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Everything posted by z929669
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SKYRIMLE [ LIGHTING FIX ] Relighting Skyrim - Dawnguard Edition by --JawZ--
z929669 replied to z929669's topic in Skyrim LE Mods
This one is a clear candidate. Just need more info from users and example screens to illustrate key points. -
SKYRIMLE Sleeping and Fast Travel Dangers - Sands of Time
z929669 replied to Bealdwine's topic in Skyrim LE Mods
Seconding the bump. Need some Testers! -
ACCEPTED Ultra Realistic Crossbow Shoot Sounds (by tomolyons)
z929669 replied to rpsgc's topic in Skyrim LE Mods
Another no-brainer -
ACCEPTED Dark Brotherhood Tenets Restored (by Rathinosk)
z929669 replied to Painstouch's topic in Skyrim LE Mods
Yep, no reason at all not to accept this- 10 replies
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- SKYRIMLE
- 06-models and textures
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(and 1 more)
Tagged with:
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Need screens!
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ACCEPTED Dead Body Collision Fix (by LargeStyle)
z929669 replied to rootsrat's topic in Skyrim LE Mods
Has anyone played much with this? Neovalen mentions dragon bones .... can you be more specific? Anything else? -
DROPPED Terrain Bump - Texture Pack (by SparrowPrince)
z929669 replied to z929669's topic in Skyrim LE Mods
We'll need some comparison screens for diverse landscapes. I may be able to get to this myself. I think that this one should be tested with, at minimum, all of STEP through Section G except HD Enhanced Terrain and Distant Detail. I will be looking at the native version of the mod as well as the R5G6B5 compressed version as recommended by Ethatron in the OP of the DDSopt thread (near top). Reduces the texture size by 50% with minimal loss (at least that is shat we shall determine). -
DROPPED Jewels of the Nord (by Pfaffendrill)
z929669 replied to mothergoose729's topic in Skyrim LE Mods
Higher Poly meshes are more symetrical (i.e., rounder; compare without HighSlide). They have more facets (i.e., polys), so that is why there is more opportunity to see angles on the outer edge. The inner of HP also seems smoother. -
Who marked this mod for testing? Weather mods (and mods affecting weather) will likely be included in STEP Packs.
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SKYRIMLE Solitude Market Stall Alpha-Blending Fix
z929669 replied to Besidilo's topic in Skyrim LE Mods
Obsolete, closing thread -
Fixed and properly articulated
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Fair enough. Good battle. I may actually use this mod in the future as it evolves. In fact, I am antsy for an overhaul pack or two that alchemical gameplay should be a part of. We will be opening up the Pack conversations soon.
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Not sure what that one is, but it looks like a MyBB glitch (hopefully a rare chance occurrence)
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There's nothing flawed about it because you don't get 20 flowers from the plant but you do get more than you would in vanilla. No offense, but your explanation here is completely ridiculous. Anyone can look at the flower plants in-game and tell you there is more than one or two flowers on it which is the vanilla harvest amount. Since there's not just one flower on the plant it makes complete since that you'd be able to harvest 5-10 of the 20 or so that is present on the bush. My rose bush outside my house is all the proof you'll need. No all the buds/flowers will be good for potion making when they bloom; however, at least half would be. This would translate into 5-8 flowers...not 1-2. (see below for images) Your zero harvesting is a little silly too. Any two year old could harvest any of these plants because if you can bend over and pick a flower off the ground you can harvest the plants. The animal harvesting only requires the skill of skinning a animal. If you always get a pelt from a wolf, then you're skilled enough to harvest any of the animal ingredients. Hunting is a big thing here in Oklahoma, so I knew how to skin and clean animal by the age of 8. The only source of food in Skyrim is what you kill for the citizens. Hunting in this time period is historically an extremely common skill for simple survival. I don't thing there any question that most citizens of Skyrim would know how to harvest animals from the age of when they're old enough to hunt. Labeling perfectly reasonable points of view as 'ridiculous' and 'silly' is uncalled for I think. I'd apply that terminology to your own rather illogical reasoning Did you not read what is highlighted in pink above? These points are not really arguable. It is a fact that your inventory alchemical ingredients are a representation of reality and not reality. The point is that if you successfully harvest "snowberry", then you can make (one) potion with it. Period. It is irrelevant if that harvest is composed 20 snowberries or 1 snowberry ... use your imagination. your other point about two-year-olds being able to pick a flower is also pretty weak, given that it has already been stated that harvested ingredients are symbolic of the skill and adeptness of the harvester. I can think of many reasons why a person might not get any really useable ingredients form any source. The fact is that this mod IS unbalancing. This cannot be argued. only the degree to which it is unbalancing can be argued, and that is highly dependent upon player behavior. This is a Pack mod, and I think that the 'evidence' is well established here on this thread that it does not belong in Core STEP (and yes, we have inconsistently applied mods to Core STEP that really belong in Packs, which will be 'fixed' according to an objective litmus test and NOT subjective opinion ). Polls apply to aesthetics ONLY, not mechanics (the STEP mandate precludes it). More on the litmus test later, but in the meantime, we are going to be blocking any further unnecessary mechanics mods from Core STEP. This does NOT mean that they will not be used or recommended for STEP Packs. As Ka3m0n has stated: STEP is for making the game LOOK better (or differently), GEMS is for making the game PLAY better (or differently) We will use Packs to cheat a little regarding that axiom ;)
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I have NOT played with this mod. that is why I am not putting my foot down :P Based on input from rootsrat though, this mod does what I suspected. More than 1 is too much. (no chance of zero is also too much IMO) I will say that I am an avid alchemist role player myself. So I have definitive ideas on that system 9and this mod goes against my personal preferences)
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Still waaay too much IMO
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Again, leveling is not so much a point in this case. It is more about multitudes of potions/poisons and ingredients. I think that collecting 3-10 of anything per harvest is grossly liberal and unbalancing. Rootsrat is right about the player taking part in the 'unbalancing act', but this mod breaks alchemy IMO. I do think that we need to reconsider many of our gamelpay mods as being part of core STEP. many of these will be taken out and bundled into Packs I think. We just need to come up with a litmus test of some kind.
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It makes smithing easy. Ars affects levelling opportunities and increases interactivity. I don't think that it translates as drastically into a balancing issue as this mod does. Ars is more a game-correcting/enhancing mod than a gameplay *preference* It is a fine line though. I advocate Ars for core STEP but not HO.
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That sounds like a winner to me ... I never know a bear with an income :P
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I understand your concern about it possible leveling up alchemy faster do to the greater harvest but it would be no different if you went and searched for hours collecting the stuff. This possibly just makes alchemy "easier" to level up. In my opinion, this mod corrects a faulty system in the game. When you look at the snowberry bush and see 20 snowberries on it but only harvest 1 or 2 berries...that is faulty and completely unrealistic. The same can be said for flowers and many other harvest-able items in-game. It corrects the realism of the harvesting feature, so...from my point of view it does enhance/fix a vanilla aspect of the game. If you harvest something (by the very definition of the word) it should never be zero. Same goes for creatures. Take a sabertooth kitty. In vanilla sometimes you get an eye and sometimes you don't... why? They all have two eyes don't they? So you should always be able to get at least one eye when you harvest. Harvest Overhaul corrects this. It's one of those things that is just glaringly obvious to me that some may never even thing about. Sorry, but that is a flawed argument. 20 flowers on a plant does not translate into 20 potential flowers in your inventory. These individual flowers are representative of a quantity. they are not meant to be viewed literally as individual flowers. one flower, or anther, or piece of fish is representative of a 'realistic' amount. Also, it is not the leveling that should be the concern, but the number of aliquots of the ingredient! With this mod, I can potentially make 3-10 potions where I could previously only make one. That is significantly unbalancing from the vanilla construct. It does not matter if we agree with the vanilla construct or not. the point is that it is not broken or 'wrong', so this mod is a gameplay-preference mod, and it belongs in a Pack for that reason. I don't think that there is any debate other than the balance impact unless we change the STEP mandate, which we are not going to do. Additions like this open the door to many other like additions. Soon we would have a very different gameplay result than vanilla Skyrim ... Can anyone demonstrate that this mod does not alter the balance of the game to benefit any player that chooses to collect even a single ingredient and use that to poison an arrow or create a potion? EDIT: there can certainly be "zero" items harvested, depending on the skill of the harvester. it is about capturing *useful* ingredients. there is variation in plants and animals (and harvesters) that affect the amount of useful ingredients collected. Zero is totally realistic, and there are a wealth of moddeers and mods that would concur with that.
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Before anyone confirms, I'd like to draw attention to an important fact of this mod: This is a gameplay mod, and it must enhance some aspect of vanilla step ... but not change it unless 'it' is broken in some way. What is this mod doing? It is allowing > 1 harvest item per harvest. It also appears that the amount you harvest will never be zero. Unless there is something I am missing, this is inherently unbalancing of a not-broken system in vanilla Skyrim IMO. This sounds much more like a Pack item to me. Balanced harvest mods modify chance of harvest by a few sensible factors rather than random probability (assuming this mod is basically random). These might include alchemy skills, race and character level. I am not a big fan of the new leveling system of Skyrim, as it is too linear. Heaping more opportunity and flooding that system with assets (e.g., this mod) seems like an exacerbation of the problem and might require some balancing acts elsewhere to compensate. Pushing the lump down here will only cause it to pop up elsewhere ...
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All of this can be done, but you have to configure each run independently. That level of automation does not exist at this point. You would also only apply this to source image files.
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OK, got it. The WB installer has a preconfigured recommendation if you use WB. Otherwise there is no suggested baseline. I think that SGD may be going away soon anyway. EDIT: Detailed instructions added for SGD
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Not sure what you are asking or suggesting. can you elaborate?

