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baronaatista

Citizen
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Everything posted by baronaatista

  1. for Khajiit Ears - are you sure you have the latest mte_functions.pas? I remember the guide having people d/l MXPF which is outdated I'm pretty sure, and it's properly acquired here.
  2. Yeah I pretty much stopped using WB a while ago. Noticed a lot of inconsistencies on my old Oldrim install... Hand-made my Fallout 4 CR and currently doing so for Skyrim - I like knowing the individual decisions being made. It is a bit of a PITA though.
  3. Exclamation marks are missing meshes I believe. I'd check your install of Gas Pumps of New Vegas. As for Millenia's stuff - pretty sure install instructions for Caliber X are not accurate, based on the now taken down v5. Dirty Weasel Media has a good video on installing v4.017 for the guide. Or check your WotNM install. Either way, you can keep SRB's weapons and Millenia's cheat cabinet as long as you install everything correctly.
  4. Not that I have a stake in the game, but... I always found city mods to be highly demanding in terms of performance and compatibility, yet add very little of consequence to the game. ICAIO gives NPC's a much greater sense of life, and adds so many small touches to their behaviour... without it the citizens of Skyrim are dull, lifeless robots. Increasing their numbers just means more dull, lifeless robots. Just my opinion, but for my money ICAIO adds much more to the game than any city mod, and doesn't cost anywhere near the performance.
  5. Damn, apologies on the oversight with the post. Sounds like this is a good replacement for NEC? Pending perhaps a patch with ICAIO? The author says he intends to make one, pending approval from Shurah.
  6. I really love the idea behind Mod Picker and think that working together with STEP could be a great thing for the community. Arthmoor, Chesko, and other prominent authors opting out is an issue, and the main reason I haven't done more with it myself.
  7. So everything - as far as I can tell - works fine with Start Me Up. I've tested the whole beginning part multiple times from different angles and behavior is as expected. I'm fairly certain if on an alternate start, the opening scene with Codsworth is changed so that he doesn't give any of the regular dialogue from that scene, and is instead available to be your companion immediately. Which is not just fine but cool if you ask me. However, recruiting him at that moment seems to break EBF. I cannot recruit Codsworth and Dogmeat together. Unless I'm just daft and that is intended?
  8. Yeah I was wrong anyway. I guess on certain starts, the only available dialogue options are to recruit Codsworth immediately? Skipping past the bug killing in Sanctuary and such. Either that or I've boinked something in my LO. Start Me Up overwrites everything it conflicts with for me though if I remember correctly. I rolled a 'survivalist' starting at the Red Rocket... explored the area a little, started raiding sanctuary, talked to Codsworth and every option he gives me leads to recruiting him, no jaunt around town killing bloatflies, no getting me sugar bombs or any other such thing. I'm not really following you on 'I keep all the initial quest stuff' ... are you saying the only viable way to play is to do the Vanilla Start?
  9. Never liked the forts from Spice of Life, personally. The mixing and matching of textures was a neat idea but the result was just weird looking, to me at least. The barrels were cool though.
  10. So I believe I've figured out the problem - SMU adds an option to skip all the opening quest stuff with Codsworth - 'I think you've mistaken me for someone else'. If you choose that option he is available to be your companion immediately, which breaks the changes by EBF. Thought maybe I could look at the changes being made to Codsworth pickup scene in EBF and make similar changes in SMU's entry... it's Chinese to me though. No comprende.
  11. Hey not sure if you've caught it but I just noticed a conflict with Everyone's Best Friend and Start Me Up... checked it out in xEdit, no idea how to fix. They both change Codsworth's dialogue, the result is that (at least if SMU is loaded after EVB) you can't recruit Codsworth and Dogmeat at the same time. Haven't tried the other way around but fairly certain you would then break SMU's dialogue alterations.
  12. Immersive Children (by GarlantheGreat) The author makes a pretty convincing argument on why to use this instead of Non-Essential Children on the mod page. However it's noted there's an issue with Immersive Citizens, which apparently adds an AI package to children that doesn't work with his fixes. I'm unsure if the combination of ICAIO and NEC is a working combination? I've been reading a fair amount about these issues with children distorting to use certain objects if their flags are set incorrectly, but I've never seen it in-game and played with ICAIO/NEC for quite a while.
  13. Hmmmm. I set my game up generally as a long-run type thing. Too much cool power stuff too quickly results in a lack of challenge, and then a lack of interest on my part shortly after. I always had BV in my setup but never played a vampire with it, other than little bits to test. The options in the MCM always appealed to me though and it seemed like it would suit what I'm looking for, which is why I'm leaning that way, personally. The mini quest to drain important NPC's and the Vampire Lord perk tree though in SS seem pretty awesome. My impression though is that SS is a little bit more about cool powers than it is about the sense of progression that BV has. Dammit.
  14. Wondering if anyone can comment on Better Vampires / Sacrosanct and the patch to make them work together; my concern is the sheer amount of overlap between the two mods, and that vampires might become over powered / too many abilities. Vanilla vampires definitely need some help and I like that Sacrosanct touches on Vampire Lord perks... but using both mods seems like overkill. They both do so much though it's hard to tell just by reading the pages how they work out together. My instinct is to use one or the other and I'm leaning towards BV, but yeah Vampire Lord perks...
  15. Hey Dread, I know you're not really active right now - I'm just re-installing Oldrim while I wait for a variety of things to develop in SE and hopefully F04 / FNV, lol. Anyway noticed that there appears to be a section of ... I think it's Dianna_TES_GotH's Morrowblivion guide in the middle of your Deleveled Loot page? Also the link for the Morrowloot / Immersive Armors 8 patch is broken.
  16. oh and couldn't find anything on Weapon AF?
  17. lol didn't even catch that it was just one texture. Regardless, as listed it is being overwritten in the guide. For my money, SLFH is the better texture and that's how I have it set up. and thanks for the suggestions, JD... I'll have a look at the ones I'm not familiar with. *EDIT - they all look pretty interesting and I'm actually pretty sure I've perused most of them before, just had forgotten. Not sure they quite cut it though to replace CCOR, CACO, Disparity, Trade and Barter, CCF/WAF, etc.... The Disparity / Alt Start combo is powerful.
  18. Re-installing Oldrim cause SSE isn't ready (far as I'm concerned - won't play without Kryptopyr's suite at least)... As always, doing my own thing and just using the guide / STEP as a base. Perhaps I've missed something but the way it's listed currently it appears that Superior Lore Friendly Hair is being completely overwritten by WSCO?
  19. I am still waiting for Kryptopyr's mods before really getting going with SSE. It really does look and run beautiful, but I don't want to play without CCOR, CACO, Disparity & Trade and Barter. Sulking back to re-install and mod Oldrim right now cause I miss my Skyrim. Don't think there's reason to give up on SKSE64 just yet though. From what I read on the thread and Reddit, they are still committed to getting it finished + SkyUI working with SSE, they've just been busy for the past couple months. Screenshots look tasty though... And it is hard to go back to no rain occlusion, arbitrary memory caps and so on.
  20. Did more running around last night, 4 hands issue with 'item grab' animation - again only notice it if you're staring at your feet. Something tells me it's a feature many will turn off anyway as it has other downsides - such as it being rrrrrrreally slow to pick up say a stack of bottlecaps. Disabling the unequipped hand animations from sprint works great, though it also seems to disable head bob and feels too smooth, and kind of jives with the bobbing animations while equipped. Still love the animations and functionality though, and there are tons of options for balance on all it's features in the MCM. Item equipper and previewer from Lazarus Project are pretty snappy too. I'm definitely keeping them both personally, though it might take a little playing around to get them set up properly. Sold on Landscape Overhaul as well.
  21. * correction - yeah, double arms when sprinting, at least w/o a weapon equipped when using Animation Project and EC. With weapon equipped they don't seem to appear. Second set is displayed lower, so you only really see it if you're looking at your feet as you sprint. Hoping I can figure out some kind of workaround, as I really love the rest of the animations. Honestly, the hands displayed while sprinting w/o equipped weapon are the one set of animations I'm not in love with. If it was possible to disable just that it would be GTG. **double correction - there is an option in the MCM to switch it off. Bingo Bango Bongo. The wheel menu from Lazarus Project is pretty spiffy and works fine with the rest of the UI section (still testing everything, was only able to run around a little today). Not in love with the controls though. Combined with the regular hotkeys and FPS Weapon Wheel, it is a powerful reduction on time spent in pause menu. NPC's Travel seems pretty cool, though may actually make the wastes a little too lively, at least in some places. One of my larger gripes with NV is how static and predictable all the spawn points are, I've always wanted something that would add a little dynamism to world...
  22. No issues so far at all with EC, at least that I've seen. My testing is minimal though as I'm still nailing down the specifics of what I want to add to the guide. I have Mono's Landscape Overhaul installed right now and will be running around with it until I'm satisfied, but so far I'm liking what I see. Enjoyed NPC's Travel in Fallout 4, so I've stuck it in... haven't really noticed it's effects yet but like I said testing is limited so far. And I'm also looking closely at Lazarus Project, mostly for the snappy wheel menu. Not much interested in most of the rest of it's features though. Ladder climbing is cool but not animated... so not really all that cool. Also Mono's Boulder City Super Showdown looks like a neat little add. Also I've installed Enhanced Terrain LOD and while it does look nice, I'm noticing a bit of a performance drop for the first time. Previous to that, I was running around locked at 60 fps, with only very occasional, very slight stutters. Not sure how a less beefy system would handle it.
  23. @Mono - thanks, I was considering that. I remember the first time I used NVR (I think it was 2) and - also for the first time I understood what was happening with that Powder Ganger who 'won the lottery' outside of Nipton. For some reason I had never put the two things together before (despite many playthroughs of FNV vanilla on XBOX). I always just wrote off that encounter as separate from what was going on in the town... To see him actually look like he had been through an ordeal, it finally clicked (though yeah I know it's pretty obvious and stupid of me to not have picked that up before!) From then on, I was in love with the mod. Only switched with this latest install cause I kept having issues in the past and wanted to strictly stick to the guide this time, but I'm finding that - while the faces in FCO are definitely nicely crafted, I really don't like it's effects on the character creation menu in general - it's cluttered and has some weird functionality (though parts of that are pretty cool, even if the way it's implemented isn't ideal). On a sidenote while again I'm sure it's no secret, I've been playing with Animation Project for a little while and really loving it. The sprint animations look and function much better than that of PN, and I just love the grab, meds, and fall animations. The stealth takedown stuff I worry a little (a lot actually) about balance but - at a glance in the MCM it appears as though there are some adjustments available to that, and all it's features can be turned off individually if desired.
  24. lol Sparrow beat my funny video for sure. That girl is hilarious, never heard of her before. I do really like the part in the Neil Tyson vid though; 'what's that going on there between our legs? A sewage system directly in the middle of an entertainment complex? No engineer would EVER design this'. Oh god the last line of Philomena's 2nd vid; 'maybe one day we'll evolve eyes that can see evolution, and that'll prove it's real'. incroyable.
  25. No more points to argue here, just a fun video (I don't know if you'll find it fun, but it is genuinely meant in good faith... Neil Tyson is an animated, funny dude. He is making some arguments here I'm sure you'll disagree with, but he definitely does so in a playful/funny way.) https://www.youtube.com/watch?v=DN33tstYB50
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