|
WYA posted:So if I installed Duel Combat Realism and added Deadly Combat in the middle of my playthrough, are my saves going to be hosed? Are the changes it made even gone? Same goes for Warzones too because I got rid of that, tired of enjoying a serene horseride only to be interrupted by 40 dudes yelling and throwing magic around Average Bear posted:How can I get these stupid, awful SkyProc patches to work with Mod Organizer? Install the mods through MO, then click on the Data Tab, scroll down to SkyProc Patchers, find the .jar files associated with them, right click and select "Add as Executable"
|
# ? Sep 20, 2013 21:10 |
|
|
# ? May 31, 2024 12:46 |
|
So I flattened my Skyrim install completely. Deleted all save games, config files, and reinstalled from scratch, this time with Mod Organizer. It took me an hour, but I got SKSE, Wrye Bash, BOSS, ENBoost, Automatic Variants Skyproc and all my mods configured and working with ZERO issues. This app is loving amazing!
|
# ? Sep 20, 2013 21:13 |
|
Scyantific posted:Yeah, the save files are done for. Best off starting a new game. I've played a while with the new setup. Does that mean it might not be done for? Or am I going to experience a time where I can progress because everything is hosed
|
# ? Sep 20, 2013 21:15 |
|
Duel Combat Realism changes practically nothing, just a few variables. If you remove it you probably won't have any problems, although it probably doesn't hurt to make a clean save. Warzones may be a bit more difficult because of just how much poo poo it adds, but it's all outside in the overworld, so if you're inside while deactivating it you're probably on the safe side. It's worth trying, at least.
|
# ? Sep 20, 2013 21:19 |
|
Warzones is definitely script-heavy, so uninstalling that will undoubtedly ruin the save file. Immersive Patrols is better anyway.
|
# ? Sep 20, 2013 21:23 |
|
Scyantific posted:Warzones is definitely script-heavy, so uninstalling that will undoubtedly ruin the save file. Immersive Patrols is better anyway. Yeah it is. So what are the effects of deactivating mods ruining saves? I had it deactivated for a while now and havnt noticed anything
|
# ? Sep 20, 2013 21:27 |
|
Usually save file bloat followed by an increasing amount of CTDs and freezes.
|
# ? Sep 20, 2013 21:29 |
|
Yeah I'm just not gonna touch anything that has to do with SkyProc. It breaks every other time I run the patchers. Here's three mods that go together nearly perfectly. One of my biggest issues with Skyrim is how movement and combat feels too floaty. http://skyrim.nexusmods.com/mods/6002/ This mod gives you first person perspective from the third person model. You can see your feet and your head bobs when you run! http://skyrim.nexusmods.com/mods/33461/ This mod has people's body parts react when you hit them in combat. Punch a guy in the face, his head twists a bit. Hit a dude's shield, his shield will pull in the direction of your hit. http://skyrim.nexusmods.com/mods/12615/ And this mod adds locational damage, so punching a guy in the face will not only feel satisfying, but can do special damage. The only flaw with this setup is the first mod. Though it feels good and makes movement feel organic, it takes away your ability to aim well with melee weapons, and your bow doesn't move in first person (though you can still aim with the cross hair). If someone could mod in vertical axis body and head movement for third person, this would be my holy trinity of must have mods. Average Bear fucked around with this message at 21:43 on Sep 20, 2013 |
# ? Sep 20, 2013 21:30 |
|
Is there a Skyrim equivalent of the Signature Weapons mod from New Vegas?
|
# ? Sep 20, 2013 21:50 |
|
Scyantific posted:Usually save file bloat followed by an increasing amount of CTDs and freezes. Okay I havnt noticed my save files really increasing that much since I uninstalled the mod, like 10 saves ago, hanvt had a CTD. I really dont want to start over. Are you saying that this is just going to creep up on me? Ughhh
|
# ? Sep 20, 2013 21:52 |
|
WYA posted:Okay I havnt noticed my save files really increasing that much since I uninstalled the mod, like 10 saves ago, hanvt had a CTD. I really dont want to start over. Are you saying that this is just going to creep up on me? Ughhh I'm pretty sure you can clean saves with TESedit or something. Maybe it was Wrye Bash. e: Average Bear fucked around with this message at 22:37 on Sep 20, 2013 |
# ? Sep 20, 2013 21:58 |
|
For those that have removed script heavy mods and are worried about save game issues, always run this command in the console: "clearinvalidregistrations" This was introduced in Skse a few version back and purges your save/game of any running scripts whose respective mods have been removed. It may help alleveiate future save game bloat and instability.
|
# ? Sep 20, 2013 22:05 |
|
Twincityhacker posted:I feel your pain. I made sure to back up my mod folder so I could remember what I installed. It's still taking me some time to resurrect my install. But I've also been using this time to trim down some of the duplications. I keep backups of the mod folder AND a folder full of all the still-packaged mods. I've had to give my installs the scorched earth treatment way too many times to solve various issues and get everything where I want it to be, not doing that ever again.
|
# ? Sep 20, 2013 22:47 |
|
Magmarashi posted:I keep backups of the mod folder AND a folder full of all the still-packaged mods. I've had to give my installs the scorched earth treatment way too many times to solve various issues and get everything where I want it to be, not doing that ever again.
|
# ? Sep 20, 2013 22:48 |
|
Raygereio posted:You may also want to keep a backup of your MO profile folder. At this point I think I could set my inis up perfectly in my sleep
|
# ? Sep 20, 2013 22:53 |
|
Scyantific posted:Yeah, the save files are done for. Best off starting a new game. Though, as I recall, I did leave the script files in the directory even though the mod was disabled, maybe that had something to do with it. chaosapiant posted:For those that have removed script heavy mods and are worried about save game issues, always run this command in the console: "clearinvalidregistrations" May the script extender team continue to be a shining ray of light for the community for generations to come. Inverness fucked around with this message at 23:59 on Sep 20, 2013 |
# ? Sep 20, 2013 23:56 |
|
Edit: Duplicate
|
# ? Sep 20, 2013 23:59 |
|
I installed MO to a different, non Program Files directory. Now it won't even give me the error message. Clicking download with NMM just seems to refresh the page. e: Got it to at least give me the QLocalSocket Error gently caress me, NMM doesn't work either. Skyrim does not like being modded on this computer. Grey Elephants fucked around with this message at 04:03 on Sep 21, 2013 |
# ? Sep 21, 2013 02:05 |
|
Average Bear posted:Yeah I'm just not gonna touch anything that has to do with SkyProc. It breaks every other time I run the patchers. SkyProc is great, is what I'm saying, and it allows for mods that would otherwise be really tedious to install and even more a pita for the author to maintain. If MO is having problems with it, that's a problem with MO.
|
# ? Sep 21, 2013 02:12 |
|
Kilroy posted:I used a few mods that incorporate SkyProc and I've never had any problems. I don't use Mod Organizer though. I know everyone likes to evangelize MO around here, but even based on this thread alone it seems to cause more problems than it solves. Once you take the effort to learn MO, you'll never want to use anything else again ever. Here's a CK question: I want to make an NPC use the animation "NocturnalRisingPool_Idle05.hkx". I cannot for the goddamn life of me figure out how to make them do it. I've tried making a custom Idle Marker, I've tried linking them to the actual Nocturnal Marker (which causes them to disappear the second they activate it) and I've tried making custom AI packages. I cannot get them to do this animation.
|
# ? Sep 21, 2013 02:23 |
|
Vasudus posted:Once you take the effort to learn MO, you'll never want to use anything else again ever. Kilroy fucked around with this message at 02:32 on Sep 21, 2013 |
# ? Sep 21, 2013 02:27 |
|
Kilroy posted:Nope. I know how it works, that's why I don't use it. It's made management of my mods and saves loads easier than it ever was before with NMM or back in my Oblivion days, so I'm surprised that anyone could not like it if they know how to use it.
|
# ? Sep 21, 2013 03:02 |
|
MO is awful, but everything else is so much worse.
|
# ? Sep 21, 2013 03:20 |
|
Mod Organizer owns, idgi?
|
# ? Sep 21, 2013 03:23 |
|
Inverness posted:I've used it for months as soon as I discovered it. I've only ever had two problems with it. The first being getting the uncapper to use the SPERG ini file, and secondly the 1.0.0 update with Python crashing on me.
|
# ? Sep 21, 2013 04:30 |
|
btw Inverness did you see my note about Flora Respawn Fix
|
# ? Sep 21, 2013 04:32 |
|
Kilroy posted:btw Inverness did you see my note about Flora Respawn Fix
|
# ? Sep 21, 2013 04:53 |
|
Inverness posted:I've used it for months as soon as I discovered it. I've only ever had two problems with it. The first being getting the uncapper to use the SPERG ini file, and secondly the 1.0.0 update with Python crashing on me. How DOES one do this? It should be added to the SPERG post
|
# ? Sep 21, 2013 05:17 |
|
Horizontal Tree posted:How DOES one do this? It should be added to the SPERG post I simply load the uncapper before SPERG so that SPERG is overwritting the proper files in the Uncapper. It's just that easy?
|
# ? Sep 21, 2013 05:34 |
|
Magmarashi posted:I simply load the uncapper before SPERG so that SPERG is overwritting the proper files in the Uncapper. It's just that easy? I've since upgraded to the latest version of Mod Organizer and haven't checked to see if that was fixed.
|
# ? Sep 21, 2013 06:08 |
|
Inverness posted:No, actually that didn't work for me (at least with 0.12.9). I had put the SPERG INI in the same folder as the Uncapper DLL for it to use it instead of the default Uncapper INI. Works fine for me with the current MO. 1 perk every other even level as scheduled.
|
# ? Sep 21, 2013 06:49 |
|
DUEL and Deadly Combat probably can't simply be removed from your folder and call everything dandy. They both add scripts to the game and use quests/"cloaks" to trigger the scripts. Ideally these quests/cloaks/etc. need to be stopped/removed, game saved, then delete the mod from your installation. I believe Deadly Combat has an MCM option to do this for you.Kilroy posted:I used a few mods that incorporate SkyProc and I've never had any problems. I don't use Mod Organizer though. I know everyone likes to evangelize MO around here, but even based on this thread alone it seems to cause more problems than it solves. In general the pro/anti MO thing comes up here way too much. Guys, it's a powerful enough and unique enough tool that it should be given a shot by anyone who heavily mods their game. Try it, use it if you like it, otherwise don't. It IS a power user tool, though. As for those claiming any long standing serious bugs or issues with the program, make sure it was reported on the Bug Tracker on the Mod Organizer page. This program was developed by a single guy. That has to be respected. He spends a lot of time and effort resolving even the most minor of bugs, as evidenced on the tracker. We also have to realize that he can't fix bugs he isn't aware of. Help him out.
|
# ? Sep 21, 2013 08:52 |
|
So I haven't updated Skyrim since February missing the last big official upgrade I think. I was wondering if updating the game and updating my list of mods, adding the DLC and any additional required patches would make my current saves unplayable. I suspect it will but thought I'd ask as it's a relatively small list of mods. Skyrim.esm Update.esm ASAP.esp Complete Crafting Overhaul.esp DynamicMerchants.esp Rayg_ShutUpMirmulnir.esp SkyUI.esp Smithing Perks Overhaul - Balanced.esp Unofficial Skyrim Patch.esp Weapons and Armor Fixes - Hacks.esp Weapons and Armor Fixes.esp RiversideLodge.esp UFO - Ultimate Follower Overhaul.esp
|
# ? Sep 21, 2013 12:22 |
|
What are some good completionist mods that just lets you know what you have left to do in terms of quests and unique items/dungeon events and where to start doing them?
|
# ? Sep 21, 2013 12:24 |
|
duggimon posted:So I haven't updated Skyrim since February missing the last big official upgrade I think. I was wondering if updating the game and updating my list of mods, adding the DLC and any additional required patches would make my current saves unplayable. I suspect it will but thought I'd ask as it's a relatively small list of mods. But to be save you could still start a new game. If you do, I'd get rid of UFO and check the OP for an alternative.
|
# ? Sep 21, 2013 12:37 |
|
What's a good way to increase the amount of dragon encounters and/or make them more interesting? I just realized that I've been playing for a few hours again but haven't actually seen a random dragon since the watchtower quest. I'm not really looking for anything to make them HARDCORE DIFFUCULT!!!, just a few more of them. I'd try ASIS, but I'm not sure how nice it'll play with all the mods I'm running.
|
# ? Sep 21, 2013 12:49 |
|
Cardiovorax posted:What's a good way to increase the amount of dragon encounters and/or make them more interesting? I just realized that I've been playing for a few hours again but haven't actually seen a random dragon since the watchtower quest. Raygereio fucked around with this message at 12:58 on Sep 21, 2013 |
# ? Sep 21, 2013 12:54 |
|
http://skyrim.nexusmods.com/mods/3829/ Deadly Dragons is probably what you're looking for. I haven't used it since it got updated to use SkyUI's MCM menu, but the different customization options should let you increase the spawn timer and keep the difficulty manageable.
|
# ? Sep 21, 2013 12:57 |
|
Raygereio posted:A basic edit just to get dragons more often is to set the global WiWaitDragon to a lower value via the console. By default it's value is 3, which translates to a minimum of 3 days between dragaon encounters. Yasser Arafatwa posted:http://skyrim.nexusmods.com/mods/3829/ Deadly Dragons is probably what you're looking for. I haven't used it since it got updated to use SkyUI's MCM menu, but the different customization options should let you increase the spawn timer and keep the difficulty manageable.
|
# ? Sep 21, 2013 13:05 |
|
|
# ? May 31, 2024 12:46 |
|
There's actually a mod on the Workshop called Most Dragons that does this.
|
# ? Sep 21, 2013 13:35 |