-
Posts
20 -
Joined
-
Last visited
Everything posted by vestan
-
Hello. I'm using an overhaul called "Yash 2" and was wondering if anyone of you guys knows how to reduce enemy spawns back to vanilla? What records control the number of enemies that spawn? Thanks in advance for any info/help.
-
Hi. Any of you guys ran YASH2 and any of the following mods alongside? Andromeda - USS Morningstar - MRS Thunderchild Sacrosanct Apocalypse Cosmic Spells Summermyst .. yeah, I'm an Enai mod enthusiast. Alternative to Summermyst .. Worlds Dawn (oldrim .. reported to be working fine on SE). I'm also wondering if anyone knows what the deal is with YASH having levelled lists with 100 items, what's the purpose behind that? I'd also love to be able to recreate YASH levelling but using the uncapper - problem being I have no idea what values the author of YASH used in the levelling. Anyone got any idea where those might be? Cheers.
-
It's created by FNIS I believe, there is no meshes folder in the skyrim\data folder, just the skyrim - meshes.bsa. I tried creating a new folder in data \\meshes\\actors\\character\\animations\\female and added a \\male folder too, the installer ran but no installers were listed so I ran it again and got the same error, went back to my data folder and the meshes folder I had created had been deleted .. strange stuff. Thanks.
-
Hi. I've just got a new rig, installing skyrim, I'm using MO and the latest ver. of WB and have encountered an error. I am having a slight issue when clicking on the installer tab in WB, I get the error: Traceback (most recent call last): File "bash\basher\__init__.pyo", line 3690, in OnShowPage File "bash\basher\__init__.pyo", line 2705, in ShowPanel File "bash\bosh.pyo", line 7591, in irefresh File "bash\bosh.pyo", line 5989, in refreshSizeCrcDate File "bash\bolt.pyo", line 696, in size File "genericpath.pyo", line 57, in getsize WindowsError: [Error 3] The system cannot find the path specified: u'E:\\Program Files (x86)\\Steam\\steamapps\\common\\Skyrim\\Data\\meshes\\actors\\character\\animations\\female I only have 150 or so mods installed, the only line I recognise is 57 and that is where my FNIS.esp is. It's no real biggie as patching seems to work fine, but I'm interested to know if there's a quick fix to resolve this error - I've never seen it before, and I've used WB for years with little understanding of how it really works and never had any probs whatsoever. Ta!
-
I believe I used RLO awhile back but had problems with torchlight in Breezehome, the light AOE cast from the torch turning on and off. I may have actually had RLO run alongside CoT when I first noticed the adaptation problem, so I uninstalled. If I recall the problem with adaptation blindness continued without RLO, so I uninstalled 'CoT darker dungeons/nights' and haven't had the problem, but everything is too light and I can see too much now ... lol, no pleasing some people. :D I've just gotten ULO https://www.nexusmods.com/skyrim/mods/37846/? I'll give this a whirl, see if it plays nice, then consider trying out 'CoT darker nights/dungeons' alongside and see if the problem crops up again. Thanks for the help.
-
What you experience is adaptation kicking in since word walls and spells are rather bright. So would you expect everyone to have this problem? I was just wondering if maybe getting a new better graphics card may have helped .. maybe not Relighting skyrim, ELFX and RLO are options for interior lighting. I may have had a look at those, but as far as I recall, practically all lighting mods I've seen just do little tweaks to the lighting (as you've said). Thanks for the recommendations, I'll check them out. Thanks.
-
Hi. I know Climates of Tamriel isn't a STEP module, but I thought I would post this question here and hopefully get some expert advice. When I install the 'darker dungeons' optional file with CoT, whenever I get near a word wall or get hit with a spell, the entire screen goes black for a few secs and I can't see. I was reading that you may have to use an ENB with CoT, but the fact is I don't want to use an ENB (my system is kinda' old). Does anyone know of any solution I may be able to try? Or an alternative to CoT - darker dungeons to make the dungeons more foreboding, vanilla dungeon lighting and the majority of lighting mods I've seen that just tweak the ambience don't really cut it for me personally. Thanks for any info anyone can provide.
-
Hi guys. I'm not sure if this should be a question posted for this particular forum as I don't use a full S.T.E.P setup. If it isn't something that should be posted here, I do apologize and plz just delete the thread. I've been having this issue with no random dragon encounters for awhile, and was really just looking for some info. on how to go about hunting down what may be causing the issue. I've read it may be Deadly Dragons mod (although I doubt it as DD doesn't directly affect game generated spawn) or it maybe an unofficial patch conflict (some people are apparently having the same issue with no mods, just the unofficial patches installed). I'm just wondering if any of you guys have encountered similar problems?, and what I should be looking for to remedy the issue. Thanks in advance  for any help or advice.
-
Thanks man. I'll check that out. Cheers.
-
SKYRIMLE Use both Xbox 360 controller AND Keyboard SIMULTANEOUSLY
vestan replied to youtoo's topic in Skyrim LE Mods
Oh, I was really just looking for a solution to that problem. :) I may as well just stick with using the a button. Thanks for the offer anyway. -
Hi. Do any of you guys know of a mod that changes loot, removing say, like 80% of stuff like heavy armor/weapons and replaces it with a gold/gems equivalent? I'm getting peeved with becoming over encumbered, and I have this crazy idea that chests should contain valuables like gold etc., not big weapons that the bandits protecting the chests should actually be using to protect their stash. Thanks.
-
SKYRIMLE Use both Xbox 360 controller AND Keyboard SIMULTANEOUSLY
vestan replied to youtoo's topic in Skyrim LE Mods
-
As you've stated, with the programming for the AI already in place I believed (probably incorrectly .. lol) that perhaps it would have been a simple fix. I didn't know that all npc's are loaded when you start the game, I thought they were cell dependant. I thought perhaps a function of the AI to ensure the npc is in the correct location at any given time upon entering a cell was what was originally intended in game, as you enter a cell or fast travel the game engine reads the cell you are about to enter and quickly sorts the npc's into their relevant positions, and if that means bed then bed it is, not having a fixed location and have them move to their time dependant/designated location upon entering the cell. I do understand that upon entering cities for the first time you do run into instances being played out (attack in the market of Markarth, someone getting the chop etc.) and these instances may have thrown what was originally intended regarding locations of npc's being in bed, and would probably prove to be too complex for a work around for any potential mods that ensured empty streets upon entering a cell. So I guess I won't be seeing a mod that covers this anytime ever, but thanks for the explanation. Cheers LP.
-
I'm planning on DL'ing this mod and using it at some point, I like the immersion, speaking of which: This isn't a request for the mod to be made if one doesn't exist, but does anyone know of a sleep mod that controls the NPC's so they stick to their routines? I find it kinda' immersion breaking to turn up to a town at 3 in the morning to find everyone still wandering around and playing as a vamp can be hard work looking finding a ready meal. I'd love to see a mod that extends this idea to bandit camps, that manages to put most of the bandits to sleep in the early hours of the morning too. Anyone know of such a mod anywhere? Thanks.
-
Just saw this posted up on the nexus and thought it may be a useful resource for the STEP community if they are wanting to quickly merge core mods from the STEP set up. (I tried posting this in the 'Guides and resources'  section but couldn't start a new topic). It'll probably need some testing by you guys, but it may be a useful resource to jump on. https://skyrim.nexusmods.com/mods/37981/? Â
-
wanted Installing ASIS and SkyRe with some additional stuff
vestan replied to Iroha's topic in Skyrim Revisited (retired)
Just reading through Irohas OP and I have a question. I was looking to use ASIS alongside moonlight tales, werewolf mastery, deadly dragons, and immersive armor, so after following Irohas instruction to the letter, what happens if I want to add or remove more mods. I read somewhere that adding/removing mods from the load order can break the game saves. I've used MT + WM + DD + IA and just used t3endo's reproccer with no problems in adding or removing mods, just running a bash patch and then T3ndo's reproccer after adding or removing mods. It seems adding ASIS involves having to add Balbour and Steelsouls reproccer, an ASIS reproccer and a number of patches etc. that could seriously complicate reordering your load order if you move around any mods. Cheers. -
Cheers. I'll follow that guide to the letter, and hope for the best .. lol (I'm new to this modding malarkey) Thanks.
-
Do you (or anybody) know what's happening with his 'last seed' project? It was supposed to synergize with T3ndo SkyRe wayfarer tree I think, but the last version for SkyRe is the final one T3ndo is doing I believe, and I haven't seen anything about 'last seed' progress for ages.
-
-