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cstarkey42

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Everything posted by cstarkey42

  1. Now that you're about done with testing do you plan on dropping any of the heavy StrCount contributing mods, such as Morskom Estate? Since they're tied into the CR I've been waiting to see what you decide before I start a new game (which has allowed my to finally finish a Borderlands 2 playthrough and make some serious progress on Far Cry 3. Yes, I spend way too much time playing video games...).
  2. It will actually cause a lot of problems with ELE. MLU will override more ELE entries than you would think, but then CACO is after MLU, patches are after CACO, etc... You'll find quite a few conflicts if you put TrueWeaponsLvlLists after ELE.
  3. Thanks. Still, even with the new scripts 3,700 is a huge number to bring down. Was that on high or medium settings? Not that I have any idea if it makes a difference but I suppose it might.
  4. Thanks for the info, Whetstone. Was Dyndolod with the 1.48 beta scripts or just 1.47? The scripts were posted by Sheson in the LL thread. I'd say Morksom estate is an obvious candidate to go. Molag Bals Inferno also. I'm not sure if either of those are tied into the CR. I know forgotten city is. I'm afraid it's really starting to look like a choice between Interesting NPCs and additional worldspace mods. Quests/Npcs/followers vs new land to explore. Unless the 3dnpc team starts optimizing some of the mod, it's looking like a choice between two different types of games. At least you could add a couple more followers to the game to make up for the loss of 3npc. I wonder how the Hud merge breaks down individually. I have Minimal Hud in my merge as well and I'm wondering how much more it adds. I'm also beginning to wonder if Loot and Degradation is worth it. I love all the mods I mentioned, but the problem is I can only love them if I actually get to play the game with them, something I haven't really been able to do in a while. What's funny is I've been so focused on scripting mods and textures and blaming them for everything and now it looks like they're not nearly as bad as I thought, at least when it comes to long term save stability.
  5. Since you have all the best followers listed and it's a great resource for people who might not be familiar with them all maybe it would be best to leave them as is and add a line saying that it's recommended not to use more than two, at most. Since they're not in the CR it wouldn't really be a problem and people could alternate between games and playstyles.
  6. I've always used Categorized Favorites Menu with AH Hotkeys. It doesn't offer more hotkeys but it does give you a much better favorites menu layout so switching between items/spells/etc isn't such a task. I use CFM Perma Plus as a base layout, mainly since it has the most in terms of mod added items, though I've modified it to be more efficient and added items I've come across that weren't included.
  7. I agree. I'm falling back to just Mirai and Inigo, with Interesting NPCs, and dropping Holidays, Bathing, AH Hotkeys and Lock Overhaul (on top of the purge that I already started yesterday before reading that post). I need to drop Moon and Star but it's so entangled in so many other mods (RS Children, Chimneys, etc...) that I might try to get away with it. I don't want to drop Molag Bal or Beyond Reach since I'm really looking forward to finally checking them out but I'm pretty sick of my game going to **** right before I finally get to fight a dragon again. I'm wondering how much Mighty Dragons adds to the load and, if it's more than 50 or so, is it really worth it on top of Deadly Dragons and DCO? edit: My test before dropping the mods listed above was 57,000, and that was without starting any mods via mcm, or adjusting any, for that matter, and without having run dyndolod yet.
  8. Thanks for the info, linar9415, those were some interesting reads. What I like about Interesting NPCs is that the npcs are much more natural to the world. Not only do many have elaborate backstories, usually with a good quest involved, but you can dismiss them and find them later in the game, living life in a much more dynamic fashion. A lot of followers, by contrast, are good to have by your side in a fight but don't offer much beyond that besides the occasional interesting/funny line of dialoge (I finally tried Sofia recently and thought she was great. A couple days later and every tacky, "naughty" comment she made just became annoying.) I think limiting the followers you have in game is a good place to start (Arissa and Sofia add about 700 together. Really, all this does is reinforce the idea that modding skyrim is about decisions and sacrifices. I'm terrible at that!) My last couple games have failed at the same spot, near level 10 and right before fighting the first dragon. I just cut out a lot of the extra mods in my game that I really didn't need and, after reading those threads, am going to have to cut out some more. I love AH Hotkeys and I'm not sure how many strings it adds but, with that elaborate mcm, I'm wondering if it isn't time just to rely on a good Categorized Favorites Menu layout instead.
  9. I use MLU already and I like it. i have dreadflopp's pack on top of yours. There are a few edits that needed to be done but they work really well together. I think it does make for a different type of playthrough, however, and might not be for everyone. People might prefer to just follow dreadflopp's guide if they want it but I could be wrong.
  10. According to AceeQ Realistic Aspen Trees is included in Landscape Overhaul and can be removed.
  11. I was having the exact same problem with the firepit in Riverwood and somewhere else, I don't remember. I was using SMC and finally switched to SRLE textures and now it's perfect. Are you sure you're not using any different texture/mesh packs for fires?
  12. There is no longer a Hunterborn patch in the CACO download. There is nothing for Neo to correct, it is already correct.
  13. The Hunterborn patch was removed from CACO since it is now included in the updated Hunterborn 1.5. Neo adjusted this last night.
  14. I'll send you my modified control file which allows you to remap the shout key again and makes it compatible with Religion, in case anyone else is using that mod.
  15. I've tried them all and I've got to say that AH Hotkeys is light-years beyond the rest. Not only does it offer the most features and is the easiest to navigate and set up but it has built in FISS type capabilities, which is huge for those of us who seem to have to restart every week or two.
  16. Hey Neo. Something Dreadflop did was pulled out the conflicting LLs into seperate esps for Wyrmstooth, Gray Cowl, and Hunterborn so they original patches could be merged and the extra LL esps get added to the Bashed Patch, saving an extra esp slot. If you're interested, he has them posted on his Dovahkiin Reborn page. edit: Unfortunately it seems you can't pull out the Immersive Creatures + DLC LL without having the patch as a master. If you put the patch at the end of the CACO Merge and use Wyrmstooth and any other needed LLs, however, I think it should work.
  17. Hey dreadflopp. I downloaded the modular patches, which says it was updated an hour ago, but none of the files indicates that it was updated. I just wanted to check which files were new/updated and to make sure that they were included in the package. Thanks.
  18. I think you're right. I just read the line and didn't even look at the big pic staring at me right beneath it. I think his description is meant to suggest a value of 6000, set in the MCM. I'm too used to ini settings that having something set up that conveniently in the mcm is mind blowing to me.
  19. Thanks for the update, Neo, I'm looking forward to trying out Vivid Weathers. I did notice that he still recommends the particle amount set to 6000. Did you find that this isn't needed anymore in your testing?
  20. Hey Neo. I was wondering what your experience was updating Better Vampires. I looked at the author's instructions and, in order to do that, I need to edit your patch, asis, and DSR, as well as a couple other conflict patches that rely on it, make a clean save, and add them again. I'm hesitant to do that since that has left past games a bit screwy. Have you, or anyone else on here, updated it by just overwriting the old version and, if you have, were there any problems? I'm only level 7 so I haven't really done anything with vampires, I'm not even sure I've encountered one yet, if that makes a difference. Thanks.
  21. The fact that you cannot enable Bandoliers seems strange and suspicious but I think that if you can't activate it you shouldn't be finding bandoliers gear to begin with. Frostfall and Wet and Cold both add backpacks as well, if I'm not mistaken, so it could be from a different mod. Get mfg console, drop the bag, go to console, click on it and see what mod it is from. I was charging as well, not running. Couldn't jump or anything and switching to walking would fix it. Until it inevitably would happen again, that is.
  22. I had this problem with Duel Combat when I used it. I found that if I turned off running and turned it back on it would go back to normal. I think with certain backpacks your skill has to be high enough before you can use it. At least I've had that happen and then once I leveled up smithing, I believe (I could be wrong about that, it doesn't sound right but it didn't make sense anyway I looked at it. I'm fairly certain it was smithing though), I could equip it. Others it doesn't affect though so it's always been a bit of a mystery to me.
  23. Hello STEP! I'm hoping someone can answer my question. If an NPC record has an "WNAM - Worn armor" and the "armor" record points to the "armor addon" and the "armor addon" points to a different "Nam 1 - Female Skin Texture" than the default, if I change that record to the default will it completely ignore the modified "texture" records and only use the default? Also, if I leave the "armor addon" record as is and instead change the "texture set" to point to the default skins instead of a modified path will only the default texture load into memory once or, since it's addressed via two different FormIDs, will it still load twice (not counting cached copies, of course)? For example, if I'm modifying "The Ordinary Women" would it be best to: 1) The Ordinary Women.esp>Non-Player Character>Bryling>WNAM - Worn armor>0_Ordinary_Body>Armor>Armor Addon>Textures Set>default vanilla path 2) The Ordinary Women.esp>Non-Player Character>Bryling>WNAM - Worn armor>0_Ordinary_Body>Armor>default vanilla path 3) The Ordinary Women.esp>Non-Player Character>Bryling>WNAM - Worn armor>delete record AND The Ordinary Women.esp>Non-Player Character>Bryling>Head Parts>default vanilla path for "FemaleHeadNord" (This assumes that by bypassing the Texture Set completely I'm keeping from loading it into VRAM). My objective is that, since I'm using the same texture set for my unmodified npcs as the modified ones( Pride of Valhalla and Fading Pride ), it's using a ton of extra memory by having to load multiple copies of the same textures simply because they're located in different folder paths. Ideally I would do the same for the followers and other npcs affected by mods and, if I understand it correctly, save hundreds of MB of vram. Thanks to anyone who can help me figure this out.
  24. Sure thing, Lexy. I'll let you know if I see anything. I usually have to go through and make a few edits to match a few mods I'm using anyway so I'll keep an eye open.
  25. Sorry, I'm not sure what was going on. I redownloaded it and now everything is showing up perfect. It was bizarre though, it's like it wasn't pulling anything forward. Ele edits, all the perks, abilities, impact edits... It looks good now though, so I guess the file got corrupted or something in the dl? Sorry, I should have redownloaded it first and double checked.
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