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Everything posted by Garfink
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pack Dreadflopps Modular patches
Garfink replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Okay here are the exact settings (I have the game opened): Must have High Level Enemies Hardcore for these settings to work as intended. Random Encounters: General: Creature Size Scaling: Max. set to 1.33x Difficulty: Assign Global Difficulty set to HARD, all other boxes unticked. Encounter Amounts: Wolf set to 2 and everything else set to 1 Immersive Creatures General: Purist Difficult Adjustments: Assigned Global Difficult set to Expert, Creature Spawn Difficulty; Additional Spawns set to HARD. All tick boxes on page unticked. ASIS 0 50 1 100 2 10 3 2 Reduced Interior Spawns Ticked. NPC Potions defaut number of potions 2, chance per potion 5 Replendent Racials Enable NPC powers ticked NPC Wood Elves have Forestwalk unticked (super annoying) No Ancestral Guardians ticked (you have to summon them when you want them.) Unarmed Weapon Scaling (SkyRe) ticked if using SkyRe. In-Game Difficulty Set to Novice Install the Dodge Mod : https://www.nexusmods.com/skyrim/mods/29258/? Need to use ASIS AI, Perk, Spells as well. As well as the other mods in the recommended list. That's it. Its tough but no body should have uber health. These setting should work with or without morrowloot. -
pack Dreadflopps Modular patches
Garfink replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Hmmm, I see the problem in the pack. Those settings you are using are too difficult and I have since changed them, in combo with the new spawn settings it is just right and will fix all the issues you mentioned in one go! I have since stop using Extended stats in BOTH SIC and Random encounters. Keep the difficulty setting at Novice in the in-game menu. Have SIC creatures & RE creatures spawn at Hard/expert. Its perfect. We will update the Wiki asap, its been pretty hectic for Dreadflopp but the end is in sight! -
pack Dreadflopps Modular patches
Garfink replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@blattgeist It would be awesome if you could make patches for Consistent Older People, Endgame NPCs, Bring out your Dead at the very least as these are probably the most popular mods on dreadflopp's list. Although... while you are at it, you may as well make patchs for the other mods as there are less conflicts with these other mods... :) evil smile. -
pack Dreadflopps Modular patches
Garfink replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@shaunlewis Yes I am using the ASIS AI module. Works great, can't say its better or worst than the ERSO or SkyRe one, but it saves me an esp slot and I can definitely see enemies dodging, retreating, flanking, etc. So it works great. @Everyone I have updated the SkyRe_Main.esp and Immersive Weapon replacers for morrowloot support, I think I have nailed down the last of the high-level items AND have correctly removed daedric recipes. If any recipes still show up, tell me which ones and I will fix it. -
pack Dreadflopps Modular patches
Garfink replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@blattgeist Question about Enchantment Awaken, now that the player needs the Soul Shaper perk to use actually have enchantments take affect. Does this requirement extend to the enemies? Do they need the perk? (I hope not!) Do we still need the NPC Enchant Fix? Answer my own question partly. Yes to NPC Enchant Fix. @hellanios I am not using STEP extended or much of STEP come to think of it! It's not a requirement, just use the patches that are relevant to your setup and ignore the rest. The only STEP patches I am using in my NON-STEP setup is the 20 Revenge of the enemies - STEP patch.esp (which is really a Clothing & Clutter Fixes.esp patch) and the 25 Cloaks of Skyrim - STEP Patch.esp (which is a CCOR and Immersive Armor patch). The other STEP patches aren't relevant to me so I don't have them installed. Your's will be different of course, but this logic should work the same for you. -
pack Dreadflopps Modular patches
Garfink replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Just had a look at Elder Scrolls Online... then ran away. Looks terrible. How can anyone get into it with all them people running and jumping around! Totally immersion breaking. I am just not a MMO guy. The last one I played was Dark Age of Camelot and that was meh. The only thing I would love to see is all the places in Tameriel I haven't been to and revisit the places I have been in older games. Not worth the entry fee though just for that. Oh well. It will be free one day methinks. I'll visit then. -
pack Dreadflopps Modular patches
Garfink replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@hellanio Yes, my SkyRe_Main.esp file from my nexus page is based off xathra's unofficial skyrim redone patch update. Just follow his instructions (link below) but use my SkyRe_Main.esp file instead of his. You still need his download for my esp to work. https://www.nexusmods.com/skyrim/mods/48629/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D48629%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D1254846&pUp=1 -
pack Dreadflopps Modular patches
Garfink replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
BYOD has updated to the new USKP.... now ten million more mods to go! -
SKYRIMLE Skyrim Landscape Overhaul (by C0331 AKA privata)
Garfink replied to phryxolydian's topic in Skyrim LE Mods
Anyone actually using this? Does it look appropriate and not too much? -
SKYRIMLE Extensible Follower Framework (by Expired)
Garfink replied to zodden's topic in Skyrim LE Mods
I beg the differ, works 100% fine with Simple Multiple Followers. I have 2 iNPC and 1 Arissa and 1 Vilja following me around with no problems. I even had Mirai tagging along for awhile! (unfortunately SMF doesn't have all those fancy follower do this/do that commands and use this spell and level up this way options.) -
pack Dreadflopps Modular patches
Garfink replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
OMG... there is a new USKP patch out today! The changelog is huge! How many bugs can a game have! -
pack Dreadflopps Modular patches
Garfink replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@phyxolydian Weird, should probably alert the ASIS team about it as it shouldn't do that. The ini file should be a reference and not a requirement. @blattgeist Suspect Dreadflopp with have a look or have had a look at Thunderchild & Resplendent Races. -
pack Dreadflopps Modular patches
Garfink replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Testing out Aurora as an alternative to Vanilla or SkyRe Standing-stone replacement. Its quite a bit of fun and certainly NOT overpowered. I thought that a couple of the powers sounded OP, until I tested them out. For example Ritual Stone's passive is now you automatically resurrect all the dead around you after combat ends. I thought that sounded crazy OP, but its not all that useful because they only stay around for 45 seconds! I am now using the Mage's Stone and I like the passive and active power a lot more than the boring original. Now passively, I may gain mana during spell casting, its not that noticible, but it may mean you get off another spell before you run out of mana and the active power allows you to power-charge your spells but you spend more mana. Reading the rest of the stones, they sound well made and thought out and with enaisaion you know its well implemented. Definitely doesn't affect difficult balance. So worth using in your next playthrough. For me I like it much better than the Vanilla and definitely the SkyRe Standing Stones (most of the stones are nerf to the point of boring). Another observation: You can install this midgame, the author has programmed to remove you current standing stone power when you load up your old save with this running. Very nice. @blattgeist Always good to use mods from authors that release mods with other mods in mind. I will definitely give this a try. Reading the readme, sounds like you can even install it mid game and it has been programmed to return your enchanting perks to you when you first run it on an old save. Maybe I will give it a try sooner rather than later. My character currently isn't leveling enchantment at all, but inevitably she will when she is higher level... -
pack Dreadflopps Modular patches
Garfink replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
That Upgraded Weapons and Armor is broken has hell, it will crash your game everytime and needs a new total rework. But even if it did work, it would indirectly nerf the Blacksmith skill in any case. Good idea otherwise. Maybe if your "superior" weapon degrades, it would make this mod more balanced. That Enchanting Awaken Mod looks pretty awesome and it seems to work with SkyRe to boot. What do you like and don't like about it? How balanced is it, especially since you are the only person in Tameriel with these powers? (will need to add it to ASIS's perk exclusion I suspect) The reason I haven't installed it as I am worried about incompatibilities. But definitely on the TRY list, in the next new game start. I think Enchanting is totally boring even with ALL the changes I've thusfar recommended. Its definitely useful, even essential at high levels, but boring. Just had another look at the compatibility/incompatibility sticky for the mod.... no wonder I haven't tried this mod yet, I think I have like 8 mods that are on that list or at the very least require a patch. It even needs a SkyRe_Main.esp replacement, which means I will need to make another morrowloot replacer esp for it..... sheesh.... a mod for another day! Intrigue about Version 2 though.... -
pack Dreadflopps Modular patches
Garfink replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Quickest testing ever. Cannot recommend Dynamic Loot. 1) I set the MCM to low, made all the ore/etc. stuff to 0%, I am level 20, In the first fight I got into after the battle with a couple of elves, the elves dropped an enchanted iron boot immediately that had the following enchantment: +10% potion power and +10% bow damage Way too OP really. If you had a couple of these bow damage armor (which occurs frequently I remember and I have had items with +60%!), you would be pretty unstoppable. Not to mention the perk investments normally required to get +10% bow damage is pretty high. Not balanced at all. 2) The boots were worth 500gp, way too easy to make money. 3) The mod will still drop Orc, Elven items. Oh well... Its too bad you can't adjust the strength of the enchantments and the value of the newly added enchanted items. You shouldn't need Wyrmstooth, the ASIS.esp is dynamically generated based on your load-order, if you didn't have wyrmstooth installed, then it should have it as master. You shouldn't need to delete Wyrmstooth support from the ini file. But if you want to, I think the ini is labeled sufficiently for you to find Wyrmstooth entries. When you run ASIS, you don't need ASIS.esp activated. You just need ASIS Dependency.esp activated. -
pack Dreadflopps Modular patches
Garfink replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Had a look at dynamic loot just now... totally script based, it adds the loot via a script, so can't edit the level lists. It may actually just use your level-lists, in which case it would be automatically compatible with morrowloot. Testing now. -
pack Dreadflopps Modular patches
Garfink replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@blattgeist Missed your previous post about Dynamic Loot. Indeed an excellent mod that I had been using for some time. Works quite well with NPC enchancemnt fix too. Another advantage is that its various enchantments cannot be disenchanted so what you find is what you get. Very diablo-esk. It could certainly fit into the mod list. But it will also add orcish, elvish, ebony, dragonbone and daedric armors/weapons too. These are probably added via level-lists as usual. But I suspect that the level-lists for this mod would be a little scary (monotonous) to clear out. I will have a look for my morrowloot support project. As for this pack, the problem I see is that this mod nerfs the enchantment tree somewhat. Sure you can't specify enchantments with this mod like with perks/enchanting. But you do end up with a lot more enchanted loot then before. Having a problem with a part of your mod: when I use the merged mod for iNpc and iCNPC, my Skyrim won't boot pass the spinning logo. It just stays there and doesn't CTD. Odd. I didn't follow your instruction strictly. I had it installed below iNPC and iCNPC of course, but I didn't have it running below my Bash Patch like you suggested. Still its odd that Skyrim won't boot pass the logo... -
pack Dreadflopps Modular patches
Garfink replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
No packs specifically from me, not much of a HTML guy and much rather play, mod and test. That is why I have integrated my ideas into Dreadflopp's pack, which originally had many similar ideas to my setup, the only major difference originally is I prefer a leveled encounter world and I use Skyrim Redone. We are on the same wavelength when it comes to gameplay realism/immersion. Its lucky he called the pack: Modular! So my ideas slotted right in! Spells: Apocalypse, Dwemerverse, Spectraverse & Forgotten Magic, SkyRe Creatures: SIC Quests: Falskaar, Moon & Stars, Wyrmstooth, Interesting NPCs Weapons & Armor: SkyRe, Amdianborn, Lore Weapons, Warmonger's Armory, Immersive Armors, Immersive Weapons, Skyforge Weapons, Skyforge Shields. Gameplay: See our pack, SkyRe! Lockpicking Overhaul, iNeeds, Timing is Everything, Yield 2.0, Improved Sneak Detect, Improve NPC stealth AI, Combat: SkyRe, Duel 7.1.2, Dodge, Traps are Dangerous, Smarter Combat Music. (Only if I am playing a Vampire: Better Vampires, Only if I am playing a werewolf: Moonlight Tales) Graphics: Seasons ENB, Relighting Skyrim, ELE, Skyrim Mod Combiner, CBBE modded to look more like SevenB, actualize apparels and a TON more. Companions: Vilja, Inigo and Arrisa and Follower Commentary Overhaul, endgame NPCs, Simple Multiple Companions (super compatible with EVERY companion, only issue is it doesn't have those fancy companion leveling selection/spell learning nor can you tell your companion to only use spells and stay back. The upside is IT NEVER GLITCHES OUT! Works with multiple iNPCs & all addon NPCs together in a big mash up with no problems. Try that with the other follower mods!) -
pack Dreadflopps Modular patches
Garfink replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I will get dreadflopp to look into it. I have upload the file to him already. He is reading this! 3:00am here time for bed. You have fun. -
pack Dreadflopps Modular patches
Garfink replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I think there is one for ASIS perks or was it spells? I need to double check. -
SRLE + SkyRe: working with the Reproccer WIP
Garfink replied to ipmlj's question in Guide Support & Bug Reports (retired)
You are awesome! Had to be said! Keep up the good work, large or small.