as there is a Skytest-SIC compatibility mod.
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