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baronaatista

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Everything posted by baronaatista

  1. Was using Gruesome Death Hound previously, Gamwich wins though, and there isn't much question about it imo.
  2. Hey thanks for the tip with Bring Your Silver, I missed the 'VampireWeaponsANY' entry... not long after you said that, a Vampire showed up with an enchanted ebony sword. Curses. Edited the list (copied as override into your merged patch, and removed the Ebony and Glass weapons from the list), rebuild bashed and ASIS and I'm good? Or will bashed patch merge the two lists? Not really familiar with how leveled lists work.
  3. Loot and Degradation I think is less critical. I love it, and it will likely stay in my personal build moving forward, but its impact is relatively small. I feel like I wouldn't notice too much were I to remove it (except for smiths offering tempering services, which makes non-smithing warrior builds a little more practical) but I would definitely notice the absence of Vigor.
  4. I must say I like the injuries system of Vigor much better - they are semi-permanent and more or less require treatment, whereas in Wildcat they last until the actor is healed to full health; which to me defeats the point of an injuries system. Plus, I actually really enjoy the no stamina regen while running aspect of vigor, and its overall effect on stamina/movement. I'm really loving the experience of battles right now with this setup. Visceral, exciting, really necessary to gameplan and be sharp for just about every encounter, even with a follower at the moment. With injuries from Vigor and degradation/breakage from Loot and Degradation, occasionally things can go really wrong. At least early, retreat and regroup (or some on-the-spot problem solving) may be necessary. I like.
  5. I find VW looks great on 'Bleak' saturation setting.... can't quite remember if that's tied to the ENB or not though.
  6. Totally understandable, both mods are competing for the same territory, and trying to do somewhat different things. That being said I'm finding I enjoy the balance of it so far quite a bit - animals tend to do very high damage, but are a little more killable with both the Base Game Balanced patch from AT and Wildcat overwriting combat styles. Early on, encountering two wolves is a dangerous but winnable proposition, whereas before with a more 'pure' animal tweaks I was pretty much screwed. I think I'll be keeping it for my personal install - I'm doing a solid playthrough with my current setup (Which includes RoTE... AAE was breaking animal behaviors from AT for some reason? I checked xEdit and all the faction/aggression stuff from AT wasn't overwritten, and I couldn't figure out what was up so I just reverted - and picked up Bring Your Silver on the way), and then I'll be creating another profile for your re-configured setup. So I say take your time! lol. I'm hoping against hope that Last Seed drops sometime soon, but I have a sinking feeling that it will still be a bit. Chesko's plans for that are pretty epic, and I just watched him livestream the making of Scroll Wheel Equip, in which he said he was 'banging his head against a wall' trying to get some Frostfall UI stuff working the way he wants it to. I really love so much of what SkyTEST is about, the big thing that holds me back is the random variation in creatures, such as in this picture. Immersive creatures already does this with many creatures and I always find it a bit odd. There are just too many different kinds of wolves, and they all hang out together randomly. If I were attacked by a pack of wolves, I would expect that they all look roughly the same. Variation would be in small details like a slight variance in size / proportion, or small differences in the pattern of coloration in their fur. Not one is black, one is red, and one is brown. I already don't like this in IC and extending it to even more creatures just makes me think of how odd certain scenes/places are going to look. Plus I'm not really in love with the textures, at least from the screenshots, and because of that random variation there's essentially nothing that can be done about that (unless some crazy texture artist falls in love with the mod and decides to make it beautiful).
  7. Did you drop AT for conflict reasons? Or personal taste? Just wondering cause I've included it in my build and didn't see any obvious major conflicts - I'd love to know if there's something major I missed.
  8. Wasn't sure if the large junipers were usable standalone, and didn't like the tall pines personally.... I did read about the leaf textures but haven't noticed in-game, and couldn't recall the solution.
  9. Testing out Bring Your Silver, just incorporating it into my build and wondering about these instructions; 0010AA19 <SilverSword> Conflict Resolution: Use Record from Bring Your Silver Merged.esp then move VMAD Virtual Machine Adapter from Unofficial Skyrim Legendary PatchProblem Resolved: Changes from Bring Your Silver Merged and USLEEP needed to be merged. This is forwarding SilverPerk and SilverSwordScript from USLEEP? However doesn't BYS change how that works? Because the 'SilverPerk' entry for BYS removes just about everything from that entry. And if you look at the added Silver weapons, they lack said VMAD entries.
  10. In order to disable the menu for Hunterborn, you need to set the first setting in MCM to 'Field Dress' and the rest to 'Process'. Process will go through each step the menu presents in order, one at a time, with you activating the corpse again each time. 'Immersive' and all yes, but you will find as you play that you will only want to do certain steps for certain animals. Most of the time this just means leaving off the last step, which is 'Butcher Meat' - you will wind up with way too much wolf meat (if you're using any setting other than 'single cut') and meat is much heavier with CACO. This is mostly fine as long as you can remember to only activate the corpse three times. However those corpses don't disappear unless you do the last step, 'Dispose'. So that's an issue. Plus, there will be other animals you will not want to 'Harvest Ingredients' from, and others still you won't want to 'Skin' (especially once you've gotten a good stockpile of leather/high enough smithing). Without the menu you have no choices here, you can only go through each step at a time, which will then result in much more time managing inventory, a much more annoying and immersion-breaking process if you ask me. Plus, you will find similar menus used for NPC KO Overhaul, Ordinator, and EFF. My two cents. And yeah, I have mine after the STEP gameplay section and before patches. I don't understand the fixation with city mods. I find they add very little of value to the game (mostly ten minutes of 'yay new'... and not much else) and ask a pretty high price in terms of patches and performance. I much prefer a solid landscape overhaul, and with that I must say this - I've played with a pretty decent amount of landscape/flora overhauls, weather mods and ENB's, and I believe I've arrived at a conclusion (which is basically the SRLE Extended setup, with a couple addons); Vivid Weathers (I use bleak saturation setting and it looks amazing) Vividian ENB Enhanced Landscapes Enhanced Vanilla Trees (With big trees. Big trees completely change the feeling of the Skyrim landscape overall, I can't say enough about how good these trees look, and how good the landscape looks with them. Forests really feel like forests now). I do miss the tree diversity from SFO 2.5, so I compensate with the Bent Pines standalone. + Verdant Unique Flowers and Plants I also use Lanterns of Skyrim, Spice of Life - Fences, Unique Border Gates and Hold Border Banners and it's all tied together with ELE / ELFX + Relighting Skyrim the SRLE way. The whole landmass now feels a little more beautiful, diverse, less empty... and honestly, my performance is rock-solid. That might be due to Crash Fixes though. I have noticed significantly increased performance since starting to use it. Anyway I got carried away there. I'm really in love with my visual setup (my overall setup really, I've been working at it for quite a while now - thanks again Dread! you're so ridiculously patient and helpful). Of course Neovalen and Darth Mathias/Lexy are owed big thanks there too, and the STEP community overall.
  11. Dig Site I use only for a couple stylized peices that I can use for my camps, just to make them look a little less boring. Simple Bedrolls is really the utility & feature rich mod of the 3, but it does have some issues. It adds a safe storage container (chest/barrel) that can be crafted, placed, used (put items in it), picked up, placed again, and its contents accessed again. Incredibly useful for a person who is going to be doing a lot of camping/survival. The unfortunate part is that a] the chest, and some of the other items from the mod can be quite annoying to place, tending not to want to sit on any surface but rather seeming to prefer to float in mid air. Still, it's possible to get good placement, and for sheer utility I will use any day. b] the chest has a weight of 25 regardless of what's placed inside. This does mean you could technically drop your entire inventory inside, pick it up, and now only be carrying 25lbs. However I just don't abuse that, and my campsites tend to be much more static (which is really what this mod is geared towards) so I'm not moving stuff much anyway. Finally, the wood chopping block added by the mod seems to not actually work, and also seems to break the vanilla chopping blocks. I believe I've gotten the vanilla blocks working again by adding the keyword 'furniturewoodchoppingblock' to the mods blocks, but I just noticed on my comment on the nexus page another user suggest everything works fine if you equip the woodcutters axe before activating; at work right now, I'll check when I'm home. Anyway despite its issues, it's a highly useful mod for anyone doing a play through that involves a lot of camping. The Bedrolls and Traps mod I use only for the craftable placeable bear traps it adds. Not really a big deal at all, but a neat little add for a hunter/stealth character. Gonna try to cut the bedrolls out and merge with Simple Bedrolls for myself.
  12. Yeah even my layman-ass thought I noticed some odd decisions being made in Sir Jesto's patches, and I'm interested to see the results of the update for AAE + Astakos' discussion with SirJesto about the patches. @Elwaps - the combination of Campfire, Frostfall, Hunterborn & INeed is a really excellent set of mods that work seemlessly together and support each other beautifully, but they can tend to push early gameplay towards a survivalist/hunter experience, and can slow down progress a bit with all the maintenance. That happens to be exactly the type of game I want to play, so that's fantastic. However if you find the 'maintenance' stuff boring/tedious, you might consider dropping Frostfall, Hunterborn & INeed. Campfire comes with tons of cool options for crafting and setting up campsites, and I'm pretty sure can be used in just about any setup without worry. With Immersive Horses and Extensible Follower Framework, you can have all the fun of the playstyle of the 'traveling adventurer' without the needs stuff. Also when I asked Dread about MO left pane management, I believe he suggested that the safest method was to load his packs after STEP rather than integrating. @Dread - I know you only maintain the Survival pack for Hishutup at the moment? but as far as I'm aware you do use at least Campfire, Frostfall & INeed? Anyway not that they need to be added to a pack (as they can be added freely without conflict), but have you ever looked at; Simple Bedrolls and Supplies Dig Site Campfire Extensions - Bedrolls and Traps
  13. Higher UGrid settings or some form of Static trees though will be quite demanding on any system, especially if you're doing a large mod install, and especially especially if you're adding town/city mods, which I have always found to be a real drain on stability. I've been playing with Animal Tweaks / Wildcat for a bit and really enjoying it. There aren't major conflicts that I can see, though I'm certainly not an expert. I used the base game balanced patch in my merge, as I found the 'less knockdowns' version to be a little OP, and it works great. I'm also doing a profile that uses Advanced Adversary Encounters instead of RotE arm, to check it out. Seems like it's a little more carefully thought out in terms of how its buffing enemies, will see though.
  14. Hey guys, in regard to the issue with Brawl Bugs - I've been finishing up (or endlessly rebuilding, depending on how you want to see it) a fairly extensive install based on Dreadflopps' install (STEP: Extended with large parts of SRLE + Extended, plus my own additions). In regards to brawls, I believe I use all the same mods you guys do - Wildcat, Vigor, Disparity, Weapon and Armor Attributes and perhaps most importantly Campfire. So as I was building and rebuilding I at points experienced this bug and at others didn't. I couldn't figure out why and tried a lot of different things - but while following the discussion here, I noticed Darth point out that Campfire seemed to overwrite its scripts. So in my current (pretty much final - barring release of Last Seed, and possibly holding off for RDO in the next couple weeks) setup, I have Brawl Bugs, with the 'cheat' version installed as a separate mod loaded after, both of which are at the bottom section of my MO left pane (after Campfire, and pretty much everything else). I also noticed MO seems to have the tendency to uncheck the BSA in my archives tab. Anyway I just successfully brawled Uthgerd with everything activated, no issues. To note, I'm pretty sure I deactivated all hand-to-hand bonuses in Disparity, so that may or may not be an issue.
  15. As for SRLE / Extended, you can again use Dreadflopps' Modular Patches to create a custom Conflict Resolution patch that will resolve conflicts between STEP Core/Extended, SRLE, and his packs (which cover significant portions of SRLE Extended). Any mods you add outside of that will likely need some kind of conflict resolution to work correctly with the rest of your Load Order. Beware, there can be a lot of issues with large mod lists, and these packs/guides are truly curated, tested, and continually maintained to ensure stability and compatibility - it's absolutely possible to add stuff on top, but bare minimum you should be opening any other mod in TESVEdit and checking out what records it's changing, what conflicts it has with your LO and so on.
  16. If you're talking about Dreadflopps packs, yeah, you do not need to use every mod he does in his packs. However, you will wind up having to download and merge all of his modular patches that are relevant to your setup using Merge Plugins... the documentation is all there and its not anywhere near as hard as it can seem from a distance, but it is a little more work. Significantly less though than trying to do your own Conflict Resolution for a custom SRLE/Extended setup.
  17. Might want to check out Dreadflopps packs, patches, and install; https://wiki.step-project.com/User:Dreadflopp/Dreadflopps_Modular_patches or SRLE Extended; https://wiki.step-project.com/User:Darth_mathias/SRLE_Extended SRLE Extended is a seperate guide from STEP, full of goodness and covering most of what you're looking for, though it does add even more that you may or may not want. Dreadflopps patches support STEP: Core, Extended, and SRLE in combination with any or all of his packs, and allow for a more modular, customizable setup. Just to note, I've played with most of the major perk overhauls in the past, and Ordinator is by far the best if you ask me, in addition to be updated and current, and created by the same guy who makes Wildcat (Enai Siaion) which I've only played with for a bit, but so far am liking better than any other combat mod I've tried, especially in concert with Vigor. This is the setup used by SRLE Extended, and which Dreadflopp will I believe be converting to soon.
  18. Very cool, not trying to be a pest, I'm just finally at the very end of a long road and I'm excited to actually play the game lol. I'm gonna have a whack at doing my own CR AT/RotE and then start having fun! And I'm sure I'll be back here checking stuff out whenever you update. One more time, thanks for putting these packs and patches together, and for generally being so patient and helpful.
  19. So I have re-organized my setup with Wildcat, Vigor and Animal Tweaks. As far as xEdit is concerned, the only place AT conflicts with Wildcat is in Combat Styles, and as far as I understand it that's a non-critical conflict? At the moment I am simply letting Wildcat overwrite, as I like it's changes better. I noticed while going through though some conflicts with RotE and CACO that aren't resolved by your patches - the CACO ones are related to poison and I'm assuming that's a similar situation with Wildcat and Combat Styles (CACO wins cause it's changes are preferred). RotE though seems to lose conflicts with some key creatures - is this also a preferred changes situation? I feel like I'd prefer the RotE records in this instance, but am unsure of whether to simply copy them forward or if I should be merging changes from AT as well - or if there is perhaps a reason not to do this at all.
  20. So I'm a total xEdit noob, I looked up how to delete an object with xEdit and got a post on these forums with DoubleYou saying to set flags as deleted, then undelete them with xEdit. So I set all those FXSnowDrift things with deleted flags, then loaded up my CR patch and cleaned UDR's... Which seems to have set them all to "Initially Disabled". Deleted all my saves, quit to desktop and rebooted... Still there?
  21. Yeah, even on a new game... I guess removing ICoW somehow broke the mesh? And yeah, I was thinking that just disabling them is the solution.
  22. *Edit looking at some vanilla shots of the College I can see that they're supposed to be little snow patches with uneven edges, but are appearing as full squares for some reason... ? I'm using Real Snow as a texture replacer but I've been using it for quite some time and never seen these oddities before. Was using ICoW but took it out, noticed these after that.
  23. Hey, this is probably not the correct place to post this (especially as I don't explicitly follow the guide) but peoples here seem to be pretty good at troubleshooting... I'm having a weird texture/mesh issue at the College of Winterhold - not using ICoW to be clear, just using a texture replacer; HQ College of Winterhold Anyone have an idea what's going on here? Those squares are actual objects being placed there as best I can tell - formID for one of them is 00107F4A, They're called FXSnowDriftFlat and are present in Skyrim.esm but not overwritten by anything... I believe USLEEP adds XLRL Location reference to one of them, but that's all I've got. Also to throw it out there - while I like the concept of Stamina drain while running/jogging, the game mechanics arent really built for it. Give me an athletics skill where I can actually affect that drain and we're talking, but as it is just draining stamina at a uniform rate that you can't influence doesn't contribute much to gameplay IMO.
  24. Yeah Wildcat looks great, but there are definitely some features from Vigor I'd prefer to keep, and losing CE seems like the logical choice. I actually mostly like Animal Tweaks, as I find SkyTEST a little overdone, I just find AT makes animals a touch TOO difficult. However with Wildcat being more flexible with it's damage/difficulty scaling than CE, that may not be the issue it was before. I'm waiting a bit till the updates settle down before I switch over, as I'm still finalizing this install. So close.
  25. Yeah animals running away is annoying, especially with the survival mods and hunterborn... can't skin animals, can't use campfires 'create item', etc. Plus I play with IHUD so I usually don't have my compass up, and I just hate the whole concept of using the compass to have the magical power to know where any creature you are 'in combat' with is. I also remember not really enjoying the young versions of animals that SkyTEST includes. I suppose I'll keep AT for now and wait to see how things shake out. New PC is exciting! And glad to hear that you intend to maintain the guide as things shift into the Enhanced version of Skyrim, though I'm wondering how long it will take to convert all the important mods, Gopher seemed to indicate that SKSE will need a major update, which may require rebuilding or at least major re-structuring of SKSE based mods.
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