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Everything posted by cstarkey42
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Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
Do you know what the "cantwait hascurrents" record does under combat style/record flags? EFF has it in the XFL Plugins.esp for several of the csHuman records and the defaulcombatstyle record and I'm not sure if it is safe to overwrite with either Erso's enemy ai or skyre's enemy ai module. I tried to google it but couldn't find any information on it. I'm not sure why eff would edit those records to begin with but I'm guessing that, since it does, it must be something important but I really have no idea. Thanks. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
With all of the scripts and changes that that mod makes to the house I'm not sure if he intentionally left those out or not. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
Yeah, that's what I assumed you meant so that's what I did. The guide refers to the "dragonActorScript". -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
Hey Neo I'm finally getting around to updating the new conflict resolutions that you did and either I'm confused or there is a typo. For 00096E4D dunSkuldafnDragonDraugrUnaggressive 0010FEEC dunSkuldafnDragonDraugrUnaggressiveFrost 0010FEED dunSkuldafnDragonDraugrFrost you say to use the record from deadly dragons and bring forward the script from the USKP but the script is part of deadly dragons. There is, however, the "WI" property that is in the USKP that is buried by the DD.esp so I wasn't sure if you meant to bring that forward or if I'm missing something. I'm still getting through the new edits so those are the only 3 that I have found so far. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
Expand Object LODs ( https://www.nexusmods.com/skyrim/mods/54466/? ) has a great LOD patch for SFO 2.0. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@blattgeist The read me has ace smithing, armor and enchanting specifically listed as compatible with waf but it doesn't say anything about archery so, yeah, I'll have to look into that. I'm not sure how old the read me is, either, and waf has changed a lot so I'll see what I can find. The best you can do with heavy armor is, for a ha rating of 70+, a -40% sneak ability. Yeah...ouch... Of course this isn't counting the sneak perks and whatever ssr throws at you but, honestly, I do like it because it does make it much more realistic. You really shouldn't be completely silent in HA and the perks are instead focused on defense and strength type skills and attributes. With SkyUI a light armor set is just an F1 away so it does make you come prepared. I like the sound of it but let's see if I still feel the same way come level 40. What ACE taketh away, however, ACE giveth so there are a lot of other parts to the mod that sound very appealing so we'll see what my verdict is once I've actually played with it for a bit. I'm sort of stuck in a skyre state of mind so I'm not sure how well I'm going to adapt to any other overhaul but I've got to try something else, finally. (Although I did sneak Skyre Enemy AI into my load order instead of ERSO so I'm not completely free from the skyre drug.) ACE also seems a bit light on the number of perks also, again, especially compared to skyre, so that's beginning to make me think twice as well. I keep going back and forth on Duel. I was convinced to go with it but now everyone just plays like a turtle again so I don't know. Deadly combat is so much better in some regards but the stagger from arrows and magic gets old, real fast. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
No, follow neo's guide for RS Children. I'm talking about the patches by thordir. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Thanks to thordir on his RS Children patches page I've figured out why my bandits have grey faces but I'm a little uncertain as to his directions on how to fix it. I know it's through the ck and I use the merged patch and then export it but I'm a little fuzzy on the details yet. I've merged the populated forts and the populated dungeons esps and named it pop mp.esp. Can anyone give me the basic steps on what I do in the ck to generate the appropriate face gen data? He said to export it and listed 3 files I would have as output but I'm confused what to do with those files and what, exactly, to do in the ck in the first place (alright, honestly, the ck is foreign to me. I might as well be downloading my mods in German). Thanks to anyone who cares to help me out. edit: Nevermind. I'm actually really surprised at the quality of some of the tutorials out there for the ck. Maybe I'll get this whole internet thing down yet. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I might be complaining about it (in jest, of course) but I can't imagine going through and finding them all and then updating the page as cleanly as you do. You must have quite the system down to have gotten them all as quick as you did. I was exhausted just refreshing the "recent changes" page and seeing your edits piling up. That BFU is a real nice mod, I use that as well. I don't have any advice for what to forward but I'd love to get your updated files when you're done, if you don't mind sharing that and enpowered magic (though I saw the author responded this past weekend so I'm hoping he's pro-active about it). -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I agree. I never understood why anyone would wear a robe when you can just enchant heavy armor but ace provides an incentive to do so. Also, stamina potions, which I don't think I've ever used, are important again due to the insane punishment once your stamina is below 25% or your health is below 33%. Combine that with the punishment ineed implements when you are hungry/thirsty and it can be very difficult. With heavy armor and being hungry/thirst (I forget which, I think hunger) if your stamina runs out it will not come back. At all. Making sure you have food is so much more important now, as well as having some potions. Just talking about it is getting me excited for my game! Just a few edited weapon esps, update the 100 srle edits neovalen did last night...by then the mmo patches will be out so I'll have to make it compatible with my followers and esf...by the time I get all of that done uskp 2.0.6 will be out...lather, rinse, repeat...does anyone ever actually play this game? I got it just for the modding! -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Thanks, that is a pretty quick and easy way to do it. I did find this in the "melee" ACE section after I sent that first quote: Duel - Combat Realism - 99% compatible, LOAD ACE AFTER DUEL, the only Duel function that wont work is the part where you do less damage when your stamina is below 10% That must be the perk you are referring to so, yeah, there is a minor incompatibility but I think I can live with it, especially since ace more than makes up for it with the other punishments you get for armor, stance, and, from the realistic fighting module, "When stamina is below 25%, -30% stamina regen, -15% movement speed, and +50% stagger. When health is below 33%, -30% stamina regen, and -10% movement speed." -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@thaiusmle It's pretty good, I guess, considering everything skyre changes and how massive it tries to be in a broader sense. I like the division of light and heavy armor and thought skyre did it well but I'd always begin with heavy (in order to survive) and never really get a chance to do anything with light armor since it fell so far behind in all of the perks, smithing included. In know others, however are much more particular about the details (such as the srle-skyre forum) than I am so there are probably a lot of inconsistencies I didn't notice and just went with it as is. It's been so long that I've played without it that I don't even realize everything it changed so I'm beginning to really notice some differences now that I'm trying a different set up. When I say I've been using it for over a year, mind you, a good chunk of that time was spent just trying to get it to work with everything else (Xathra's patches and CCOR-skyre helped immensely but they are still relatively new, after all. Same with SSME...oh, the ctd I used to get. Constantly.). @blattgeist Damn it, now you've got me obsessing over why I'm settling for all of my mod added bows to be long bows! :O_o: Guess I've got some patching to do. At least ACE has a sticky that takes you through the few simple steps to make the bows from other mods compatible with its changes so it shouldn't take too long. I only have IW, Nicoroshi 1.2, and lore weapon expansion to do so it should be pretty quick and simple. I'll be patching the morrowloot replacement mods so if you guys/Garfink want a copy of them for the guide (I know it doesn't include ace but they still might be nice to have on the site) let me know and I'll send them over. Assuming I can get them right, that is, though it sounds like a very simple process via tes5edit (thank god no ck!). -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@blattgeist I need to figure out how to quote sections like you did, all I know how to do is quote the whole section and delete parts of it, which isn't the easiest way to go, so I'm just going to repond like this. Stances, not footing, is what I meant to say. It's a somewhat minor addition but each stance, ie sword in one hand and spell in the other, sword in one hand and shield in the other, one empty hand, staffs make spells 10% stronger, etc...so, while minor, it is a big change in how your character is able to behave under certain conditions. The ACE readme says "ACE Realistc Fighting was designed to be compatible with Duel - Combat Realism, and Deadly Combat. So far no reports of incompatibility have come in for any mod." Synergy actually adds quite a few additions in how perks relate to each other. For example, 80 smithing + 80 one hand weapons = small tempuring bonus when improving 1-handed weapons or 100 in alteration, cojuration, destruction and illusion = +9% spell magnitude. There are also a few race related bonuses, such as orcs get +3% armor when wearing orcish armor. I agree that, on its own, it's not worth the esp slot but you can merge all of the ace module into one esp so that it doesn't cost anything to use the synergy module and you still get some very cool additions to the game. I don't use the speech module, I'm going to try Treebalance - Speech Tree instead, but I didn't realize ACE didn't work with trade and barter so that is good to know. I also don't use the enchanting module but am going to use Enchanting awakened instead. I was going to use SPO instead of the ace smithing module but, reading through the ace read me again, I'm liking the changes ACE does to smithing so I might use that one instead. I very well could end up hating ACE after playing with it for a few weeks/months but, after using skyre for over a year now, it seems like a well thought out and refreshing change. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Yes, that is the one I'm currently using. I'm just getting started with this set up so I can't speak to much about how well it works but I really like the ideas behind it so I'm hoping it works as well as advertised. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
The thing I really like about ACE is that it actually doesn't require very many patches at all, if any. There is a folder available from ACE, which was updated very recently, that offers quite a few patches but: (1) most of those are actually esp replacements, not patches and (2) 99% of them are for obscure bow mods. There is one for IA 6, not needed for 7, and IW but most of those changes are for the smithing perk compatibility and those are very few changes to that and I use SPO anyway so it doesn't affect me. They also change the bows to either short or long, both of which behave very differently, and change the arrows as well (yes, ace archery seems very cool to me so far) but if you don't use the esp replacement then ACE will simply make the bows from the mod all longbows (so it was very easy to still use the Morrowloot IW replacement esp instead and just accept that the few bows from the mod are longbows now). Nicoroshi Creations is actually the only esp replacement I'm using for ace compatibility. There is also a stealth skills rebalanced patch that is needed if you use that mod but, thanks to redirishlord on the regs forum, I've learned that you can merge this in with the rest of the ace modules so, all in all, ace has added only one esp to my load order. Compared to skyre, which was pushing 15 esps (with all the skyre modules merged but the main!) and I don't need patches for the patcher anymore so I'm really loving it. ACE archery is great, I agree, but the casting forms, synergy, footing, armor perks, and realistic fighting all sound, and seem to play, really well and add a lot to the game. The other mods I'm using besides the ones that blattgeist mentioned are Alchemy and Food balance overhaul and Treebalance - Speech Tree, which has some great changes to the speech perks but also has a method of yielding to npcs which comes in really handy if you accidently hit an imperial or other "friendly" in combat (or when the entire damn town of Riverwood suddenly decided you're no longer welcome there!). -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
@blattgeist Yeah, I had a tough time choosing between magic overhauls, especially since most of them haven't been updated in so long. I was looking at balanced magic, better magic, mighty magic and enpowered magic. I was really torn between mighty and enpowered and choose enpowered because it seemed a little better, seemed like it might fit in better with the other overhauls I'm using and was updated recently. I saw your posts and then he put up the beta so I was hoping he's still working on it and will update it with your changes soon but who knows. I'll have to check mastered magicka. I'm using the mods you listed (thought still trying to decide between ultimate+duel vs ultimate+deadly combat. I really like deadly combat because it's so much faster but duel has a lot of great points as well so idk. I like deadly combat more with the stagger turned off so arrows and magic aren't constantly staggering you and ultimate then makes sure you still get staggered by weapons so I'm leaning that way now) and RoE and HLE are supposed to make it really tough late game so that mod might be a really nice addition. I haven't tested Isoku's enough yet to encounter what you're referring to but I see how that could be a problem. The npc I was fighting with was on the other side of the fort when I saw it happening and I really like the addition but, yeah, if I'm in a fight and others just run to fight as well and then take the gear before I can get it that will get annoying, especially if the gear is good. I guess most of the time it's not like it's going to be a huge deal so I would rather have the npcs looted to keep me from getting a lot of gear from every dead npc I find (with radiance, extended encounters, obis, pop forts, immersive patrols, etc... there seem to be dead bodies all over Tamriel) but I'll have more of an opinion on it once I've played with it a bit more, I guess. The two things I still need to test are if followers pick up gear (though I'm assuming I can just take it from them then so it might be really nice if they do) and how much gear can npcs carry/does it reset at some point so they go back to only having their default gear. The Falkreer (?) woman had a ton of stuff just from that fort. If it never resets she's going to have an insane amount of gear after 10 hours of playing or so and, if it caps out at her carry max, then, eventually, the feature isn't going to matter anymore anyway. -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Thanks, Blattgeiest. I'm trying something new (most of ACE, Miko's alchemy, stealth skills rebalanced, enchanting awakened and empowered magic) so your forwards will help a lot. Hopefully the mod author incorporates them soon. He seems to be one of the few magic overhauls that is still updating his mod so I think he will. Isoku's new Loot and Degredation should really help take care of one of the big obstacles this package is trying to overcome, which is too many bandits and civil war battles leaving too much free loot on the ground. I found Falkreer (or whatever her name is) in a fort fighting bandits. I went to help but she got most of them before I got there, their loot included. I killed her just to see what she got: 5 armors, 9 bows, 3 crossbows, 5 shoes... Civil war battles and other fights should now have a high possibility of only finding a pile of dead, naked bodies if you get there too late and somebody else has already picked them clean. -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
There's really only one explanation: https://www.southparkstudios.com/clips/153492/a-god-among-sea-men https://www.southparkstudios.com/clips/153482/sea-people-and-me with only one logical outcome: https://www.southparkstudios.com/clips/104215/false-idols So, yeah...good luck with that. And, no, sorry, I've never seen that in my game either. -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Yeah, I've been doing my own merges and checking them like you described. I got sick of dealing with skyre and just started installing ace with a few other overhauls (empowered magic, spo, speedtree, stealth, miko alchemy...) and wasn't sure how easily they'd merge with each esp corresponding to a different bsa. I didn't want to unpack the bsa since I wasn't going to optimize it, and wasn't sure if unpacking it wouldn't cause more problems, but noticed you had merged them along with a couple other mods I'm adding so it caught my eye. It passed the error test last night but, yeah, I have to look for conflicts yet. Just a quick glance, however, and I found very few and most I'm adding have patches for other mods I'm adding so it's coming together nicely. Much easier than skyre, even if they are all separate mods (though there is some overlap with authors so that seems to be helping a lot). -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
No problem, that certainly does clear it up. Thanks. -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
Thanks. I've been trying deadly combat also, mixed with ultimate combat. I saw you had spo in the ace merge so I thought you were getting the perks from that, from how it looks at least. -
pack A Real Explorer's Guide to Skyrim
cstarkey42 replied to CJ2311's topic in Step Skyrim LE Packs (retired)
@redirishlord I've been working on making the switch to ACE as well and was wondering if you had to unpack the bsas in order to get the merge to work. I wasn't going to include ace smithing since I plan on using spo but I like how you set it up. It looks like you get the benefits of ace smithing while having the perk tree from spo, is that correct? Thanks. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
Vividian's magic is what got me to finally try PW and, combined with COT, Supreme storms, and expanded snow systems (all of which cot weather patch and vividian offer patches for) it looks amazing. I haven't tried it with just cot, actually, so it's hard to say what, exactly, pw adds but looking at the esps it seems that there are a lot of weathers that cot doesn't touch which pw does. Magnaclub did a great job combining the two. I was using natural atmospherics and lights before I saw you switched to vividian so I thought I'd give it a try and I absolutely love it. I was pretty tired of cot, honestly, so I was loving nla but vividian breaths a whole new life into cot. It's the best enb I've seen that manages to look realistic while still combining a very fantasy like feel to the world. -
Skyrim Revisited Pre-Release Feedback
cstarkey42 replied to Neovalen's topic in Skyrim Revisited (retired)
I was surprised to see the ele patches packed in the vividian 6.001 as well. They are getting really ambitious with that enb and it's looking better and better with every update. Do you think you'll add pure weathers to srle also or are you not a fan of that mod? -
pack Dreadflopps Modular patches
cstarkey42 replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
SIC was updated last night also and the change log says one of the changes is to make it compatible with RFYL, specifically with the dragon perches. I haven't checked to see if all of your recommended changes are in the new version or not.

