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SRLE Extended Mod Suggestions


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Posted

LuvianSkyrim I can see your point and yes this tool would be invaluable very quick if it could be intergarted in MO.

 

but MO already a has a check of latest update feature so I really don't see the need for a seperate tool to do that.

Yea, but MO's tool is clunky at best.

 

It's not smart enough to figure out whether "v.FINAL" is newer than "v.5.1" for example.

 

Another example is "Even Better Quest Objectives Patches". It's smart enough to recognize "version 1.5.6.1" is newer than "version 1.5.6", but it's not smart enough to recognize that the "Update to Cutting Room Floor Patch" in my MO is newest file, because that file doesn't have a version number attached to it.

 

Regardless of above, I was just really thinking of SMC for 2 uses:

1) As a great texture pack

2) As a tool for you and Darth's SRLE/Extended, or Neo's SRLE

All the folks who follow these pack setups could always be sure they have the latest patches with 1 click, instead of digging through web history date/time one file at a time, to figure it out.

Don't you think this would be a great idea if it could be implemented?

Posted

Yea, but MO's tool is clunky at best.

 

It's not smart enough to figure out whether "v.FINAL" is newer than "v.5.1" for example.

 

Another example is "Even Better Quest Objectives Patches". It's smart enough to recognize "version 1.5.6.1" is newer than "version 1.5.6", but it's not smart enough to recognize that the "Update to Cutting Room Floor Patch" in my MO is newest file, because that file doesn't have a version number attached to it.

 

Regardless of above, I was just really thinking of SMC for 2 uses:

1) As a great texture pack

2) As a tool for you and Darth's SRLE/Extended, or Neo's SRLE

All the folks who follow these pack setups could always be sure they have the latest patches with 1 click, instead of digging through web history date/time one file at a time, to figure it out.

Don't you think this would be a great idea if it could be implemented?

Could be cool, however using the Nexus built in tracking feature has pretty much always worked for me. Mixing and matching textures from mods is nice though without having to do it manually.

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Posted

SMC is nice but you do lose a bit of control and it ends up taking more work to sort it out since SMC is more of a black box than anything else.  Vivid Clouds isn't an option, so if you add Realistic smoke you have to sort the textures to get the best.  Vivid Landscapes is an option, but it chooses a different mountain and farmhouse texture.  It still looks good, but setting it up to what you think looks best is a hassle.  The auto dds optimization option is great, but then you run into mods that shouldn't be optimized and it doesn't distinguish between those and those that it should optimize.  I used it for the longest time but I couldn't restrain myself and would end up adding way more HD textures than Skyrim thinks I should.

 

Darth, I'm doing the typo merge now and was going to add the Wyrmstooth patch as well.  Is there a reason you left it out that I'm not aware of?  It's a part of the tweaks package that SRLE uses for the Notice Board.

Posted (edited)

 

Darth, I'm doing the typo merge now and was going to add the Wyrmstooth patch as well.  Is there a reason you left it out that I'm not aware of?  It's a part of the tweaks package that SRLE uses for the Notice Board.

no reason why you cant add this as well in fact the reason i didn't add was I forgot about it lol. It wil be added to the merge in the guide.

Edited by Darth_mathias
Posted (edited)

Finally a paper world map for Falsakkar https://www.nexusmods.com/skyrim/mods/74912/?

and Wymstooth https://www.nexusmods.com/skyrim/mods/74601/? too I am so going to be trying both these out now.

 

was able to merge these and warburgs together no issue so far no problems however  MUST MUST MUST be last in the load order.

 

What do people think about adding Warburgs and these mods to SRLE Extended?

Edited by Darth_mathias
Posted (edited)

 

What do people think about adding Warburgs and these mods to SRLE Extended?

I really love the live map visuals with the 3D terrain and weather but in the other end the paper maps are more immersive so it's a though choice.

Edited by edynacio
Posted

I really love the live map visuals with the 3D terrain and weather but in the other end the paper maps are more immersive so it's a though choice.

Maybe this is one of the cases where I let you guys make up your mind. I've never liked the vanillia map so I will be using it. It was actually orginally in my LO back in the days before the wiki but it had issue with Vividian ENB but that all seems to have been fixed and with the latest updated i've gone back to it.

Posted (edited)

hey darth,

what do u think of this mod:

https://www.nexusmods.com/skyrim/mods/58815/?

 

--> makes guzzling too many potions hazardous

--> plus patch to improve HUD and toxicity threshold here:

https://files.enjin.com/631988/Patches/Chasing%20the%20Dragon%20-%20Toxicity%20and%20Addiction-TweakV1.6.rar

 

--> and while we're at it, an animated potion texture replacer?

https://www.loverslab.com/files/file/1628-potion-replacer/

 

edit: just saw this on nexus today:

https://www.nexusmods.com/skyrim/mods/74748/?

Edited by LuvianSkyrim
Posted

hey darth,

what do u think of this mod:

https://www.nexusmods.com/skyrim/mods/58815/?

 

--> makes guzzling too many potions hazardous

--> plus patch to improve HUD and toxicity threshold here:

https://files.enjin.com/631988/Patches/Chasing%20the%20Dragon%20-%20Toxicity%20and%20Addiction-TweakV1.6.rar

 

--> and while we're at it, an animated potion texture replacer?

https://www.loverslab.com/files/file/1628-potion-replacer/

 

edit: just saw this on nexus today:

https://www.nexusmods.com/skyrim/mods/74748/?

very interesting esspeically the toxicity mod i'll get he lordship to check these out.

Posted

Huh, this toxicity mod looks very interesting

 

 

very interesting esspeically the toxicity mod i'll get he lordship to check these out.

 

Yea, mod looks like it could add another "immersive" (ugh!) element to the game. No more guzzling massive quantities of potions without paying the consequences.

 

I believe it needs a patch for CACO, and a "cure poison" effect has to be available somehow in the game (either via potion and/or praying) to alleviate toxicity symptoms from heavy abusers.

Posted (edited)

hey darth & darkladyLexy,

 

how about this mod:

https://www.nexusmods.com/skyrim/mods/49421/?

 

--> reduces quantity of available food in game, compatible with iNeed

 

according to mod description: "it's immersive!!!" (lol)

also the patches for less lootable meat, no lootable crops, and interesting NPC's

makes managing/finding food essential when away from civilization

i'll take a look at this. as skyrim is meant to be a war ravaged country so there would be less food arround.

 

Edit been testing this and I some issue with it. It remove food from level list (which is good) but it also removes static food from world this is both good and bad eg. Dragonsreach; so I am to belive the Jarl (Agruabiliy local king) is to stave, and Jorvaskar (what are the companions going to eat).

 

It also would require a patch for things like ICAIO, RRR, ICW

Edited by Darth_mathias
Posted

Yea, mod looks like it could add another "immersive" (ugh!) element to the game. No more guzzling massive quantities of potions without paying the consequences.

 

I believe it needs a patch for CACO, and a "cure poison" effect has to be available somehow in the game (either via potion and/or praying) to alleviate toxicity symptoms from heavy abusers.

yes it does but one to keep an eye on.

Posted

Patches for You Hunger isn't necessary since all it does is remove food. If you keep it high in the load order and let all other mods overwrite it, all that happens is that some food will be added back in.

 

I used to have toxicity in my gameplay rebalance pack. I removed since I felt it broke immersion by adding another UI element to keep your eye on and I discovered that I wasn't using that much potions anyway so I didn't see any real effects of toxicity. I felt using CACO's feature that let's health potions work over time (5 secs) was enough. At that time I was using another mod that did the same thing (Immersive Potions by Nastakanoth). Sometimes when I actually spammed to many potions and saw the effects of toxicity (pulsing blur, heartbeats) the effects got stuck and I had to load an earlier save. This doesn't have to be a bug in toxicity, it might as well have been a conflict between mods scripts.

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