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Garfink

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Everything posted by Garfink

  1. I am using Autosave Manager by Vivanto I have the same problem with the Save Hot Key with this mod, now that you mention it. It could be YOT too. BUT Autosave Manager has several ways to get around the problem: 1) all the other save features of the mod is still working. 2) for manual saves I use the default in-game save button, but I use Autosave manager to allow me to have a lot more (10) autosave slots to cycle through. Essentially the same action. Now I am able to use YOT with no issues.
  2. Carryweight is in there (under attribute?), no health regen and decreased magicka regen is an interesting idea. So with the Atronach Stones there will be NO magicka regen then. My take on Carryweight is its up to the player, for true realism you really need to set it 100-200 depending on your character's strength: Conan 200, a weakly mage 100. But its a tough one to nail down, as armor you wear is going to weight "less" then the armor you carry. There is a guy (the same one that wrote degradation mod) that is making an overhaul of the carry system that sounds awesome. As for the Health Regen and Magicka regen, its not necessary if you are using Duel (I am using Duel 7, highly recommended, its worth the scripts!), as that mod stops both regen during combat and I am not sure if further changing the default settings may have a deleterious effect (i.e. negative regen). BUT if you are not using Duel, then its probably a good idea. I am not sure if SkyRe Combat affects regen, probably not.
  3. What type of loot are you referring to that is too much? Have you installed Gold Adjustment and Less Quest Gold? Yes definitely turn off all the distributions in CCOR and don't forget to turn off many of the armor distribution in the Immersive Armor MCM. Getting rid of the populated series will make the spawns a lot more uniform and not overmuch. Also allowing ASIS spawns to take over the work from Random Encounters also makes controlling spawn numbers much better. Set all the RE spawns to 1, meaning that all RE does is introduce new spawn points and ASIS to control the numbers. RE also controls the stats of the monsters as well as those settings in SIC. If that is still too much loot, then the only thing to do is to go through the Level lists and manually remove loot from bandits/vampires/hunters etc. But that wouldn't be as easy making immersive weapon morrowloot patch, as you will have to make a patch/mod (similar to morrowloot) and not a replacement esp to remove the items from Skyrim.esm I guess it could be done by investigating how morrowloot does what it does... That dodge mod sounds interesting, especially if the stamina lost is substantial. I will give it a burl. Doesn't sound ridiculous and I feel its something that the player should be able to do. If it makes the game easier... I will just have to make it harder.
  4. Sorry, never seen that before. Doubt its Alternate Start. Are you using Resplendent Racials? If you are try deactivating NPC powers and see if that helps.
  5. I am pretty much finished with the combat balancing, so you can working on patches for those if its needed, in fact I have no more plans to add any more mods. Just need to adjust the settings in the economy mods I have selected to use. I think profession will be a permanant fixture. Like HLE Harcore, it is the game changer that takes the world to another level of realism and balance. There is only so far you can go with making things scarce or make things more and more expensive before reality breaks down. Professions will fix that and maybe degradation too. The trick here is to make the time added by profession costly but not so costly that it really distracts from gameplay. For example you don't want it to take 1 hour game time to make one potion, that would just be annoying if you didn't have a player home you're doing alchemy in. 10 minutes is too short, 15-30 minutes is about right. Extra time can be added to harvesting I am thinking 3 minutes... During testing, I think it works rather well. Not too distracting, not too much micromanagement, comes pretty natural actually, now that making a potion, bartering and smithing takes time, like it should. You begin to wonder why it wasn't there in the first place. Degradation mod will add that final piece of realism, making you care for your weapons and also more reason to use more than one weapon. I have up the Scarcity Setting to 8x loot and 6x merchant... I may have up the merchant one a little more because I am still seeing a little too much ingots for sale. I may have to level-list cull the ingots if this doesn't work.
  6. Yes, SPERG should work the same way, like SkyRe now, just Vanilla perks which is better than nothing and with my difficulty overhaul, it is still finely tuned. I am so happy with it that I am moving on to balance the economy in terms of gold, smithing, alchemy, time and food. I am having one issue though, Gold Adjustment just doesn't like something I am running. It works for the first time I pick up some gold, I get the message that it has deducted some gold. Then when I go pick up some gold a second time it stops working. I can't imagine what could be the matter, the only mod that might fire off scripts near the same time would be moreHUD. Just odd. Edit: it could be cause by me installing the non-mcm version first, then running and saving and them realise I had installed the wrong version and installed the merged mcm version on top without following the instructions. My fix itself if I remove it following the instructions.
  7. Just been through a couple more dungeons, the improved ASIS ini is working giving NPCs vanilla perks instead of SkyRe, balance is still good.
  8. Further testing reveal seemingly all High Level Weapon Leaks Sealed! But unfortunately even with the extra ASIS SkyRe Perk blocks that are still some crazy NPCs that can one shot you, I noted that most of them that manage it is carrying a war pick... Any how, too tired to try figuring out which of like 20 active perks is causing the problem... so I am going to try the ASIS ini from the improved ASIS ini page that blocks SkyRe Perks and just add the vanilla ones and see what happens.
  9. I understand o' sensi. Well, I am done then. "well done pig, well done." Question: I have removed the high level items anyhow, I assume that shouldn't affect anything, since the things I deleted were redundant anyhow?
  10. I say Windfist as that seems to be the most common one applied to NPCs from what I can see. I am almost certain that more problem perks will pop up as I play.... at least I know how to fix it now.
  11. I just upload the SkyRe patch to the nexus as well, got permission from T3nd0. I honestly don't know if patches are needed for waf, CCOR and USKP, but I did note that all three makes changes to the level lists and have high level items and I am not sure if these actually need a replacement esp or not. I will do some testing and we will soon find out. :) I made the patches for ALL three anyhow.
  12. How do I put it in a spoiler? I am not used to this forum. I just made Weapon and Armor Fixes Remade compatible with morrowloot, I made sure the CCOR will NOT add anything back to the bash because I cleaned it up too and I found a couple of things I missed in SkyRe_Main.esp and immersive weapons! There are even a couple of things in the USKP gotten rid off!
  13. Fixed it, add the follow to the PerkExclusionContains: xxxLIWKendoxxxMARCoupDeGracexxxMARPowerDrawxxxMARFocus2xxxMARFocus3xxxMARFocus4DualFlurry30DualFlurry50xxxLIWMyrmidonxxxLIWStonefistDisciplexxxLIWWindfistDisciple Still getting a high level weapon leak, going through Tes5edit to find the culprit(s) once and for all! Man.... it appears Armor and Weapon Fixes is a MAJOR culprit, I missed a couple of entries in Immersive Weapons and I have no idea how the Lore Weapon Patch removed lore weapon High level Items but if it doesn't work then Lore Weapon Patch adds a ton of stuff as well. Terrible. just terrible.
  14. Just discovered another broken ASIS + SkyRe perk that makes enemy archers UBER. Testing this perkexclusion to fix it, there maybe a little more... but we'll see after my tests: xxxMARCoupDeGrace2xxxMARPowerDraw2xxxMARPowerDraw3xxxMARPowerDraw4 Also just added profession for playtesting, this is a MUST I think to fix the economy and make smithing, harvesting, alchemy type activity use real time. I am also testing harsher Scarcity settings and also the setting for Gold Adjustments.
  15. Here is my load-order for your viewing, confusion and analytic pleasure, comments, questions and aid are all welcomed:
  16. Nice find too, love to have options!
  17. You mean just ELE Interior Lighting only right?
  18. Awesome, I have uploaded my very first file to the nexus! Geek! https://www.nexusmods.com/skyrim/mods/53771/? Morrowloot support for immersive weapons. SkyRe coming when T3nd0 gives me permission to do so.
  19. @Kuldebar You're showing your age! What you said was valid in the days of 3Dfx and TNT!!! In fact most games work better in windows mod nowadays. I use borderless windows, its much quick to alt-tab out and browse the web/whatever and then get back into the game. If I am using full-screen windows, there is a VERY long wait for Skyrim to come back on as it "reloads the textures"? @GieNkoV There is no fix for that CTD I know of. But its easy to avoid. Don't load a new game straight from death, you need to escape and exit to main-menu and THEN load or save game. I am using a mod that stops autoload save game after death and it gives me plenty of time to press escape and exit to main-menu.
  20. Oh, I wouldn't wait, its still a bit of a wait and the new cards will be more expensive in the beginning anyhow. If you can afford it get the 780Ti, I got a Titan but its not really as much bang for the bucks especially for Skyrim. Great for other games, like flight sims though.
  21. I have stopped using immersive battles, patrols and other mods that add a bunch of battles outdoors randomly. They don't usually add much in terms of gameplay and totally unbalance the game because you can often go in after the battle is over and loot a zillion dead corpses. I also think its immersion breaking as these large battles occur too often and it seems that there is a fight around every corner. Not to mention the affect on stability. I don't like mods that add wandering merchants/adventurers that don't add any quests... they just clutter up the environment and don't add any value in terms of game play. Its fine to find another group of adventurers but its NOT fine that you can't even talk to them and if they die, you can loot their bodies next to their friends... nah... I am using smaller mods for the purpose, try Radiance and Extended Encounters, they only add a few encounters and sometimes they interact with each other and vanilla spawns. Subtle and I like it. Doesn't cause Freezes either and I use ASIS with them with no problems, although I did add both mods to the mod exclusion of ASIS increase spawns to prevent issues. For ASIS settings don't go crazy, I have 0-50 1-100 2-10 so you aren't inundated. Remember these settings will MULTIPLY other spawning mods like Random Encounters, Populated series, so make sure you take that into account. With the default ASIS settings and populated dungeons and Random encounters on default, in Falmar dungeons like the one in Markath, you can end up with literally over 50 spawns in a single room of the dungeon! You can check out my settings for ASIS and RE here in this thread: https://forum.step-project.com/topic/4762-new-gameplay-overhaul-pack/
  22. :) Hello guys, didn't realize there was this thread. Personal History: I live in Hong Kong, was bought up in Melbourne, Australia. I am very active on boardgamegeek as well, where I was voted geek of the week once. I am a wargame/boardgame collector with well more than the official world record amount. You can get a more detail about me here: https://www.boardgamegeek.com/user/Garfink Quick Gaming History: Started on the C64, favorite game was Wasteland, then moved on to the Amiga for years and years, the best computer ever! First Elder Scroll was Daggerfall which I never finished, buggy as hell but love the concept of random dungeons. Played and modded Morrowind and Oblivion, finished both's main questline but none of the expansions. I remember having CTD issues big time with both! Quick Skyrim History: got game on 11/11/11, played for a day and decided to wait a year before playing again, so there are mods for the darn thing and for Bethesda to fix things. 1 year later, modded the game to CTD heaven. Gave up, waited another year, made a concerted effort to fight CTDs. Rage quit for 3 months, stumbled onto the Memory fix. Now I am back with a vengeance now that I have an Elder Scroll game that is relatively stable. What I am doing now: With 3 years of mods to pick from and an active community and with people making the game look great, I am hoping to help make a pack that will make Skyrim play great. Here is the thread where I am documenting my changes and the evolution of the mod: https://forum.step-project.com/topic/4762-new-gameplay-overhaul-pack/ Doing lots of playtesting and balancing and even a touch of compatibility mod creating, its been a blast. I have discovered some very old and very show-stopping incompatibilities in ASIS that has been fixed. Very close to finishing the play-balance to a state where I think it can be call Version 1.00, just need a bit more spit and polish and lots of help from dreadflopp and nicopad. The scope of the project is pretty huge, its now an overhaul of the whole game using the great mods already released. But our overhaul is fairly modular and allows people to plug-n-play parts of it if they want. I am loving this forum, with its dedicated community that takes all this modding so seriously. The selflessness of all the contributors humbles me. You guys are awesome!
  23. I have permission from Hothtrooper44 to host his modified esp wherever. Great!
  24. I too have been using this for awhile now. Seemless. Great mod.
  25. Nice find, I am still using the old one NACMM that isn't SkyUI 4.1 compatible.
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