-
Posts
587 -
Joined
-
Last visited
-
Days Won
9
Everything posted by baronaatista
-
pack Dreadflopps Modular patches
baronaatista replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
oh and one small question; Hunterborn doesn't seem to be rewarding me with higher quality or additional pelts like it used to (though perhaps I just haven't gotten to a high enough level in it...) and goat's don't seem to be dropping Goat Horns for Hearhfire... though I can't quite remember if they did before or not. -
pack Dreadflopps Modular patches
baronaatista replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Hey Dread, just checking in; I've been playing my masterpiece (so many thank you's again) for a bit now, and really loving it... MLU is just amazing, CACO, Weapons and Armor Attributes, Loot and Degredation... damn. We've turned Skyrim into a full-fledged RPG. Here's a thought though - you recommend not using the essential NPC's function in Deadly Dragons. I totally agree that - I mean ideally every NPC in the world should be killable as far as I'm concerned. However, the NPC's and the world aren't really designed for that - even with Immersive Citizens, with a world so much more dangerous than normal (thank you HLE, SIC, CE, DD, ASIS, ROTE) it's really easy for important NPC's to die. Again, this wouldn't be an issue for me mostly, except that CERTAIN npc's really should be hard to kill, should be serious bad-asses. There aren't really any serious badasses in Skyrim other than the Dragonborn. What are your thoughts on a mod that selectively makes certain npc's more powerful (ie gives them higher level, maybe perks, buffed stats)? I'm actually thinking about teaching myself modding through such a project, but have no idea about how complex that might be, especially in light of compatibility. I'm thinking specifically the Companions, College Mages, Dark Brotherhood, as well as "royal" protector types - Farengar, Irileth, etc., as well as anyone else that makes sense. I realize the trick would be not making anyone TOO powerful, especially characters that can become followers, such as the Companions, or are involved in ride-along quests like Irileth. I'm fairly certain there is a levelling system for npc's in Skyrim, at least for some? My thought is tweaking that a bit, making certain characters start at higher levels and allow them to increase in level higher as well - while still having some characters fixed at a high level - General Tullius, The Archmage, maybe Tolfdir as well, Kodlak etc. -
I use this with a STEP: Extended plus a host of Dreadflopps' packs' mods, and it works fantastic, and is exactly as intended - a seemless, lightweight addition worth any playthrough.
-
ACCEPTED Stealth Skills Rebalanced (by kryptopyr)
baronaatista replied to kryptopyr's topic in Skyrim LE Mods
This is an absolute must-have mod in my opinion. I use it with TTRSO, Smithing Perks Overhaul, Enchanting Awakened, and Complete Alchemy and Cooking Overhaul (as per Dreadflopps' Dovahkiin Reborn pack) and I have a very close to vanilla but much improved complete overhaul of the skill system. -
Another excellent retexture by gamwich, and again, a must-have for my game.
-
I play with this in my game right now, and it is a must-have as far as I'm concerned.
-
SKYRIMLE Immersive Horses (by sevencards)
baronaatista replied to Octopuss's topic in Skyrim LE Mods
I have always used CH in the past, for many playthroughs - made the switch with my last setup change and will never look back. It doesn't have as many options for companions' horses, but for a couple key features I will take it any day; It is noticeably more lightweight, and in a heavily modded setup such as I run, cutting any fat is appreciated; the KrittaKitty Realistic Primitive Horse Breeds textures that come with, in addition to the variation of strengths and weaknesses among different breeds, and the treatment of unique horses... I mean, this is big. It adds diversity, realism, and depth to the game; naming your horse is great; and finally, the trot/canter/gallop functionality is excellent as well. The necessity of follower mods for follower horse support is unfortunate, as I don't use EFF... but I will live without it, for the other great features. Somebody really needs to come along and make a truly lightweight follower mod, something that simply allows for a total of 3 companions, possibly some small functionality tweaks to AI, and horse support... that's all I need, and all I want. *EDIT - follower mods not needed, thank you Simple Follower Mount! https://www.nexusmods.com/skyrim/mods/70823/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D70823%26preview%3D&pUp=1 use this now and it works great. -
ACCEPTED Not So Fast - Mage Guild (by cdcooley)
baronaatista replied to WilliamImm's topic in Skyrim LE Mods
It just seems to me like this mod fits perfectly with STEP Extended; there's already Not so Fast - MQ, and Thieves Guild Requirements. I would actually rather see a slightly more fleshed out mod - something akin to TGR, but all the other Mages guild mods tend to go a little too far. I'm not sure about the functionality of the mod, but https://www.nexusmods.com/skyrim/mods/39780/? College Visitor Pass... as I said, I've never used it, and don't know anything about it performance or quality-wise, but the idea is solid. It is really an almost necessary addition to the game; it was ridiculous to be on some completely different playthrough, get sent to the mages guild to talk to someone but the only way you can get in is to join. And on the topic of playing a mage in Skyrim - first off it really is possible even at higher levels, in vanilla... perhaps a little annoying, but definitely possible. That being said, TTRSO is a really excellent (and modular) skill overhaul that stays very close to vanilla while just opening a couple doors, such as magic scaling with skill, and only requiring 3 peices of armor for the Heavy and Light armor bonus perks, amongst other things. Apocalypse spell package is great of course, but so is Forgotten Magic Redone, which adds a variety of class-specific spells that level up as you use them, and gain effects. -
is this the right place for mod suggestions? I suppose Vivid Weathers doesn't exactly fit STEP Core, but man is it beautiful, and it plays nicely with AOS, ELE, and so on. Rustic Clothing, Forsaken & Nordic Murals are all pretty amazing also. Stunning Statues of Skyrim is great and I personally like Real Ice much better than Just Ice from the Ruffled Feather, and at least with the right options is probably closer to vanilla as well. Not So Fast - Mages Guild Loot and Degradation Simply Knock ESF Companions - requirements only ... lol. This is all stuff that I use, from a STEP: Extended install with bits of Dreadflopps' packs, plus a couple things I took from SRLE... anyway these are the ones that I feel like make sense within the STEP mandate, at least as I understand it.
-
Incorrect FPS reading with 0.305?
baronaatista replied to shaunlewis's question in Post-Processing Support
I don't use any of those things and this issue was really bugging me out! Getting 1000-6000 fps values, but game functioned fine so I assumed it was an issue with the counter. Glad to hear that's essentially confirmed. Maybe I'll look into FRAPS or Afterburner? -
ACCEPTED Not So Fast - Mage Guild (by cdcooley)
baronaatista replied to WilliamImm's topic in Skyrim LE Mods
haha I know this is an old ass topic, but that article is fantastic. I've thought about writing one just like it many times over - and the terrible part is, you can apply the same logic with the same results on the companions and the college of winterhold quests as well. unnecessarily convoluted, often self-contradictory, and worst of all thematically inappropriate. The guilds of Skyrim were almost all fumbled - the dark brotherhood is the only one that escapes at least the thematically inappropriate title - it is, through and through, a guild of assassins. -
Is ENB truly broken for FNV?
baronaatista replied to baronaatista's question in Guide Support & Bug Reports
For anyone interested I seem to have solved my problem - I had 'Multi-display/mixed-GPU acceleration' set to multi-display performance mode in NVIDIA control panel for some reason. Setting this to single-display performance mode seems to have eliminated my transparency issue. -
Is ENB truly broken for FNV?
baronaatista replied to baronaatista's question in Guide Support & Bug Reports
I did indeed have Fix Transparency set to true, but no change after setting to false. I also have Fix Gamebugs to true? I haven't touched either value previous to this, so they are either defaults or set by Enhanced Shaders? -
Is ENB truly broken for FNV?
baronaatista replied to baronaatista's question in Guide Support & Bug Reports
Really appreciate the feedback, I'm not at all a stickler for my game looking perfect, and there absolutely are some things ENB does that I just don't want to play my game without, such as dark shadows, nights and dungeons/vaults. It was this "never-fade" bug or whatever the hell is happening that was really bothering me. I thought for a second maybe to do with FNVLODGen, but as soon as I set enbseries useeffect to false, it went away so I have to assume it's the ENB. -
Is ENB truly broken for FNV?
baronaatista replied to baronaatista's question in Guide Support & Bug Reports
I've followed all the typical instructions for ENB/modding in general; AA and Anisoptric Filtering turned off in launcher. Steam overlay is disabled. Same things set to off/application controlled in NVidia control panel.... I am running windows 10 and I've been hearing recently about it using it's own overlay, which I know nothing about. It does sound like basically... it works, provided you are willing to ignore a bunch of annoying glitches. How do people like Michael from GamerPoets create LetsPlay's with ENB then? or does it work better for F03? -
So I've read before that ENB is essentially broken for FNV, and when reading some of the readmes of ENB's I've downloaded, there are many warnings about graphical errors and glitches caused by the New Vegas engine with ENB. Then I installed Enhanced Shaders Neutral, which seemed like a sensible and performance-oriented preset... and while it looked quite good, within 10 minutes of playing I was seeing weird translucent edging around objects, objects getting set as never-fade so I can see the campfire in the goodsprings reservoir, through everything in the way, from chets store. Is this just pretty much what it is? ie. It'll work well every now and then, and not so well otherwise? or am I doing something wrong? I've used, with success, many ENB's in the past, both for Skyrim and I swear I had played a decent amount of FNV before with ENB, without issue....
-
pack Dreadflopps Modular patches
baronaatista replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
One more time, thankyouthankyouthankyou. Installed Vivid Weathers+ENB, my game has never looked better. The fogs, clouds, and snow effects from this mod are truly beautiful. Haven't seen rain yet, but I'm sure it's purty too. Love that I can tweak interior/night brightness and saturation in MCM. Seemingly all of my problems solved, and with less plugins, equal performance, and better quality. Really amazing. -
pack Dreadflopps Modular patches
baronaatista replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
So I finished everything, and the game is playing fantastic. All your stuff is working together beautifully (of course). I really can't thank you enough for creating these packs, the patches, and for all your advice here. If you have a patreon or something I'd be very happy to make a donation. I think though I may have a conflict with PNENB/its patch for CoT/TS/AOS/ESS/NLA and perhaps your ELE patches, or some of the other ELE patches. Everything seems to work fine, except nights and dungeons are just about vanilla brightness, whereas before your modular patches I had my nights and dungeons nice and dark, like I like them. Of course I don't know for sure as I have yet to seriously investigate all those links for learning conflict resolution you so graciously provided for me. My one thought is - I used PNENB mostly because of the patch for AOS and CoT/TS - which seems redundant if it's not working with your stuff. In game, I'm a little underwhelmed by the effects, and I've seen videos of Vividian that make me seriously think about it. However, the weather and lighting STEP pack by smile44 and hishutup (which uses Vividian) has been abandoned. Essentially, I'd rather install Vividian, ideally with CoT/True Storms, but I'm not sure how I'd go about getting it working with STEP. I'm aware SRLE uses (I guess Vivid weathers now, which looks great).... unsure about compatibility. I'm looking for advice - ditch PNENB I'm pretty much sold on. From there, I mean SRLE uses AOS and ELE just the same as STEP, and seems to only recommend fairly basic installation - I took a cursory glance through the conflict resolution sub section, and didn't see anything pertaining to Vivid weathers? It was a cursory glance mind you, as it seems odd to me that a major weather overhaul would have no conflicts with ELE/ELFX/AOS (though it does say on it's page its super compatible). I suppose the easier, guided method is to switch over to SRLE, but there is a decent amount of stuff going on there that I'm not interested in, I'd have to switch over my entire modular section from your patches, and create my own conflict resolution patch, all for an ENB and a weather mod to finish off my own Legendary Skyrim install. Is there anyone working on or thinking about a weather/lighting pack for STEP 2.2.9.2? Is it foolish to think that I, a layman, could do my own conflict resolution between CoT/TS/ESS/AOS/ELE (I suppose plus STEP patch and your patches) with Vividian ENB? or simply with Vivid weathers/STEP/modular patches and Vividian? Also, I realize that weather/lighting is not part of your packs, so if I'm being annoying and asking stupid questions, or if I should be asking them elsewhere, feel free to tell me to piss off. -
Green Rectangle Cursor on Black Screen Startup error
baronaatista replied to baronaatista's question in Guide Support & Bug Reports
truly, you are the man, and this community is ridiculously amazing. i hope i can contribute to it eventually. -
Green Rectangle Cursor on Black Screen Startup error
baronaatista replied to baronaatista's question in Guide Support & Bug Reports
okay so now I am trying to generate bash tags for the merged fixes.esp, and running into this error: exception number : 1exception class : EFOpenErrorexception message : Cannot open file "C:\Program Files (x86)\Steam\steamapps\common\Fallout New Vegas\FNVEdit\Edit Scripts\mteFunctions.pas". The system cannot find the file specified. -
pack Dreadflopps Modular patches
baronaatista replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Cant thank you enough for your patience and advice here. I've decided to smarten up and am now using many more mods from your packs, and have followed all instructions to a T. Gotten familiar with the basics of Merge Plugins, and I'm not sure why I was so intimidated. Had used the script in the past, and the standalone is as easy if not easier, and more comprehensive. I'm just about ready to merge your modular patches, but I'm stuck on the troubleshooting part with TTR Light Armor. Each time I build the merge, I get a Papyrus error listed in MO, specifically: ERROR (20:09:52.0855): failed to inject into C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Papyrus Compiler\PapyrusCompiler.exe: failed to access thread context. Please note that Mod Organizer does not support 64bit binaries! (The parameter is incorrect. [87]) I do somewhat remember choosing a 64 bit option when installing something recently, perhaps champollion? or Merge Plugins? The result is that - while everything seems to work fine, part/all of the "unhindered" perk just doesnt get copied at all to the merge. Tell me that I don't need to re-install Champollion as 32 bit and then re-build all my merges, as they are all essentially unreliable! lol. EDIT - I did indeed download the 64 bit Champolion. Removed, installed 32bit version... EDIT#2 - I am a fool. First, I had missed the line about the manual install of TTRSO in the guide, so I was using the non-DLC versions. Second, I think I solved my problem, which seemed to remain even after merging the proper plugins - the numbering of the Unhindered perk differed for me than shown in the picture, and it was not in the same row as the message in the opposite column; I had to drag it up and over, and it seemingly worked? Seemed intuitively wrong... Still wondering about the necessity to rebuild earlier merges because of the 64bit Champolion thing. -
Green Rectangle Cursor on Black Screen Startup error
baronaatista replied to baronaatista's question in Guide Support & Bug Reports
Alright so started clean. Began the guide, being super careful, and all was going well. Was able to launch 4GB without "-laa" argument. Then I installed ENB and ran into some troubles. So first, for me at least, it was necessary to place d3d9.dll in the 4GB folder. Second, it seems like running MO as administrator, if the FNV Launcher is opened, it resets the .ini's, both in MO and out, as well as all other launcher settings. It also seems like running MO as admin causes MO to skip the 4GB loader/NVSE I was eventually able to get everything working after resetting the .ini's and simply running MO as it is. -
pack Dreadflopps Modular patches
baronaatista replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
High Level Enemies - SIC Edition Description: Lets enemies continue to level up to provide challenge to players at higher levels. This function is already included for some enemies with OBIS and Skyrim Immersive Creatures. HLE extendeds this feature to even more creatures, even some that might be a little absurd (like mudcrabs and skeevers. Author: Dalquist Optionals: Install High level enemies Falskaar if you use Faslkaar. Special instructions: If you use Morrowloot Ultimate, download my replacement plugin and let it overwrite the original mod wondering what you mean with the "special instructions" line; essentially, merge your HLE MLU with HLE SIC? or just remove HLE SIC and use your mod instead? decided to use Immersive Creatures, and am getting rid of as many mods not in your packs as I can, as well as incorporating a couple more from them. still don't want to use everything though - as long as I'm not using much more, specifically conflicting mods, I should be okay yes? Essentially - don't want to let go of; Better Bookshelves, Realistic Humanoid Movement Speed, Predator Vision and Dawngaurd Arsenal - none of which seem like they should cause major conflicts? -
pack Dreadflopps Modular patches
baronaatista replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Appreciate the help, and yeah I realize that because I'm not using your packs exactly that giving too much specific advice is difficult. A couple quick questions; - The big one really was do I seem to be missing patches or installing unnecessary ones from your modular patches/CACO patches (CACO is really the reason for my coming to your guide in a more direct sense... I used directions and mod-lists from your packs to figure out what I wanted to use after my STEP Extended Install, at least for the most part, and had a pretty solid setup going - was getting the occasional CTD, but otherwise really solid framerate and smooth gameplay, but CACO, and the hope that perhaps these modular patches might help sort out that CTD issue, brought me here) - Is there a decent user-friendly guide to conflict resolution? - Are there some general principles behind the organization of mods in the left pane? I understand the basics of priority, but in terms of attempting to create my own pack, I'm not always 100% which mods should be taking precedence. On Immersive Creatures; - Last I played with it, which was not long ago, you could only disable "lore-unfriendly" creatures, and the nature of "lore-friendliness" is a bit contentious in terms of how the author sees it, as I understand. I was playing on the lore purist version when I came across that werewolf skinned as a Daedroth, that provided me with werewolf hide, and meat. It's not terrible or anything, it just felt out of place in the world. MLU; - Every mod I listed there are the mods I'm using in addition to STEP: Core. There are maybe 3-5 mods that I use that I haven't seen in your/smile44's packs (Unlimited Bookshelves, Mammoth Manor, Immersive Horses (way better than Convenient, if you ask me... though admittedly, slightly less convenient) Dawngaurd Arsenal, Morrowind's Legendary Rings, Legendary Artifacts, and Loot and Degradation). - now I know I'd have to take out Legendary Artifacts as MLU does it's own artifact re-balancing, I'm fine with that. Unlimited Bookshelves/Mammoth Manor I can't imagine there'd be an issue? Pretty sure MLR places it's rings in the world, so I don't see why there'd be a conflict there? If Dawngaurd arsenal and that Paladin armor/quest mod don't work, I'd drop them in a heartbeat too (though I do particularly like the look of the DG Arsenal stuff). Loot and Degredation maybe an issue? I know it is changing NPC leveled lists so they can have access to tempered weapons and stuff? That one I really don't want to let go of. Anyway, it doesn't seem like it should be THAT big a deal? But I don't know, and I don't really know how to tell. I am willing to learn these things, it's just... guides help. I'm not a programmer, and highly technical information goes over my head sometimes - I need it spelled out.

