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Everything posted by cstarkey42
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pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I was just testing it and I really like the effect, especially when used with Important Information Overhaul. Low stamina, low health and high toxicity makes life rough. It works well with AFB, and no doubt IP as well, since those are only spread over 5 seconds while the half life for Toxicity is an hour, default. Each stamina potion I was using took 5 seconds to get the full effect, made me wait 5 seconds before I could use another, and added something like 22.5%. Together they limit the speed you can consume potions, making fighting more difficult, and the overall amount you can consume over time. Honestly I think they are perfect together. It's all configurable as well so the half life can always be increased, if needed. I agree about CTD's shortcomings. I posted something about it on his page but apparently the author has been gone for a couple months so no one knows if anything else is going to happen with it. It's too bad bc I really liked the addition of a more punishing adiction. I'm going to poke around T5E later and see if it's just a simple switch to at least remove the shrine option, much like ineed did with diseases, so hopefully it will be an easy fix to at least keep it an option. It'll be a tough choice for me though, I really liked the effects Toxicity was laying down. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Immersive Potions looks really good but you should check out Miko's Alchemy and Food Balance Overhaul as well. It does the same thing with potions ( non-stackable and stretched over time ) but does a lot with the other potions as well. The health/stamina/magicka potions are stronger than immersive potions, marginally, but the fortify and resist potions are weaker than vanilla so it seems like it would balance well. Of course, it's a larger overhaul so it changes the perks and has a new system based on ingredient rarity but it seems really good overall. Plus it's modular so you could just add the immersive potion aspect of it if you wanted to stick with the other alchemy overhaul options the guide suggests. edit: Plus the potions are cheaper so you can't make a ton manufacturing them. Sorry, nevermind that...some are cheaper but a few are surprising more expensive. I'm not sure what the pattern is supposed to be. -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Thanks for the reply Keith. I added your fixes to FATT IV and it seems to work so far. I'm just testing a new set up but no CTD at the bridge. I'll check the comments again and add the other fixes you mentioned as well. I'm hoping to get all four FATTs going in my next game. Thanks for the detailed merging posts also. I was definitely doing some of mine wrong so those were a huge help. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
It is configurable, so that helps a lot. I'm liking the mod so far. Unlike encumberance you don't need an advanced degree in math to figure out if you can carry that extra set of gloves or not. I like the buffs and the penalties but, honestly, I forgot about the -200 carry weight modifier ( setting up a new game and just testing it out until the warzones 2015 update comes out. Seriously, is anyone else playing with the new, improved WZ? It's so bad ass. The update will have an mcm to turn off the new gear so it's morrowloot friendly now! And, yes, I think I'm finally swearing off Skyre. Got an ACE, Empowered Magic, Enchanting Awakened, Miko's Alchemy set up I'm anxious to try out) so, yeah, that could be a pain in the ass. Again, you can modify the mod so a balance could be found or just relaxing the -200 ( maybe -150 or -100 ) would work as well. I usually find/make packs to carry more and use my followers as pack mules so the -200 really only affects me for the first few levels of gameplay anyway. This encumbrance mod would actually be more of a long term limit to my game, which is something I'm looking for. I haven't tried Toxicity yet but I'm going to give it a try after watching this: TOXICITY VID This guy has become my favorite mod reviewer. Another Toxicity mod that sounds great is Chasing the Dragon. Similar to Toxicity but without the annoying falling down ( immersive, yes, but I know I'd get sick of it real quick ) and a more thought out addiction system. It's shorthand is CTD, however, so I'm not sure if that's a sign or not... -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
This might be a good replacement for the old encumbrance mod: Cobb Encumbrance I haven't tried it yet but plan on adding it to the new game I'm piecing together. -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Thanks CJ. Darkside already sent me the old replacement esps and the helgen patch. I didn't realize there were different versions, however, so now I'm even more confused. I'm going through them and trying to update the fixes Keith mentions and am pulling my hair out ( not so much from the patching but from the fact my 22 month old kid is wanting lots of attention today. It's not so bad when he sits on my lap but he insists on sitting on my right knee, pushing my mouse arm all over the place... ). I'm not sure which version I have, as far as I know it's the last one posted here ( unless you mean FATT I, II, III or IV. In which case, I'm hoping to add all four to this playthrough and do some serious Thalmor hunting ). Which fixes posted by Keith need to be added or are these good to go? I see he gave some instructions for updating FATT IV which isn't an esp supplied by REGS so maybe that's the only one? -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Good find, I'll have to give it a try. I never got around to trying the FATT mods and have been regretting not holding onto the REGS patches when they were dropped from the pack. Hopefully he'll do all four. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Hey dreadflopp. There's a keyword error in 230 ERSO 18 - STEP Core & Extended patch.esp. I'm assuming something was removed in the new WAFR. However, there is a keyword in CRF so I brought forward instead. Otherwise everything looks great, at least for what I'm using. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
Ah, I see what you mean now. That doesn't seem to be how you were describing the problem before. I think most all of my optimized vanilla textures are getting overridden by other mods anyway. I really like how Vivid Landscapes has changed the LOD's and the landscape. It looks amazing now, especially bc of the Skyfalls-SDO LOD. Personally, however, I hate how the regular terrain textures look now with parallax enabled. They're all distorted. I found a couple of mods last night that do a great job of adding terrain parallax throughout the rest of Skyrim: Tamu75 Terrain Parallax Skyrim 2015 Parallax Terrain Zerwas1's Skyrim 2015 covers most everything and look amazing but, of course, they're in 4k so they're needlessly large. I used the Ordenador to quickly and easily cut them in half and they still look amazing throughout the game. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
I'm using Tony's and they seem fine, though I'm not sure what you mean by calling them redundant. They are overriding the HRTP, as shown in MO, and get overridden by other mods in my load order. If the optimized textures are below the Unmanaged lines in MO I don't know how it's possible that they are getting overridden by the vanilla textures. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
Thanks, it was easier to find than I thought it would be. There were only a handful of potential packs it could have been from and I got lucky and picked the right one early. It's from 2k textures and everything looks great again. It really threw me off because I first noticed it in the leaf rest player home. I planned on coming back to it but when I got to Whiterun I realized I had a much bigger problem than I thought. Such a small texture really makes a big difference when it's no longer working... Thanks again, Daniel. I was about to give MFG a try, phazer, but I got sucked into BF4 again and was hiding from my missing texture problems there. :) Thanks for the help though, I'll be sure to keep that mod in mind the next time I have problems. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
The sandboxcylinderheight.esp should get absorbed into the bashed patch anyway so either way it should be cool. Thanks, I think that's the one. In explorer it's just showing as the generic pic so I'm guessing that's the problem. I use smc so figuring out which pack it's from is going to be a *****... Hopefully it'll be simple and be Amidianborn's. I wonder if it's just corrupt or what the deal is. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
I checked using the vanilla console but I wasn't able to track it down. I had stopped using MFGConsole because, if I remember right, it conflicts with Extended UI. I'll try loading it again though and see if that helps. Thanks for reminding me about that mod, hopefully that will help me figure it out. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
What texture is it that lines the top of the stone walls, such as the Whiterun walls, smaller, random stone walls, the bases of certain shelters, etc...? I'm not sure what happened but mine are suddenly all purple. Thanks. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
If I wasn't maxing it I wouldn't be trying to raise it. My point is, I was hoping your method would work for me, and it did allow the game to start, which was a step in the right direction, but I'm having a problem with it crashing when loading the save game. For some reason setting it to false seems to cause this since I get the same result setting my skse back to the previous values. Once I set it to true it works fine. I'm going to test it some more today. It's not a huge deal since I can usually get at least 1 to 2 hours in before I hit the 756 mark ( it really depends on how many times I need to load new interiors/exteriors. A trip to Whiterun maxes it much sooner. ) I hit the 512 mark rather quickly, however. Obviously I'm playing with a highly modded game but so far at level 40 this is the only persistent problem I'm dealing with so I feel 1 to 2 hours before I hit the cap and freeze is a fair compromise. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
I only said I couldn't raise it beyond 756, I never said I wasn't doing anything crazy. :-) -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
Nice find, hishutup, but I'm afraid it didn't work for me. I'm able to set it to false/1024/256 and have it start up, finally ( it would always ctd on start before on anything over 756 for block one, going by the convention that 1024/512 is actually using 756/512 of actual memory ), but whenever I try and load my save game it crashes. Going back to true/756/256 works ( I used 1024/512 before but if the second block doesn't use more than 256 I'm going to try this a bit and see how it works. I always found it strange that the memory block log would reach 256 and never show anything higher for block 2 but assumed it must be working since it didn't crash, despite reading 256 repeatedly ). -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
* stands for a substitution of anything that can go between the two surrounding characters. So c*t can stand for "cat", "coot", "c098dfgdkasfapoier0789t", etc... So "terrain*.dds" stands for all files that begin with "terrain" and have a ".dds" extension, versus "terrain*_n.dds", which would only stand for all "terrain" files of the "_n.dds" variety, ie "terrain1_n.dds", "terrain2_n.dds", etc... and NOT "terrain1_p.dds", etc... -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
On Reddit he was saying that scripts that currently take 5 seconds to run could be reduced to less than half a second by making mods "multithreaded". He says: Even lower-end machines can run FrostfallAbility to install more mods without worrying about Frostfall eating up the available script bandwidthPossibly remove the "your script system is running too slowly" message entirelyFeatures that were previously unreasonable in Frostfall and Last Seed now become more possibleBetter performance for everyone overallhttps://www.reddit.com/r/skyrimmods/comments/2sfo17/the_need_for_speed_frostfall_is_about_to_get_fast/ Regardless, I'll be happy with more stability but it's the scripts that I'm battling with anymore. Any increase in scripting performance is very welcome. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
I'm not sure. I didn't make the connection until you guys mentioned it ( my only beef was freezing before I could do anything about it but I'd at least make it to the dungeon and, eventually, the fire place ) and I stopped doing the intro in favor of just waking up in an inn anyway. I couldn't handle the spinning, bouncing, flying cart anymore every time I started a game. I thought I'd feel like I was missing a part of the story but AS is so well done that I feel as though I belong in Skyrim now instead of just some dude who ended up there. I'd like to eventually try the sinking ship beginning but with RS starting FF it's going to be a huge problem. Speaking of FF...I was reading about chesko's new scripting today and I'm really excited for it. It sounds like it's going to go from being one of the most script heavy mods to something much, much easier on the system. Should make a HUGE difference in the performance of the game. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
I never used to have a problem with the jump, no matter when I jumped or where I landed. Then I added a few more mods ( too many at once to narrow it down :-) ) and it's never been the same. Like I said, god mode is the way I do it and I just turn it back off as soon as I make the jump. I bet you're right about Frostfall. I never had that problem with FF added but Real Shelter's add-on for FF tents enables FF immediately and, now that I think about it, is when it started happening. I always adjust my mods once I'm in the first dungeon in Helgen and would always enable FF there but now it gets activated immediately in my game ( so, yes, now I almost freeze to death before the intro is complete ). -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
I thought I was the only one that that happened to. He dies immediately and falls off the wagon. The first time it happened everything still played fine and then eventually froze. It worked the second time though, getting all the way through. I have to put it on god mode to jump to the roof, however, or I die as well. I've just started using Alternate Life's options. As much as I like the intro and feel it adds to the game it's just way to glitchy. He falls off, the wagon gets attacked, the soldiers on horses go chasing after animals, the cart bounces...one time there were even enemies that attacked when we were at the chopping block, almost like a rescue party. Some of the soldiers had to chase an archer all the way up the tower. Seriously, some strange, strange things happen during the intro. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
No worries, it was a minor typo. With how in-depth and complete your guide is I'd say you do an impressive job keeping it organized and error free. Have you ever thought about adding Isoku's Loot and Degradation? -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
You have bathing listed as 1.4 when it's 1.04. Nice find, it wasn't sure at first but it sounds pretty good, especially with the deadlier deadly diseases. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
I was curious about it and saw that it "might" help with microstuttering so I thought I'd give it a try. First time it was borderless full screen but the resolution was native 2560x1440 instead of the 1920x1080 I have set in my inis. I tried changing it in the onetweak.ini ( though the lack of documentation and unorganized ini makes me wonder if I'm doing it right ) and now it's not fullscreen, though it is borderless. Anyone have any idea how to get the window full screen while not actually running the game full screen? I'm skeptical it's going to run smoother but, hey, it's skyrim so anything is possible.

