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Skyrim Revisited Pre-Release Feedback


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getting really annoyed now fight and bunch on bandits die then CTD, reload fright the same bandits again die then CTD I'm pretty sure it's OBIS causing this issue

but just wanted to check if anyone else is having this issue I bhave  added a few extra more these are

 

Perma

Perma compatbilty

Skytest + SkyTEST Integration Project

pumping iron

bard song overhaul

Inigo

Sofia

Morskom Estate

and KenMOD - Lockpick Pro - Cheat

 

it could be one of these but it is only after dyinhg to bandits that CTD occurs so pretty sure it's OBIS.

Were it Crow Bandits?

There have been reports about this very bandit type from OBIS causing CTDs, especially in combination with ASIS. Indigoblade already announced version 2.01 which is supposed to address this issue.

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TirigonX I am not using ASIS not sure what bandit they are they are the  bandits near nightengale inn these have killed some imperial soliders and stolen there gear then the try and hassle me for money so i fight them instead.

died twice and both times CTD

 

i have noticed i had the Immersive weapons replacement esp from perma compabilty but i don't actually have Immersive weapons mod installed so removed that now.

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I've had a couple of scripted NPCsmissing in Whiterun. Uthgard is missing from here scene by the stables - though the guy talking to here us there and says his lines (from Cutting Room Floor). The guy talking to the blacksmith about swords for the imperial army is missing - though the blacksmith is there and says hers.

 

I ran into both of these later (Uthgard in the Benneted Mare for example) and they behaved normal.

 

I'm wondering why they are missing from their scripted scenes. (I think I have actors turned up enough to catch everyone.)

 

There's a way to fix that. Look for (in Skyrim.ini) fPostLoadUpdateTimeMS and increase it.

 

That should give more loading time and stop issues with scripted convos like what you're seeing with Uthgerd for example. Mine's set to 2000. Yet to have an issue with the two NPCS you mention using this setting.

 

Note obviously this may make load screens longer, but swings and roundabouts.

Edited by Nozzer66
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I have a question. When we have to merge esp. It says every time on the SR:LE guide

 

Custom Options:

  • Uncheck "Renumber FormIDs"

 

I just want to know if this option is still correct because Mator says whe shouldn't do this. In the description of his last version of Merge Plugins xEdit Script https://www.nexusmods.com/skyrim/mods/37981/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D37981%26preview%3D&pUp=1

 

 

Renumbering options:
A new option called "Renumber conflicting FormIDs" has been added. This is the best of two
worlds in that it only renumbers the records that need to be renumbered to avoid fatal conflicts
(duplicate FormIDs), but doesn't renumber everything so esoteric issues relating to renumbering
FormIDs are mitigated. You should always use this option, resorting to "Renumber all FormIDs"
only if merging with "Renumber conflicting FormIDs" isn't creating a functioning merged plugin.

You should never use "Don't renumber FormIDs" unless you know what you're doing and are
prepared to face the issues associated with duplicate FormIDs.

 

Do we still have to Uncheck "Renumber FormIDs" like it said in the guide or do we should check Renumber conflicting FormID's like it said in the description section of Merge Plugin Xedit.

Edited by Elador
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There's a way to fix that. Look for (in Skyrim.ini) fPostLoadUpdateTimeMS and increase it.

 

That should give more loading time and stop issues with scripted convos like what you're seeing with Uthgerd for example. Mine's set to 2000. Yet to have an issue with the two NPCS you mention using this setting.

 

Note obviously this may make load screens longer, but swings and roundabouts.

I've actually seen instances where a similar issue is caused by Wet and Cold-scripted outdoor scenes only have one person present because workers stay out by default but townspeople go in.

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I have a question. When we have to merge esp. It says every time on the SR:LE guide

 

Custom Options:

  • Uncheck "Renumber FormIDs"

I just want to know if this option is still correct because Mator says whe shouldn't do this. In the description of his last version of Merge Plugins xEdit Script https://www.nexusmods.com/skyrim/mods/37981/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D37981%26preview%3D&pUp=1

 

 

Renumbering options:

A new option called "Renumber conflicting FormIDs" has been added. This is the best of two

worlds in that it only renumbers the records that need to be renumbered to avoid fatal conflicts

(duplicate FormIDs), but doesn't renumber everything so esoteric issues relating to renumbering

FormIDs are mitigated. You should always use this option, resorting to "Renumber all FormIDs"

only if merging with "Renumber conflicting FormIDs" isn't creating a functioning merged plugin.

 

You should never use "Don't renumber FormIDs" unless you know what you're doing and are

prepared to face the issues associated with duplicate FormIDs.

 

Do we still have to Uncheck "Renumber FormIDs" like it said in the guide or do we should check Renumber conflicting FormID's like it said in the description section of Merge Plugin Xedit.

His new version 1.8 works differently. I haven't yet had a chance to evaluate... maybe tonight if I can finalise my Gpu oc.
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I tired Animal Tweaks a bit. 

 

  • It looks like you pretty much need to run Combat Evolved (and maybe another combat mod such as Deadly Combat or Duel Combat) with it.
    • This combination makes damage output for everyone much higher leading to very short combats (usually 1-2 arrows or weapon strikes to end it.)
  • It does a lot more than tweak animal behavior, it massively ramps up the difficultly of animals in combat:
    • better tactics
    • take more damage
    • have various damage negating abilities (some avoid melee or ranged damage, others avoid various magical types of damage etc.)
    • inflict more damage
    • poisons etc. are much more dangerous
    • various special abilities too (I'm pretty sure trolls are very dangerous if you lack copious amounts of fire)
    • most animals level up with the PC

For example, the spiders in the room in Helgen would almost always drive Hadvar to his knees and then kill the PC unless you were pretty lucky/competent. 1-2 hits with their poison would basically end your ability to fight effectively after which they would easily finish you off with 1-2 bites.  Without the extra damage output of mods like CE and Deadly/Duel Combat, this fight would be almost suicidal.

 

The wolves on the route to Helgen could generally take down Hadvar and 1-2 in melee were very dangerous to the PC.

 

I would recommend this for someone who wants difficult animal encounters. It also seems to really favor archery (and perhaps sneak) builds over melee builds (not sure about magic as I basically never use offensive magic) as the key is taking down down enemies before they can strike. Animals with ranged poison (spiders, chaurus) are extremely dangerous. Alternatively, or better yet in addition, having an essential/protected tank follower to suck up the massive amounts of lethal damage various creatures can put out seems very prudent with this mod.

 

It had patches for several mods (SIC, OBIS, etc.) but also looked like a would take a few TES5Edits to work with my SRLE + setup.  Seemed to work well (i.e. was stable, etc.) once this was done and technically seems well done (from what I could tell - which might not be a whole lot).

 

I decided to remove it as I want the fighting to be interesting and provoke me to use a bit of caution and tactics but not be especially dangerous - it's hard to role play if you are constantly reloading from kills.

 

I did see a video of another animal mod where they feared fire and would stalk at night you for a while (staying just out of sight but making noise) rather than attack straight away if you were carrying a torch which seemed interesting - giving a bit of creepy/danger vibe.

Edited by statmonster
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To expand on Animal Tweaks,

 

I have been running with it along SRLE for a couple days now and it does a good job overall but I had to tweak it a little to not make it a huge pain in the as (aka: dying a lot).

With the Base Game Optional, the damage increase is most of the time easily healable with over-time healing effect (like Perkus 8sec healing potion). I found the damage increase to be fine and simply added more fun/challenge, when played at Adept difficulty that is.

The REAL bugger with this mod is the knockdown spam from bear, sabre cat, troll, etc. If you get hit one-time by them you'll pretty much get chain knocked down until you die. I died 5+ time trying to kill 2 sabre cat before I gave up and removed the knockdown from the mod.

It's true however that if you are a melee-centric character things can get rough, even with the knockdown off, unless your weapon are enchanted with fire dmg since most creatures have increased physical dmg resist. I personally always use a combination of range and melee so I don't have this problem.

 

I'm not sure if Neo is planning on expanding the "gameplay" side of SR:LE but I tweaked my modlist a little more and I'm feeling satisfied with these mods:

 

Rebirth Monster with SiC Patch without the GMST changes, with manually removed bandit conflicting with OBIS and setting the named boss level back to HLE settings (Dragon Priest from level 90 to 50, etc)

Makes all draugr, vampire, forsworn, etc more interesting with the use of non-overpowered unique spell, when played at Adept.

 

Combat Evolved without the GMST changes, I really only wanted the Combat Style changes and NPC Spell Damage increase. (the Spell Damage increase is really nice when playing at Adept difficulty)

This mod make a bunch of GMST changes and it's really hard to find information on what exactly each of these GMST do and how they will affect your gameplay.

I prefer to not use them, but instead create my own ESP and use only the GMST I want and that I know the impact it will have on my gameplay. See bellow.

 

Animal Tweak with Base Game Balance optional (trust me you want this) and manually removed all knockdown effect.

 

Imperious - Races of Skyrim. To my surprise, this mod made a bigger impact then I anticipated. Seeing humanoid NPC using their racial abilities really spiced up combat even further.

 

Deadly Combat without the GMST that affect damage output (fDamagePCSkillMin/Max and fDamageSkillMin/Max). I found the reduced Armor GMST to be fine.

I moved from Duel to Deadly Combat and I don't regret it one bit. The staggering and locational effect are perfect.

However I'm not sure if a script-based combat mod is a good idea in combination with a script intensive mod like Frostfall. I personally have no problem with only Wet and Cold.

 

I created my own ESP with all the GMST I actually cared about. Mainly:

The 1x in-combat regen settings from Combat Evolved for faster paced combat.

The encounter difficulty settings from Rebirth Monster.

Reset fDamagePCSkillMin/Max and fDamageSkillMin/Max to 1 (from Requiem) in order to keep a true Adept difficulty 1:1 ratio.

Plus a couple other.

 

And of course, the almighty Perkus Maximus.

Edited by FCqt
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Lots of updates tonight... mostly catch up. Still need to evaluate the updated merge script. I think Sparrows now (mostly) all-in-one mod can be placed where Better Dynamic Snow currently sits for best results however I did not have time to write up the installer so I'll do that tomorrow. Someday I will have all the mods converted to the FOMOD installer format...

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