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Garfink

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Everything posted by Garfink

  1. I have had this installed for a month now, the 1K version, and I have nothing but good things to say about this mod. I have SFO diversity and unique grasses - no roads version installed and the landscape is just perfect, the grass is varied compared to all the other grass mods, the grass size is normal unlike other grass mods and the performance difference is minor on my machine. I am using Skyrim Mod Combiner with all the highest res texture options and I am getting 50-60fps with Seasons ENB with a Static DOF on uGrid 5. 4.2Ghz + Titan.
  2. He he... :) I use a an Eizo Coloredge CG277 monitor which calibrates itself with a build-in pop-up colorimeter even when the computer is off. Its overkill for Skyrim, I use it for photo-editing, it costs twice as much as most enthusiast computers! Displays 99% of the Adobe RGB color space! Makes for a really nice looking Skyrim! On a more practical note, I highly recommend those Spyder Colorimeters, even the cheapo one will do the job fine for gaming. Without a Colorimeter, any changes made to "calibrate" would be grossly incorrect. There is no "software only" color calibration that is adequate! For gaming get a Spyder4Express, not only your gaming experience will improve, but also any image, moving or still, you care to look at on your monitor! I use a Spyder4Pro to calibrate my overhead projector for movie watching. If you are spending a ton on a good and expensive graphics card, like I see many of you guys have a 780, then the extra cost is definitely a no brainer.
  3. I have never had a graphic card break on me, in 20 years and I've been through more graphics cards than you can shake a leg at and I push my cards. You've some serious bad luck! I do tend to buy the top of the range cards though, as I have found the components for the cheaper models especially the fans poor.
  4. on rebuilding bash patch with CCOR_IA7_Patch, Wrye is giving this error; CCOR_IA7_Patch.esp: Unexpected subrecord: 'COBJ.CIS2' Error loading 'COBJ' record and/or subrecord: 0306AA09 eid = u'IARImperialKnightCape' subrecord = 'CIS2' subrecord size = 17 file pos = 290773 Error in CCOR_IA7_Patch.esp Odd, this patch is required by the Pre/Post Reproccer patch as a master. Is this a problem, or should I ignore it. I think it has something to do smithing being moved to tanning rack. Anyone have any idea if this needs to be fixed?
  5. To specifically place something in loot and you want this order Mod A Racials Mod B You do this: Go to Racials in Edit Metadata and add condition Load After, Mod A then, Go To Mod B and add the condition load after Racials. Not sure why there isn't a condition called load before....
  6. I know I know. There is an empty 100k or was it 10K bash patch that needs to be place back into Skyrim data folder. Once that is replaced, reorder your mods again. It should work again. To prevent it occurring again follow my instructions from before and only close wyre bash when it's finish doing its thing. You know it's done when the blue bar highlighting appears and you can click highlight esps again on the main list. If you don't the next time you load it up, everything looks fine until you make a bash and then it will happen again. Totally reproducible on my computer. I am 100% sure.
  7. thanks for the heads up W
  8. I was wondering where can I get the: WeaponArmorFixes_GuardDialogueOverhaul_Patch.esp. Seperately?
  9. Oh well.... I just communicated with EnaiSiaion, it looks like her new spell mod doesn't add any spells to NPCs, all the spells are too complex for them to use, so they have all been marked with "PC" to block them being added via ASIS Spells to NPCs. No new ways to die, just new ways to kill. Still going to give it a go!
  10. SkyRe install recommendations will be upload soon everybody. There is a ton of stuff. There maybe more compatibility issues that dreadflopp will have to look at before finalisation. But what will be uploaded will work fine otherwise. As for merging Skill Trees... I have never read anywhere that it can be done... between SkyRe and Sperg especially. In my SkyRe install there are mods that make changes to the SkyRe tree, but they were made specifically for SkyRe....
  11. @Nicopad I have uploaded the ini files to the drop box and both can be added to the pack. @Autosleep That would be awesome wouldn't it, makes everything so modular. I always make myself promise NOT to add new mods to testing unless its absolutely necessary.... BUT I can't help myself when it comes to a hand full of authors and enaisiaion is definitely one of them! Spectraverse - Magic of the Magna-Ge by Enai Siaion With ASIS and SkyRe support out of the box, its a no brainer to try. I am not even testing a mage anymore, but the NPCs could definitely do with more crazy but balanced spells to kill me with! This one even has quests!!! AWESOME!
  12. For those people using the pack, especially my recommendations and having any difficulties with gameplay, I can recommend: Guess the Distance for scouting purposes to scout out the enemies before going into the fray, I have found it a very useful and not too OPed. I think its a fair mod as its impossible to know just by looking some high level humanoids just from the way they dress. Especially now with morrowloot enforced and everything dresses similarly. I don't use this, as I think it is cheating a little and nerfs SkyRe's perk "Insight", so this won't be added to the pack, but its a suggestion if you are not doing so well. This advice also applies to the leveled world, if not more so.
  13. I assume the STATS tag doesn't affect the function of Scarcity then?
  14. Bashed Tags imply relev/delev and not the STATS merge function usually... confused.
  15. What happens if I have STATS merge via Bash with Scarcity? What happens to WAFR and Clothing/clutter fix if I have STATS merge turned off? What's more important? Do we need a patch here?
  16. One more thing: Just did some more testing you definitely still need this added these into the asis perk ini (from the improved ASIS ini page) even if you are NOT using SkyRe, or all dual wielders and some other humanoids will one shot you, like the briarhearts, especially if they are the same level as you (which is often with High Level Enemies Hardcore running!) PerkExclusionContains: xxxLIWKendoxxxMARCoupDeGracexxxMARPowerDrawxxxMARFocus2xxxMARFocus3xxxMARFocus4DualFlurry30 <--- if you are not using SkyRe just add theseDualFlurry50 <---xxxLIWMyrmidonxxxLIWWindfistDisciple You will still get one shot-ed, but only from monsters many level above you, which can happen with HLE Hardcore. My level 36 character can easily be one-shot-ed by level 50 druagrs (you have some warning with these, as they are named differently), not to mention level 80 master-bosses that infrequently spawns. Low level bosses like Bandit Chiefs are killable even if they are higher level than you are.
  17. Sure tonight, at work at the moment. I am using the Clothing & Clutter Fix & Weapon & Armor Fixes so I already have STATS on for the bashed patch, as these mods require that too.
  18. Now that I've fixed all remaining High Level Item issue with my loadorder, I have just started a new character that will use smithing so I can do some more low level playtesting and test out my economy settings. I am also testing the weapon and armor degradation mod, for those that are adventurous, remember not to wrye bash or reproccer this mod and put it near the end of the load-order or even dead last. So far so interesting, Scarcity 10x rare loot and 6x Merchant, Trade & Barter, Gold Adjustment, Sold Out and Less Gold for Quests (and Resplendent Racials for Orcs means even more bartering penalty), at level 3, I have a grand total of 33 Gold pieces (Alternative Start: left for dead so no starting gold), after selling everything I had after attacking the fort near Whiterun and selling everything worthwhile I can carry... I got like another 15 Gp!!! :) Oh the pain! Fortunately I can still buy iron/steel type ore/ingots from the vendors if only I can afford it. I really need to get out of Whiterun and head for an orc stronghold where I get much better prices (35% better at least). Fortunately, build-in to the design, to aid you in the start is the ready available iron/steel/leather equipment you can melt down for ingots/leather strips. I am seriously considering taking speechcraft early on, unlike every other play through. My first perk was in smithing, as I can feel that is going to be tough. I need to either invest in Alchemy (make my own), Speechcraft (afford potions) or Restoration (healing magic) or I am going to find it very tough. Funny, usually I can find almost enough potions to get by for many levels, but now with Scarcity that isn't happening. 4) I noticed that enemy bosses can spawn at very high levels with HLE Hardcore, so the usually anticlimatic fight against Red Eagle was a straight out RUN FOR MY LIFE with my well armed 36 leveled hero armed with a Holy Broadsword that adds 29 fire damage AND Dawn-breaker with all dual wielding perks leveled including the one that adds elemental damage! He was level 80 for G-Sakes! Nice! something you just have to come back to, sounds almost like a leveled world to me :). As for the difficulty, I think it still works, I have SIC and RE on hard/expert and gameplay setting on Apprentice. (cheated a little and had it on novice for the bandit camp, as I wanted to speed up testing a little), at level 1-2 I had no serious issues with small packs of wolves and that is where any hardcore start should start out as. A bandit camp should rape you and leave your corpse to dry at level 1-2. So balance is still great. Before I move on to my new character, a couple more notes from the old character: 1) Side effect from Morrowloot: One of the biggest complaints of a leveled world is a lack of a sense of achievement as the world levels with you, but because now all the humanoid creatures have <orc level weapons (mostly), you still gain the upper-hand as the game goes on and you explore the world and find rare ores/ingots and hand-place loot. So that sense of achievement is back! 2) Also creatures that don't rely on the level-list for abilities and powers are a lot more scarier. 3) I had an issue with Gold Adjustment with some other unknown mod, fortunately it isn't any of the mods in the pack or step, it was one of the quest mods, either the Manny's oblivion series or thirteen oranges ones, raven-nest, mzark, or forgotten settlement or northern encounters/extras and the thundershout mod. In my new playthrough, I have uninstalled these as non-essential mods and Gold Adjustment is working fine again, it maybe just my load-order but its just an observation I will record here, just in case anyone has the same issues. Fortunately not these mods aren't all that great, the quests aren't all that polish or the mod just adds another decorative town. Good news is Falskaar, Wyrmtooth, Moon and Starts, Interesting NPC, Inconsequential NPCs are all fine. I like the thunderchild mod so I will probably reinstall that eventually. As for weapon armor degradation, there is no doubt that I would include it IF I find it stable and doesn't cause issues. I have learnt in the past couple of weeks of intensive testing that many mods that you would think should have many users, don't really work! Goes to show that many people mod their game more than play the game. I love how this mod requires you to repair your weapons either with gold at a blacksmith, or yourself if you have the ore/perk, you can even repair remotely with a whetstone/hammers. The mod is adjustable as to how quickly your weapons degrades and if you armor degrades with time. I have turned the latter off and set the former to normal speed for now. (I know this mod works fine with Sands of Time, so it should work with anything if it works with that crazy mod) Other mod I am testing is professions, adding real-time to paused-activities. Given the new economy, this is going to play a huge part in the game. A real game changer.
  19. Yes, as an option at least. There will be SkyRe_Main as the main overhaul replacement, you will need my SkyRe-Morrowloot adapted esp you can download from the Nexus, SkyRe Survivalism & SkyRe Standing Stones Module and also optionally SkyRe Races. I am still preferring Resplendent Racials for its much more interesting Races implementation. You will need the reproccer, SkyRe Compatibility and Reproccer patches (install the patches you need), CCOR SkyRe patch that is needed for the Post-Reproccer patch, I am using the Unofficial SkyRe fixes (fixing only the modules you are using.). Remember to install the Apocalypse/Forgotten Magic SkyRe patches if you are using those mods. You can also install gimpyone's patches from the other thread on the S.T.E.P. As for the reproccer's xml file, I am using the new one Xathra posted on the SkyRe Compatibility and Reproccer patches page. That should get you started. There may be a couple more little things, at work at the moment, will check when I get home. And the wiki will be updated soon thereafter.
  20. No, there is a setting in the ASIS increase spawn Ini that causes this. Try an older version about 3 versions back that works, then I just add the changes of the newer version cut n paste style. I can post my version of the Ini tomorrow of course. It's 5:35am where I am. I have been following this mod since forever. It's an amazing mod but also doesn't like many other mods. It's possibly the most script intensive mod on the nexus. It's use belongs in a pack of its own!
  21. Skyrim Coin Replacement Redux (SCRR) is NOT compatible with Gold Adjustment (GA). The latter mod doesn't recognize ANY of the coins from the former! As immersive as SCRR is.... I think GA is more important. So I chose to use Gold Adjustment and uninstall SCRR.
  22. The best part of it is its UI, a glance tells you if you are hungry. RND seems to have better recipes and certainly recipe mod support. I also had a problem with iNeed and my load-order with realistic water two and I couldn't drinking rivers, but that could be just me. RND has the disease component and the most important advantage of RND over iNeeds is the rotting food function which is essential for a harsher world and makes more sense when you find stale apples in an old cave. So I am sticking with RND.
  23. I found the mod I was looking for! https://www.nexusmods.com/skyrim/mods/43077/? Sold out - Merchants do not sell rare ingots! This mod removes rare ingots and their corresponding ores from vendors throughout Skyrim restoring rarity. You now have an incentive to carry a pickaxe again or perhaps learn which mines carry which ore in Skyrim. Smelting down found gear is now more valuable. I will definitely be installing this mod!!!!! Solved the final piece of the economy puzzle. We have weapons & armor (morrowloot), gold (gold adjustment & less quest gold), gems & soul gems (gold adjustment), ores, ingots (sold out) and time (professions & hunterborn) all stifled now! We have gone beyond morrowloot now where no geek has been so poor. Oh.... and add in degradation mod and the game will be hardcore!
  24. Is there a mod that stops vendors/merchants from selling ores and ingots? Edit: Answered my own question: Sold out - Merchants do not sell rare ingots.
  25. I stopped using the Water AI mod because I am currently an illusionist and when you cast "fury" on bandits and they chase each other in the water, they get stuck there bumping into each other unable to attack in deep water. I see the benefits of the mod when its working the way you mentioned it. Depends on my character I am roleplaying, but I often have 1 follower for someone to talk to. (man that is geek sounding!) Even the default settings of gold adjustment is pretty harsh, I suggest putting up the soul gem finds to 0.75 or you may have issues charging weapons.... but that may not be a bad thing. makes you carry more than one weapon and use the good one sparingly.
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