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Skyrim Revisited Pre-Release Feedback


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Skyrim Uncapper is working for you guys? If somebody can confirm, please change in the .ini in SKSE folder, add '2=2' under PerksAtLevelUp level and do the test. Every level above should give you 2 perks now. Don't forget to set bUsePerksAtLevelUp=1. The do the test leveling up.

I am sad is not working, I need it to play properly with SkyRe.

So far I am getting this weird bugs... Acquisitive Soul Trap not sorting by BOSS, Uncapper not working.. that kind of stuff. But no CTDs.

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So I just finished adding all of the Dragonborn weapons and shields to DSPSOB' date=' and it seems to be working completely with vanilla skyrim + the 2 expacs. I'm not really sure what to do with it now though... I'd like to share it with everyone but I dont know what the protocol is on that. I didn't do it as a patch, I did it as a straight upgrade to the mod. Any thoughts?[/quote']

Was actually going to do this myself when I found some time, as well as make shields on back togglable (via MCM or other method) before putting it back into the guide.

 

The author (DarkPhoenixxy) had in the past authorized me to create patches for the mod and pasted a link in his description page to it. Send me a PM and perhaps I can throw some of my stuff on top of yours and publish it on that page. Of course I would provide appropriate credits to you. What I have out there now is outdated as I have not had a chance to work on it with the guide taking up my time and all. (here is the link in case anyone is interested, but as I said it's old and outdated)

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Okay so I have done some extensive play testing, and I got no problems entering or leaving Castle Dour. Only place I get problems is around Riverwood because of the high amount of stuff going on there.  

Full playthough up till the first dragon kill and only 1 CTD leaving Riverwood the first time, and 1 game frezze while in the barrows. But otherwise no issues.

 

Might remove a few mods that I do not really think attributes anything vital to the game to improve stability.

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So I just finished adding all of the Dragonborn weapons and shields to DSPSOB' date=' and it seems to be working completely with vanilla skyrim + the 2 expacs. I'm not really sure what to do with it now though... I'd like to share it with everyone but I dont know what the protocol is on that. I didn't do it as a patch' date=' I did it as a straight upgrade to the mod. Any thoughts?[/quote'']

Was actually going to do this myself when I found some time, as well as make shields on back togglable (via MCM or other method) before putting it back into the guide.

 

The author (DarkPhoenixxy) had in the past authorized me to create patches for the mod and pasted a link in his description page to it. Send me a PM and perhaps I can throw some of my stuff on top of yours and publish it on that page. Of course I would provide appropriate credits to you. What I have out there now is outdated as I have not had a chance to work on it with the guide taking up my time and all. (here is the link in case anyone is interested, but as I said it's old and outdated)

NotARobot has sent me the files (I tried to reply to him but his PMs are disabled on the forum) and I will look into it once I've finished the Dragonborn update cycle.

 

As a note: I think I'm now caught up with everything I missed by being gone for 2 days. Thanks to everyone for posting.

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With regards to the ASG (Soul gem mod) problem with BUM and BOSS then it will not recognize it if you have SkyRE or some other mod installed. This is because they are not compatible at all I think, and it actually says so in the blue rule which comes before ASG in BUM.

 

I guess its a service done to lessen the problems running with SkyRE, but it would be nice if it was in plain text somewhere.

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Curious why are you picking Winter is coming cloaks as craftable only?  You don't want them in the leveled loot? Also we don't install the patch for cloaks of skyrim?

 

Wet and Cold will add items to NPCs dynamically so the author states only to use crafting module.

 

I'm guessing its so we don't have to do a Bashed patch and still avoid incompatibility with Cloaks of Skyrim. There was an issue with the bashed patch restoring changes that needed to stay changed.

 

I will relook tonight at leveled lists but last I looked bash patch wasn't doing a great job at least in default configuration.

 

Incidentally, closer quivers longer arrows was updated today, and now has an all in one installer package.

 

Will be looking at this tonight.
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Is there a conflict somewhere...in first person after killing someone I see blood on my hands/arms but when I go to 3rd person view there is no blood. Am I missing a setting somewhere maybe?

 

That's a vanilla game issue. Blood decals are not generated on the player in 3rd person when in first person and vice versa.

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