dreadflopp Posted May 19, 2013 Share Posted May 19, 2013 I've found the reason of CTD with latest XPMS. It was mod that adds new hairstyles(SGHair for me). I have insufficient knowledge' date=' but seems that some hair meshes are not compatible with latest XPMS.[/quote']Interesting... good to know. With SR base I haven't had an issue myself' date=' this could be why.[/quote']Actually I'm wrong. What was curve hands issue. I got latest version work because finally installed it right. Hairs is not a problem.Most funny moment is then I tried manual install from archives I did it wrong too- I considered that bolt placement options doesn't need corresponding skeleton variant. Can you explain a bit further Iroha? I've been sticking with the 1.6d xpms + cheskos quivers mod for now because I couldn't figure out this crash. I'm sure I'm not using anything more than you are, I'm using SR and a subset of the mods from your post (SkyRe etc) so the cause must be something we have in common. If you've fixed it I'd like to know the details please :)I don't use chesko's variant personally cause it's good for UNP females and not for my females bodymesh (awful clipping), but in general you should install it via external installer (not integrated in MO), choose Skeleton Rig Map, Vanilla, Bolts Quiver - Chesko, Back Hip Dagger and Back 1H Sword - CheskoActually it's a quote from SR guide.My error was choosing bolt placement options(any non-vanilla) without choosing chesko's variants - I selected BHD only. Once I installed Skeleton Rig Map, Back hip dagger equip/unequip animations, Vanilla (it is bolt placement option and dependent from next choice), Back hip dagger - crashes dissapeared.Reinstalled XPMS again and got it to work. I don't know what the error was. Had tried multiple installs before and I'm pretty certain I did it right but maybe I didn't. I too have saome serious clipping when running, the bottom clips with the hip quiver. What did you choose instead to get rid of the clipping? Link to comment
Iroha Posted May 19, 2013 Share Posted May 19, 2013 Reinstalled XPMS again and got it to work. I don't know what the error was. Had tried multiple installs before and I'm pretty certain I did it right but maybe I didn't. I too have saome serious clipping when running, the bottom clips with the hip quiver. What did you choose instead to get rid of the clipping?I choosed not to use belt-fastened quivers at all:) as default position almost perfect for me:) heheone minus - clipping with backpacks, but bow will clip anyway. I just hide weapons while no need in:) Link to comment
dreadflopp Posted May 19, 2013 Share Posted May 19, 2013 I choosed not to use belt-fastened quivers at all:) as default position almost perfect for me:) heheone minus - clipping with backpacks, but bow will clip anyway. I just hide weapons while no need in:)Ok, think I'll try that too! Link to comment
statmonster Posted May 19, 2013 Share Posted May 19, 2013 "Yet Another Skyrim Hardcore Mod" or YASH for short is worth considering. It was built with lots of input from the USKP team so it should be an easy one to fit into SR. It is very modular and it's Combat AI module works as a standalone amongst others. So far it hasn't had a great deal of attention by the community but it is effective and works very smoothly. A natural competitor to SkyRe. :) Edit: This is meant to suggest just using the combat AI module as a replacement for Duel, rather than trying to incorporate everything. Interesting. I remember looking at this a month or two back and being turned off by how much of a "change everything in Skyrim" sort of a mod this seemed to be. In particular I wondered how well it would play with all the other mods. (The advantage of comprehensive mods like this, or perhaps SkyRe, is that they get all the changes integrated together so you have fewer plugins and all the various alternations interact in a coordinated fashion with each other - the problem is that other people's mods (which one m,ay prefer to use for this or that feature)( often don't integrate into the new system very well without braking and unbalancing things.) Maybe just the combat AI section you point out wouldn't do that. In any case, I think it would be really nice to see a set of reviews laying out the different approaches of various combat mods and how well they integrate into the overall SR framework. (While some judgment of which is better or worse will ultimately need to be made, it's better to start off exploring the alternatives rather than rushing to explicitly weighing their relative merits.) Link to comment
Smile44 Posted May 19, 2013 Share Posted May 19, 2013 YASH is very modular now so you don't have to install everything as before. Though it does work very well I am not a fan of the way it makes you start so weak with 0 skill points as though the PC would not have trained or apprenticed at anything whilst growing up. Most of the rest is good though. The combat mod works very well and installing it alongside this mod's levelled plugins (also standalone) makes fighting very challenging especially if there are archers about. I would say that this makes the game more like Requiem but without the wholesale changes made by that mod. I am currently using these plugins but not the main .esp or many other less independent ones. YASH_CombatAI.esp YASH_DroppableQuestItems.esp YASH_ImprovedClasses.esp YASH_ItemsStats.esp YASH_OpenEncounterZones.esp YASH_PowerfulShouts.esp YASH_UnleveledEnemies.esp YASH_UnleveledLoot.esp So far these are all working well and I would recommend anyone who would like a game that knocks all other combat mods out of the park. OK that is a subjective statement but it could well be true. :) P.S. The encounter zones make the tougher bosses more rare but you can encounter them at any level. Also if you are being chased by anything including draugr, they will follow you out of the cave, dungeon, castle etc.. Link to comment
statmonster Posted May 19, 2013 Share Posted May 19, 2013 Thanks. What actual changes does YASH make to combat? Archery? Close combat? (Stamina, bashing, critical damage, perks, power attacks, healing/regeneration, AI, etc.) Stealth/Sneak? Or is it all pretty much black box and you like the ambiance it creates? Does it play well with other ST mods? (For example, does it's AI work well with or interfere with the AI changes in SkyTest?) Any external mods you avoid using when using this (and why?) or any external ones that really complement it? (It modifies a lot of plant nifs - does this work OK with Vurt, Lush, etc?) Not working with existing saves makes it hard to test mid-level+ play, which IMO is where these mods really need to work well. IT also makes the commitment to this mod pretty substantial - if I decide I don't like it that whole play through goes in the bin. The fact that actual numeric effects are never discussed in the Read Me and the warning about compatibility are (mild) caution signs to me. Hence my questions to you to try and tease out exactly what it does do. Link to comment
Smile44 Posted May 19, 2013 Share Posted May 19, 2013 Thanks. What actual changes does YASH make to combat? Archery?Close combat? (Stamina, bashing, critical damage, perks, power attacks, healing/regeneration, AI, etc.)Stealth/Sneak? Or is it all pretty much black box and you like the ambiance it creates? Does it play well with other ST mods? (For example, does it's AI work well with or interfere with the AI changes in SkyTest?) Any external mods you avoid using when using this (and why?) or any external ones that really complement it? (It modifies a lot of plant nifs - does this work OK with Vurt, Lush, etc?) Not working with existing saves makes it hard to test mid-level+ play, which IMO is where these mods really need to work well. IT also makes the commitment to this mod pretty substantial - if I decide I don't like it that whole play through goes in the bin. The fact that actual numeric effects are never discussed in the Read Me and the warning about compatibility are (mild) caution signs to me. Hence my questions to you to try and tease out exactly what it does do.Combat AI"Enemies are now smarter. They'll dodge and block your attacks more often, be more aggressive when you give them openings and know whether it's time to flee or time to continue fighting. More than 100 AI stats have been altered to improve the combat system." In game this is a bit like playing against other players, in that they will switch from melee to ranged and back again as needed, block, use potions. Especially higher level enemies like bandit chiefs for example. Archers will take quite accurate pot shots at you and although it wont necessarily be a one shot death, you need to pay attention. Once you start getting at them they will move around waiting for you to come out of cover. "All enemies have their weaknesses and resistances. I won't spoil anything here, you'll have to find out which weapons and spells work best by yourself using some logic. While nothing prevents you from using always the same weapon against all enemies, if you really want to survive you'll have to use the right weapon for the right enemy." I'm not sure yet if there is a clash with Sky-TEST without the main mod I find no mention of animal AI, but this one might have a clash. "YASH_ImprovedClasses.esp - with this ESP enabled all NPC and creatures receive a bonus to all attributes and skills. Leave it disabled if you find the game too hard. It can be used as a standalone mod [requires DG, HF, DB and USKP]." This does make the game pretty hard, to be fair. It's the combination that makes it so involving. The main YASH.esp is the one that requires a new game to be started and as a mod with it's companion YASH_AllOptionals.esp does require a new game. I installed the modules on an existing game and they work right off the bat, but as always best to have that clean save to go back to. Only the combat module is needed to replace Duel though, as far as I can tell. You should be able to try it out on a mid to high level save and get an idea how it works for yourself needs all DLC and UPs but you know that if you've read the nexus page. I am no expert at the modding side, though I am learning, so I can only give you gameplay information. This should be investigated further though as I think it could be one of the best kept secrets on the nexus - no-one seems to know about it.IMO :) Edit: There are numerous clashes in the selection I'm currently looking at. Mainly the stats one has a problem as you might expect but most of these are a last one in the load order type of thing. The Combat AI seems to have a minor clash with Extensible follower framework but again I don't know if it's a last one loaded wins type of issue as it is items like weapon damage, weight etc.. which are deliberate changes by the mod. I expect load order might need to be adjusted via override in BUM. A more mod jargon literate personage with sufficient curiosity would need to look to answer your questions fully but I believe it could be well worth it. Link to comment
Neovalen Posted May 20, 2013 Author Share Posted May 20, 2013 Good news everyone, Duel - Combat Realism is back on the Nexus. LogRaam sent me a personal private message informing me of the news. The comment thread is locked and the description is basically a "Enjoy the mod." instead of the detail it was before. I imagine there will be no further updates but the latest version is available for download. Link to comment
Aiyen Posted May 20, 2013 Share Posted May 20, 2013 Great! Hope that ends this whole soap opera thingy that is going on. Link to comment
bpr5016 Posted May 20, 2013 Share Posted May 20, 2013 If we update a mod from an old version to a new one, do we have to reapply the changes in the SR guide such as "apply filter for cleaning" or "does not carry changes from DLC / unofficial patches"? Link to comment
Vond Posted May 20, 2013 Share Posted May 20, 2013 Yes, unless the new version fixed those things Link to comment
Guest garazh Posted May 20, 2013 Share Posted May 20, 2013 Hello guys. I have given up trying to find some information about Serious HD Retexture 2.0 in this thread. So could someone please explain why isn't it included in SR? Link to comment
WilliamImm Posted May 20, 2013 Share Posted May 20, 2013 Hello guys. I have given up trying to find some information about Serious HD Retexture 2.0 in this thread. So could someone please explain why isn't it included in SR?Neo's looking for a chance to review it, last I've heard about it, but he seems to have forgotten about Serious 2.0. I'll ask Neo about looking over that mod soon. Link to comment
Guest garazh Posted May 20, 2013 Share Posted May 20, 2013 Alright, thanks. I'll be patiently waiting for his review then:| Link to comment
dstansberry Posted May 21, 2013 Share Posted May 21, 2013 Stupid "not bright enough to tie my own shoelaces" question: In the instructions for making corrections to Skyrim Coin Replacer, I'm puzzled by this instruction:Expand "Cell">"Block 7">"Sub-Block 6" and select the "0005B91B" node.Drag the "XCLW - Water Height" from Update.esm to SkyrimCoinReplacer.esp. To my inexperienced eyes, it would seem to be circumventing the changes made by the Unofficial Skyrim Patch (the Water Height actually matches the USKP - it "feels" like we're going backwards here). Is update.esm supposed to supercede the USKP? Or am I just confused about what the edit is doing? dstansberry - I have merged all your posts into one. For future reference please kindly refrain from posting multiple times in a row - for consistency and clarity on forums. Thanks. -rootsrat- Edited my own drivel for clarity In the instructions for Langley's Wood Metal and Stone, it says: If using Skyrim Realistic Overhaul, also exclude the following file:â—¾Textures/architecture/highhrothgar/hhfloor01.dds The optional update also includes the normal file, hhfloor01_n.dds, but the instructions don't indicate that it should be excluded. Is this by design? Or are we to leave it out as well? In the instructions for Ultimate HD Fire Effects, it mentions SMIM Compatible Meshes a one of the optionals. Perhaps I'm simply overlooking it, but I can't see it among the list of available files. Link to comment
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