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Everything posted by Neovalen
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Upload optimized BSA's from the STEP wiki
Neovalen replied to AngryEeyore's question in General Skyrim LE Support
Thank you (and the rest of the STEP/Wiki team) for the answers and all the hard work. -
Upload optimized BSA's from the STEP wiki
Neovalen replied to AngryEeyore's question in General Skyrim LE Support
Good to know, I'll have to search for that thread. The main reason I'm doing it isn't for performance reasons but for disk space on my SSD. Doubling up textures takes up double the room. -
Upload optimized BSA's from the STEP wiki
Neovalen replied to AngryEeyore's question in General Skyrim LE Support
I gave it a try replacing the Skyrim - Textures.bsa with just the optimized. Didn't work, just ended up with a crash. Replacing the DLC packs was fine however. -
optimization best practices?
Neovalen replied to SmegmusMagnus's question in General Skyrim LE Support
I followed the guide to the letter. (which includes getting rid of the png and txt files) I'm not sure what happened but it seems to have gotten farther this time. I made sure to exclude the files explicitly marked as corrupted by DDSOpt in the instructions. Now I'm going to go to bed so maybe I can actually install STEP tomorrow after this run is done. :) -
optimization best practices?
Neovalen replied to SmegmusMagnus's question in General Skyrim LE Support
Argh, frustrating. Followed the wiki guide for DDSOpt and apparently it blue screened while I let it run for the last 3 hours. Ah well, starting it over again and hopefully with better luck this time. -
HighResTexturePack DLC INI vs ESP
Neovalen replied to Neovalen's question in General Skyrim LE Support
Thank you for the reply, that is what I figured. :) -
HighResTexturePack INI vs ESP. It was my understanding that now Skyrim took bsa loaded by esp and THEN loose files now so this tweak was un-necessary. I noticed the latest STEP guide still modified the ini files instead of just using the esp. Is there a difference I should be aware of?
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SKYRIMLE The Chronicles of Steel -Skyrim- Realswords
Neovalen replied to Shinteo's topic in Skyrim LE Mods
The latest version of the bash docs are here.Excellent, thanks. -
SKYRIMLE Every city have various guard oufits TS Edition
Neovalen replied to SIMONTOYOU's topic in Skyrim LE Mods
Personally I've been a fan of the current STEP recommendation but I use the last version which did not use non-vanilla helms. -
SKYRIMLE The Chronicles of Steel -Skyrim- Realswords
Neovalen replied to Shinteo's topic in Skyrim LE Mods
Will the new STEP include instructions/guide on how to create a bashed patch? (or anyone know of a QUICK step by step?) Really thats the only function I'm looking to get out of Bash. -
DROPPED More Dynamic Shadows and Striping Fixed (by puuloo)
Neovalen replied to skwareballz's topic in Skyrim LE Mods
Definitely one to watch, but when I tried it I got ADDITIONAL shadow striping in the Riverwood areas. Helgen keep is also over-bright in some areas. I haven't really looked at the mod outside of this context. Additionally, sometimes light "flares" would happen (lighting completely changed when turning camera angle in the cave in Helgen Keep).I tried various ini tweaks to try and fix even increasing my interior shadow distance to 5000 to no avail. When it works it works well, when it doesn't it sucks. When it becomes more mature and he fixes the deleted records this mod will definitely make it onto the list I'd imagine. It's just not there yet. -
Mod: AKM - Advanced Kill Moves Unlocks every stable animation to every fitting weapon or weapon combination.Unlocks kill moves to: left hand attacks, left hand power attacks, dual attacks and dual power attacks.Provides a book to configure the mod.Provides different other not kill move oriented features.Avoids decapitations with Maces and WarhammersI know other killmove mods have been suggestion such as TDOD (The Dance of Death) however I thought I should bring this one to light.This mod does not have the "unlocking" of killmoves like TDOD does but brings other features that in my opinion make it stand out.Features/Differences between TDOD and AKM: Kill moves can be triggered by all attack types (AKM). Kill moves can be triggered by right hand normal attack only (TDOD). Kill moves can unlocked progressively by perks (TDOD) or optionally all unlocked. Kill moves are all unlocked by default except decaps with optional to unlock them also (AKM). Players can be marked immune to kill moves (TDOD & AKM). Forced Perspective Of Cinematic Killcams (default killcams) (TDOD & AKM) Last Enemy Restriction Removed (TDOD). Last Enemy Restriction Removal by default but optionally can turn it back on (AKM). Kill moves configured by "shout" (TDOD). Kill moves configured by weightless book (AKM). Kill moves can be "split" into mid combat/last combatant for fast paced play (AKM). i.e. fast kill moves only mid combat, slow kill moves only for final enemy. Optional to unlock sneak killmoves as normal back attacks. (AKM) New Kill Cameras and Modes (AKM) including: Vanilla, 1st Person, 3rd Person, 3rd Person Last Enemy (1st person killmoves unless last enemy then 3rd person), ViewMode (Depending on if you are in first or third person) Advanced Kill Cams (1.8b+) - Now options to do static third person camera (no cut away) with or without slow motion and first person camera with or without slow motion. Also option to do static camera mid combat and then cinematic for final enemy. *BEST FEATURE* Additional options not related to killmoves (AKM) including: OPTIONAL MoveShake (shaking camera when running/on horse, etc.) OPTIONAL Soul Gem Checker (shake camera if you have empty soul gems when drawing weapon that can soul trap) OPTIONAL Automatic Camera Toggles (first person when exploring, third person when in combat, etc) In my experience Advanced Kill Moves has a lot of innovative features that the mod author gets almost no credit for. Only 370 endorsements vs TDODs almost 1400.I think people just overlook it, but after switching from TDOD to AKM I have to say I'll never go back unless something drastic changes.I like the concept of "unlocking" killmoves like TDOD offers but on strait up features I have to say AKM knocks it out of the park. The new static kill moves are currently in the BETA stage but they already work really well. I'm using 1.8b at this time even though the current version is 1.8c. Going to try out 1.8c a little later today. Last release without the new advanced cameras is 1.7e
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I agree in a way, but really not immersion breaking. If a dragon kills someone then it comes natural that his items become unowned.If a player kills someone (and no-one see's you kill them...) then how would people know "Warhammer X" was stolen? Makes no sense that you'd have to fence it. It's not like today when you have serial numbers, national registries, etc. Before anyone says anything about makers marks, that only tells you who makes it not if you bought/stole it. You buy a war-hammer from Warmaidens or steal it, it still has the makers mark. I'm not sure it's very immersion breaking unless you blatantly kill someone in the street then pay the fine and raid their house. That being said, if you did do that and paid your fine, no-one really owns the items anymore... if anything that would just mean it should be deleted (as if it was sold as an estate) or now owned by the Jarl. This is really the only case I could see an immersion break. Even then, it's really your choice to break immersion that way. As for the need to fence goods, if you steal someone's item and they are still alive to claim it (then it is still marked as stolen) and indeed does still need to be fenced. If you steal an item then kill it's owner it is still "stolen" as if the owner filed a report with the local guard.
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Mod: Owned Description (From Mod Author): OWNED! "It's not theft if they're already dead!" This mod fixes theft and ownership issues, as well as removing ownership of places (cells) and things (objects) owned by an NPC when they die. For example, if you murder a shopkeeper, all of their goods are up for grabs without the stigma of theft. You can even sleep in their bed once they're out of the way. Known issues: The game doesn't always apply the ownership flags correctly, so sometimes houses have items up for grabs but Potions aren't. It's a bug in the game itself. What this mod does: When a "head of faction" NPC dies, a script runs to remove ownership over each and every individual cell and object owned by the NPC. I've fixed a number of cases of 'Unnecessary Ownership'. For instance, the Markath "Hag's Cure" apothecary shop has ownership over ingredients in several dungeons and even other towns for no apparent reason. What would otherwise be free loot is "stolen" by the player. I've removed ownership of those so they are now free to pick up. I also removed redundant ownership rights over objects where the cell's owner would have had ownership over the objects anyways. This was primarily to ease my own data entry suffering and to not bog down the ownership removal script, saving performance. What this mod does NOT do: This does not make "essential" NPC's or children killable. However, this script will run when they die (if they have any stuff). I recommend you get a mod that does that. Sorry, I don't have any particular recommendations yet. This also does not go back and remove ownerships on NPC's already killed, so its best to start a new game when using this. My experiences: This mod actually marks those random barrels/objects out in the world with owners and also fixes some items missed by vanilla(no ownership set). Example: Barrels outside Riverwood Trader now belong to Lucan, Barrels outside Alvor's house belong to Alvor. It is considered theft if you pillage them. However, if you happen to kill them (or they are killed) then the items are up for grabs. I've done basic testing and haven't found any obvious bugs (other than a few missed items that I reported to the mod author). I am not overly far into the game however and maybe someone farther into the game can test more. Really adds to the immersion for alot of these things to actually be owned by people and also of course for them to no longer be owned once they are dead. Even people like hunters out in the wilderness have their items linked to them, so if they die it's no longer theft to take their items. Fixing some of the "well no-one saw me take it..." factor out of the equation. Unfortunately as the mod author states, the objects can only be owned by one person and not "families", so for example if you kill Alvor his items become takeable but his wife/daughter might still live there. I'm not sure if you'd call this an immersion mod or a gameplay/balance mod but figured I'd bring it to attention if someone wants to give it a more comprehensive go.