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So I downloaded the Seasons of Skyrim winter thing and I really like it, but in full sunlight all the snow is really blinding. I suppose that's pretty realistic, but does anyone know of any mods that make things less "bright?" e: nvm, I figured something out. Just started using a new snow texture. Cialis Railman fucked around with this message at 10:02 on Nov 16, 2013 |
# ? Nov 16, 2013 09:50 |
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# ? Jun 5, 2024 08:56 |
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I've added Frostfall, Realistic Needs, and some overhauls for weather and lighting effects. Should I add anything else to turn Skyrim in to Don't Die with better graphics? I'm trying to turn this game in to as big a middle finger to myself as I can since I've been in the mood for some hard as gently caress Skyrim. e:Also, any opinions on Warzone? I added it last time I played, but I remember it mostly just resulting in the occasional blob of Storm Cloaks vs Legion. Wasn't really anything special. Blast of Confetti fucked around with this message at 10:22 on Nov 16, 2013 |
# ? Nov 16, 2013 10:14 |
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As someone who normally gets 90% of Skyrim mod news from this threads OP, I think Enhanced Blood Textures deserves a spot there. Been using it for maybe 20-30 hours now and it's great. No problems and adds some proper splurty stuff.
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# ? Nov 16, 2013 15:46 |
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Magmarashi posted:No gambryo game Bethesda has made would be half the game it was without modding. To remove that would be the death of their major ip. In some cases, literally. Sacred East for example. A fairly well-curated land-mass-quest mod that adds a whole continent to the NE of Morrowind with almost twice the landmass of solstheim. Oh god that loving thread about some guy selling the game and mods for ruples. My favorite echo chamber quote "HOW CAN THEY EXPECT TO GET AWAY WITH THIS?!?". Well, you sill billy, there's this thing called IP4 and- Diet Lime fucked around with this message at 16:18 on Nov 16, 2013 |
# ? Nov 16, 2013 16:15 |
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Since the enb thread is closed, can someone recommend any ENBs that they enjoy? I'm looking for something that doesn't make things too dark- I don't enjoy really dark dungeons.
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# ? Nov 17, 2013 00:33 |
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Leelee posted:Since the enb thread is closed, can someone recommend any ENBs that they enjoy? I'm looking for something that doesn't make things too dark- I don't enjoy really dark dungeons. I am personally a fan of Opethfeldt's ENB but a lot of people don't like how saturated it makes things. Also, the bloom in it is a tad heavy, but those are things that can easily be changed yourself. It also runs really smooth for me. Like, my game runs smoother at 30fps with the ENB enabled versus vanilla Skyrim at 60fps.
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# ? Nov 17, 2013 03:15 |
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Leelee posted:Since the enb thread is closed, can someone recommend any ENBs that they enjoy? I'm looking for something that doesn't make things too dark- I don't enjoy really dark dungeons. I was using Phinix ENB when I was playing, seemed nice without going overboard.
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# ? Nov 17, 2013 03:31 |
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Leelee posted:Since the enb thread is closed, can someone recommend any ENBs that they enjoy? I'm looking for something that doesn't make things too dark- I don't enjoy really dark dungeons. I used Seasons of Skyrim and Project ENB for a while, but finally settled on Quietcool.
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# ? Nov 17, 2013 03:34 |
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Thanks for this thread, I've just gotten a laptop that can run this and I'm going hog wild. I'm unsure if the realistic needs and diseases mod is working, I have the Mod options in my pause menu through Sky UI but can't see any needs when I'm playing. Kind of a head scratcher, my guy should be starving but isn't. Edit: This is going to be a really dumb question. How do I get things I've subscribed to in the Steam workshop to appear in Mod Manager? It's happening but not immediately and I'm not sure what I'm doing to make it happen. Xillah fucked around with this message at 18:09 on Nov 17, 2013 |
# ? Nov 17, 2013 18:06 |
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Through MO? Add the Skyrim Launcher to the list of executables and run it through the Manager.
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# ? Nov 17, 2013 19:05 |
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Cheers, that's it. How do I download ENB? I'm either stupid or it's not on the download page (http://www.enbdev.com/download.htm) I can't see any links to something called ENB Series. Never mind, I'm stupid. Xillah fucked around with this message at 20:19 on Nov 17, 2013 |
# ? Nov 17, 2013 20:17 |
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I can't figure out this ENB thing. Mod Organiser is giving me an error message of "No Game Data On Top Level"
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# ? Nov 17, 2013 20:59 |
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Xillah posted:I can't figure out this ENB thing. Mod Organiser is giving me an error message of "No Game Data On Top Level" Edit: Also the "No Game Data On Top Level" error means that MO doesn't understand the folder structure of whatever you just placed in MO's mod folder and there are files outside what will become the Data directory. Raygereio fucked around with this message at 21:08 on Nov 17, 2013 |
# ? Nov 17, 2013 21:02 |
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Raygereio posted:Mod Organizer deals with anything that would normally go into the Data folder. ENB stuff goes one level up in the main Skyrim folder, just like SKSE. Okay, so do I just paste the "Wrapper Version" folder into the Skyrim folder (The one that contains "Data")?
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# ? Nov 17, 2013 21:09 |
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Leelee posted:Since the enb thread is closed, can someone recommend any ENBs that they enjoy? I'm looking for something that doesn't make things too dark- I don't enjoy really dark dungeons. I use RealLike ENB. It's not that great (doesn't fully work with Climates of Tamriel and the sun effects are a bit much), but it has like zero effect on FPS and makes the shadows looks much better, which is all I ever really wanted.
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# ? Nov 17, 2013 22:24 |
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Xillah posted:Okay, so do I just paste the "Wrapper Version" folder into the Skyrim folder (The one that contains "Data")? No. Open up the Wrapper version, and only copy over d3d9.dll into the root Skyrim folder (same location where you install SKSE). Then find an ENB profile you're interested in, download it and follow the installation instructions. As for ENBs, I would definitely recommend ProjectENB, Seasons of Skyrim, and True Vision ENB (all done by the same guy) as well as Quietcool (the current one I'm using).
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# ? Nov 17, 2013 22:29 |
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Every time I try to mod this game I give up because the first mod I try won't work. I have never gotten SkyUI to work. This time its telling me SKSE is not updated or I forgot to install the scripts or some poo poo. I guess its possible I didn't active the script mod in MO since I have no clue how to do it. Is there more to just checking the mod?
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# ? Nov 18, 2013 07:35 |
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dkj posted:Every time I try to mod this game I give up because the first mod I try won't work. I have never gotten SkyUI to work. SKSE has to be installed directly into the root Skyrim directory. You can install SkyUI through MO, ignore the warnings (unless you have an outdated SKSE version, in which case go upgrade). In order to activate the mod inside MO you have to click the checkbox on the left hand panel, and if you're running the latest MO, it should automatically enable the plugin in your load order.
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# ? Nov 18, 2013 08:45 |
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dkj posted:Every time I try to mod this game I give up because the first mod I try won't work. I have never gotten SkyUI to work. You can't install SKSE through MO (or any other mod manager I think). The easiest way is just to copy everything inside the skse download into your Skyrim folder so the data folder in the zip gets merged with your skyrim data folder and the exe whatnot end up in the skyrim folder itself. SKSE won't have anything to enable in MO. But if you are using MO the skyui installer won't be able to see the skse files and complain. You can continue installing it anyway. Then activate skyui in MO and start skyrim (through the skse launcher option in MO) and start/load a game. It will give an error if skse is actually not installed right. Modding skyrim seems super hard but its really not that bad. SKSE needs special care because it has to go in your actual skyrim folder and is a program itself. Mod managers won't let you do that because its super dangerous security wise and no other mod needs to. The SkyUI complaint it because MO does special mod isolation so when installing they can't overwrite each other. When the game loads everything ends up in the right place but during the install every mod thinks its all alone.
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# ? Nov 18, 2013 08:53 |
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Scyantific posted:No. Open up the Wrapper version, and only copy over d3d9.dll into the root Skyrim folder (same location where you install SKSE). Then find an ENB profile you're interested in, download it and follow the installation instructions. Thanks for this worked a treat, shame my frame rate dropped with project smb, will try the others ans see if things improved.
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# ? Nov 18, 2013 09:58 |
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Over the weekend I noticed Arthmoor pulled the Unofficial patches off the workshop. Some poo poo about certain fixes needing to be in ESM file format which workshop doesn't allow. I understand his explanation, however once again a pretty dick move to the community. He could have left the current patches in place and released separate ESM enhancements on the side. Now I have no idea if my save games are going to gently caress up at some point for not having the patches loaded. The guy has no clue about proper software development. I sincerely hope that their kickstarter project never takes off on account of how they treat their mod community.
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# ? Nov 18, 2013 17:18 |
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Xillah posted:Thanks for this worked a treat, shame my frame rate dropped with project smb, will try the others ans see if things improved. Your framerates will drop with all ENB profiles; it's only a matter of how much.
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# ? Nov 18, 2013 17:24 |
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lunatikfringe posted:Over the weekend I noticed Arthmoor pulled the Unofficial patches off the workshop. Some poo poo about certain fixes needing to be in ESM file format which workshop doesn't allow. I understand his explanation, however once again a pretty dick move to the community. He could have left the current patches in place and released separate ESM enhancements on the side. Now I have no idea if my save games are going to gently caress up at some point for not having the patches loaded. As far as the technical aspects go, I really don't think that would work. He'd end up having to strip out a bunch of fixes from the Steam Workshop versions, which would cause a lot more trouble than you might think. I mean, the Workshop version of the USKP was already out of date due to file size limits. Having one patch 2.0 floating around that lacked fixes present in a different patch 2.0 is all but guaranteed to create the kind of headaches typically associated with repeated blunt force trauma by a wall. I mean, the guy's an rear end for many reasons, but this isn't one of them.
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# ? Nov 18, 2013 17:29 |
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Technogeek posted:As far as the technical aspects go, I really don't think that would work. He'd end up having to strip out a bunch of fixes from the Steam Workshop versions, which would cause a lot more trouble than you might think. I mean, the Workshop version of the USKP was already out of date due to file size limits. Having one patch 2.0 floating around that lacked fixes present in a different patch 2.0 is all but guaranteed to create the kind of headaches typically associated with repeated blunt force trauma by a wall. I can agree with some of that, however a good majority of the fixes in the patches are quest bugs and graphical glitches. These aren't core game mechanics and probably don't need constant modification each update. I would have preferred he separated them out into perhaps a lite version on workshop that covered all the one-off and cosmetic fixes, then left the heavier stuff for an ESM. I just don't agree with the patch suddenly "turning off" leaving thousands of users in an even more vulnerable state.
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# ? Nov 18, 2013 17:56 |
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lunatikfringe posted:I can agree with some of that, however a good majority of the fixes in the patches are quest bugs and graphical glitches. These aren't core game mechanics and probably don't need constant modification each update. I would have preferred he separated them out into perhaps a lite version on workshop that covered all the one-off and cosmetic fixes, then left the heavier stuff for an ESM. I just don't agree with the patch suddenly "turning off" leaving thousands of users in an even more vulnerable state. If you want to complain to anyone, bitch at Valve and Bethesda. The workshop is a nice idea, but not very well implemented: You can't upload esm files or loose files. You can't include documentation with your mod, or optional plugins. And the 100mb size limit means that larger mods like most grpahical overhauls or the USKP simply can't be uploaded to it. And if I'm understanding you right and the removal of the USKP from the workshop resulted in the USKP being deactivated from your instal, then that's an absurd feature. lunatikfringe posted:Now I have no idea if my save games are going to gently caress up at some point for not having the patches loaded. Just grab the last version of the patch of any of the 5 sites linked here. Problem solved. Raygereio fucked around with this message at 18:18 on Nov 18, 2013 |
# ? Nov 18, 2013 18:16 |
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Psion posted:Your framerates will drop with all ENB profiles; it's only a matter of how much. It went from 50-60fps to sub 20 in some areas If I can get one that stays around the 30fps mark I'll be happy.
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# ? Nov 18, 2013 18:16 |
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lunatikfringe posted:Over the weekend I noticed Arthmoor pulled the Unofficial patches off the workshop. Some poo poo about certain fixes needing to be in ESM file format which workshop doesn't allow. I understand his explanation, however once again a pretty dick move to the community. He could have left the current patches in place and released separate ESM enhancements on the side. Now I have no idea if my save games are going to gently caress up at some point for not having the patches loaded. He did give a pretty generous warning nearly two months in advance. We even posted/discussed it here as soon as we found out; the only thing they did was flag the ESP file as an ESM so that they could load right after their respective master files. The patches were going to come off the Workshop eventually given that they'd exceed the maximum filesize limit soon enough as well. It was a pretty reasonable decision as far as I'm concerned, and it's not like he unexpectedly pulled them off overnight. Also, whatever plugin files you subscribed to will still be in your load order. Please check the OP for the updated versions so you can install the newer ones.
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# ? Nov 18, 2013 18:22 |
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Raygereio posted:If you want to complain to anyone, bitch at Valve and Bethesda. The workshop is a nice idea, but not very well implemented As a control freak, I don't like Workshop much either. I want to know exactly what's going on in my data folder and the idea of autoupdating mods and whatever that was just described here sounds horrible. Can't people who lost them via Workshop just get them from Nexus and manually reinstall them? If not, what's stopping them?
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# ? Nov 18, 2013 18:38 |
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Scyantific posted:SKSE has to be installed directly into the root Skyrim directory. You can install SkyUI through MO, ignore the warnings (unless you have an outdated SKSE version, in which case go upgrade). In order to activate the mod inside MO you have to click the checkbox on the left hand panel, and if you're running the latest MO, it should automatically enable the plugin in your load order. Yeah. I meant I did what the dude on the tutorial did, archive the /data folder and load it through MO. It tells me its its a newer version than MO recognizes. I'll try the normal way and just paste it into the folder. EDIT: I did install Skyrim into /program files. Not sure how to reinstall in another directory with Steam. dkj fucked around with this message at 19:21 on Nov 18, 2013 |
# ? Nov 18, 2013 19:05 |
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Scyantific posted:He did give a pretty generous warning nearly two months in advance. We even posted/discussed it here as soon as we found out; the only thing they did was flag the ESP file as an ESM so that they could load right after their respective master files. The patches were going to come off the Workshop eventually given that they'd exceed the maximum filesize limit soon enough as well. Steam does disable the mod once it is removed from the workshop because you are automatically unsubscribed from it. Your average user would not have been aware of this happening. I also do not think it is that difficult for modders to understand the mechanics of Workshop and be able to work around them better. I have seen many a modder post up on the existing mod that the current one is outdated and any new users should use a new one, but do not remove the old one because they know it will gently caress up existing users. I don't see the harm in doing things this way. Having a slightly outdated mod is better than having a mod completely deactivate after you have been using said mod this whole time. No matter, I am just venting since I am at work and don't feel like being productive
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# ? Nov 18, 2013 19:13 |
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dkj posted:Yeah. I meant I did what the dude on the tutorial did, archive the /data folder and load it through MO. It tells me its its a newer version than MO recognizes. I'll try the normal way and just paste it into the folder. Moving a steam install is easy. SKSE has two parts and you need both installed for it to work. First is the loader and dlls which go in SteamApps\common\skyrim\ second are the scripts which go in SteamApps\common\skyrim\Data\Scripts merging the data folder in the skse zip with the one in your data folder will put the scripts in the right place. You can check by going to your SteamApps\common\skyrim\Data\Scripts folder and checking if skse.pex is there. To use skse you need to start skyrim through the skse loader, which MO will add to its programs list. lunatikfringe posted:Having a slightly outdated mod is better than having a mod completely deactivate after you have been using said mod this whole time. No matter, I am just venting since I am at work and don't feel like being productive Its dumb steam disables the mods automatically but if they left an old skse up most people would think they were up to date and report things that had been fixed already. They should have done something like post the old version with a script that would pop up a message in game when you load that it was out of date and needed a non-workshop update.
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# ? Nov 18, 2013 20:05 |
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LtSmash posted:Moving a steam install is easy. Yeah I had been starting it with the skse loader. I'm going to reinstall in a different directory and try and set it all up again. Thank you. I think its working now. Thank you. dkj fucked around with this message at 00:57 on Nov 19, 2013 |
# ? Nov 18, 2013 20:36 |
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lunatikfringe posted:I can agree with some of that, however a good majority of the fixes in the patches are quest bugs and graphical glitches. These aren't core game mechanics and probably don't need constant modification each update. I would have preferred he separated them out into perhaps a lite version on workshop that covered all the one-off and cosmetic fixes, then left the heavier stuff for an ESM. I just don't agree with the patch suddenly "turning off" leaving thousands of users in an even more vulnerable state. I have a mod on Steamworks and when Dawnguard came out I needed to update it for people who bought the expansion. So I updated it. It didn't even occur to me that Steamworks would be stupid enough to update to the latest version - which now requires Dawnguard - even for users who don't have the expansion. It is trivial to detect if they do, and not update in that case. You can guess what happened. You know what my response was? "Deal with it" I told people without Dawnguard to grab it from the Nexus, and kept what was on Steamworks as-is, even though it would cause a crash to desktop for anyone who had installed it and didn't have the expansion. Expecting mod authors to work around the shortcomings of Steamworks as implemented for Skyrim is asking for too much. For USKP, they finally decided (long after I would have btw) that it wasn't worth the trouble. Players will get a pop-up when they start their game that some plugins are missing. If they choose not to follow up on that, well, gently caress 'em.
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# ? Nov 19, 2013 05:07 |
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Will getting mods from the workshop cause any problems with BOSS, or MO or anything else?
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# ? Nov 19, 2013 07:12 |
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dkj posted:Will getting mods from the workshop cause any problems with BOSS, or MO or anything else? You can download Workshop mods with MO by subscribing to the mod on the Workshop, then running the Skyrim launcher through MO to download it, so no, it won't hurt anything.
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# ? Nov 19, 2013 07:33 |
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Jabarto posted:You can download Workshop mods with MO by subscribing to the mod on the Workshop, then running the Skyrim launcher through MO to download it, so no, it won't hurt anything. Thanks.
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# ? Nov 19, 2013 08:26 |
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So apparently Arthmoor also released a new mod called Cutting Room Floor where he restores some content to the game. Anyone try it yet? I just hope he didn't go out of his way to put Oblivion gates everywhere again.
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# ? Nov 19, 2013 14:06 |
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It's mostly minor stuff. The ones that stand out are Missing Apprentices, where you can actually do something about those corpses you find from the College. And then there's Aela's Animal Pelt collection quest, which is already in Enhanced Skyrim Factions: The Companions. Aside from that, it mostly seems to add missing NPCs and locales (new farm close to Sleeping Tree Camp, actual Thalmor dudes in the Solitude Thalmor HQ, a lumber mill near Solitude Lighthouse.
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# ? Nov 19, 2013 18:27 |
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Xillah posted:It went from 50-60fps to sub 20 in some areas If I can get one that stays around the 30fps mark I'll be happy. Might be worth your time to find one that you think looks nice and then tweak for performance. DOF and blur and all that poo poo can really ruin framerates, so you just selectively disable effects until you like what you've got. Since you can tweak ENB on the fly ingame it's pretty easy to dial into exactly what you're happy with. Well, once you get past the occasionally incomprehensible variable names/values.
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# ? Nov 19, 2013 18:31 |
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# ? Jun 5, 2024 08:56 |
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Burns posted:So apparently Arthmoor also released a new mod called Cutting Room Floor where he restores some content to the game. Anyone try it yet? I just hope he didn't go out of his way to put Oblivion gates everywhere again. Is that an oblivion gate I spy in the last screenshot??
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# ? Nov 19, 2013 21:50 |