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I did a complete uninstall/reinstall and got everything set up the way I want as far as I can see, but when I launch skse through mod organizer the game starts up windowed at what looks like 1280x720. It launches the game in windowed 1280x720 as well if I try launching the regular skyrim.exe through MO as well, the only way it launches fullscreen is when SkyrimLauncher.exe gets launched through either MO or steam, but since I need skse to actually play that doesn't really help. What's going on here? The uncapper is also installed if that makes any difference but it's not listed in the screenshot since I installed it directly.
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# ? Nov 29, 2013 22:07 |
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# ? Jun 5, 2024 06:14 |
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Dr Snofeld posted:Does using a shield count as having armour on? I ask because I want to revisit my unarmed and shield Khajit Captain America Catpain America. In vanilla at least, shields do not count as armor. I don't know about unofficial mods and patches.
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# ? Nov 29, 2013 22:13 |
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I'm using the Seasons of Skyrim ENB preset which looks great up close but over long distances... http://cloud-3.steampowered.com/ugc/451780708336453280/32FAA4D11CCF48F6ED50095FA128F029ED6AB734/ I feel like the fog is way too dark, is it supposed to look like that or did I do something wrong installing the mod?
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# ? Nov 29, 2013 22:47 |
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Wrist Watch posted:
Launch the Skyrim Launcher through MO, go to options and enable full-screen/your native resolution then exit out. It should save it into your MO profile's SkyrimPrefs.ini properly then.
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# ? Nov 29, 2013 23:30 |
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That did it. Thanks! It loads up fullscreen and I fixed the other mistake I had myself (forgot to run the .jar for the dual sheath mod), but running into this after spending a good two hours setting things up basically killed any desire I had to actually, you know, play the game. I'm going to try out some of the games I picked up on the amazon/steam sales today and get back to this tomorrow.
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# ? Nov 30, 2013 00:23 |
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How does the texture Mega-Pack in the OP compare to the official high texture pack download? Is it a seriously notable difference?
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# ? Nov 30, 2013 05:01 |
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Requested_Username posted:How does the texture Mega-Pack in the OP compare to the official high texture pack download? Is it a seriously notable difference? Yeah. The official hires pack isn't that much better than vanilla Skyrim.
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# ? Nov 30, 2013 10:54 |
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LtSmash posted:No. For some reason Beth deleted basically all the code that let that actually work from Skyrim. The TempClone function was readded by SKSE but for practically everything it either returns garbage or crashes the game. They are working on making it work for armor for the next version though. But despite baking tons of things into saves skyrim also deleted the old serialization code so forms can't be added to saves. So tempClones (and all changes to existing forms) vanish after the current play session. This can be worked around with maintenance scripts that recreate them so long as you can keep track of where they are. Papyrus doesn't support dynamically allocated memory so you are limited to a specific number of items that can be tracked based on whatever the mod author decides to support. I hadn't been playing Skyrim for long before I figured out there was something very wrong with the way the executable writes out save files. Too much stuff will change after a save-reload. Some of it they've fixed in patches, but a lot of it is still there. Are the SKSE team working on this stuff? Is that what the extra save file generated by SKSE is for? If they do end up fixing some of this I don't think 'SKSE' will be the proper nomenclature at that point - it would be a code patch.
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# ? Nov 30, 2013 11:17 |
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Discovered this thread and downloaded like ten new mods, after porting everything over to Mod Organizer. Thanks, goons! One thing: the Excellent Racials mod in the OP is outdated and should be replaced by Resplendent Racials Package.
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# ? Nov 30, 2013 15:55 |
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Kilroy posted:Where is a good place to learn more about all this? Any good docs? From the sound of it this is the source of a lot of annoying poo poo in the game, like soul gems losing their charge, and certain actions performed in Papyrus either wiping out or fully restoring charge on weapons, items suddenly become "stolen" for no reason, Soul Siphon basically not working, etc. I've mostly picked it up from the running into it while making mods. The CK wiki has a lot of info in it but a lot is in odd places. The skse threads talk about a lot of it but mostly in bits and pieces as relevant. Other threads in the beth forum sometimes have very informative bits too. TesEdit and wrye bash threads have some really knowledgeable people in em and the skyproc guy knows a lot of the inner workings too. I think most of the bugs you mentioned are a related issue and not the form serialization thing. Forms are the base objects, like the generic Iron Sword, ObjectReferences are the actual items in the game world like a specific iron sword on the ground. If you change the base form all items will change, if you change an objectreference only that one will change. But a ref doesn't hold all the details like damage and model its only the stuff specific to that particular sword like its position and tempering level. So you can't actually change its damage since it doesn't actually have a space for that since the engine knows its an iron sword and all iron swords have the same base damage. The problem is that an ObjectReference only exists while the item is in the game world. When it goes into a container (and character inventories are just gussied up containers) its no longer in the game world. The engine deletes the ref and marks the container as having one of the base form in it. So an inventory is just a list of base forms and how many of them there are. To keep track of stuff like tempering a container has a list of 'extra data' and what base form and it goes with. But there isn't really any object for the tempered sword since the ref was deleted, its just some data in a list. If you drop the sword it will actually make a new one and apply the data to it so it looks like it is the same item. While an item is in your inventory there is basically no way for the scripts to really work with it. The ref is gone (or broken due to a bug) and the container's extra data list is hidden from the script system. Some commands kinda work and some look like they do but actually don't. Soul Gems are the actually don't part. The soul trap script tries to change the stored soul value on one when you trap a soul, but since the gem has to be in your inventory its commands don't work right (since it only kinda exists in game). It looks like it does but when you drop it the game gets confused and then you get the bug we all know and love. Papyrus and item charge is the same kind of thing. The save system is its own buggy mess. The morrowwind thread has a good discussion about it a page or two back. Its basically lazy as hell (plus the ObjectReference mess) and Skyrim compounds it with the new script engine. Loading a save in game actually doesn't fully reset the script engine. Its possible to save the game, start a script, load the save, and then have the script finish its stuff. SKSE hasn't really tried to fix engine bugs as far as I know. It has some features to bypass scripting bugs but they are pretty wary of messing with the inner workings. The cosave just holds some skse papyrus specific things right now like the custom event handler details. They are contemplating putting more in it but are pretty careful about things that could mess up stuff. A big concern is that skyrim will poo poo the bed if they mess too much with its guts and then someone tries to load an skse save without skse installed. Also all the extra save info is lost if someone does that and then saves again. The skse dll plugin system is probably what they are hoping will solve the engine bug stuff. It lets plugin authors mess with the guts of the game which is what SafeLoad is.
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# ? Nov 30, 2013 18:03 |
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Anybody know what might be causing my game to look like this? I kind of went overboard with mods and had to scale some back like W.A.T.E.R and 2k Textures. The game started looking like that when after I changed from 2k Full to 2k lite. The strange thing is that it didn't happen right away, only once I showed up in that town and came out of the Jarl's hall. Edit: also running ProjectENB.
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# ? Nov 30, 2013 21:02 |
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I still wonder why Bethesda made some custom in-house scripting language instead of going with something proven like Lua.
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# ? Nov 30, 2013 21:03 |
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Want to do a requiem play through but all the perks look kinda boring. Would I get away with just loading sperg in front of it?
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# ? Nov 30, 2013 22:50 |
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I uploaded a test update of Lootification. I would appreciate anyone testing it out and reporting issues. No new features but its upgraded to the latest SkyProc and has some bug fixes.
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# ? Nov 30, 2013 23:19 |
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Dongicus posted:Want to do a requiem play through but all the perks look kinda boring. Would I get away with just loading sperg in front of it? No because loading SPERG before Requiem would still mean that Requiem's perks still overwrite SPERG's perks. Load SPERG after Requiem.
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# ? Dec 1, 2013 02:30 |
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Did someone read my mind? A practical armor mod that doesn't come with a body replacer? And it's in the hot files section as well?! When did I drop into bizarro world? EDIT: nope, same ole' nexus. There's a shithead in the comments badgering people and plugging his "sexy" models mods. Arc Hammer fucked around with this message at 04:16 on Dec 1, 2013 |
# ? Dec 1, 2013 04:13 |
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The Audio Overhaul for Skyrim seems to be a consistent source of random crashes for me. This is really unfortunate since it sounded excellent. I had only just discovered the new Fireball spell sound too. Does anyone know of a fix for this?
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# ? Dec 1, 2013 04:46 |
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AOS really shouldn't be causing random crashes. It uses no scripts and just replaces sound files and updates audio records for distance/priority/reverb/etc. settings. Do you have the proper patches for your mods from the patches page?
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# ? Dec 1, 2013 05:29 |
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So I picked up the legdendary skyrim pack over the cleaning sales. I have gotten most of the mods I need. but the Needs and deaseses (which I can't spell) does not work. I think. using MO, there is no funny errors, it shows up in the game menu, I have the weather needs mods and that one worked once I actully activated it. however my character is not getting hungry, thirsty or tired
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# ? Dec 1, 2013 07:12 |
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Stevefin posted:So I picked up the legdendary skyrim pack over the cleaning sales. I have gotten most of the mods I need. but the Needs and deaseses (which I can't spell) does not work. I think. using MO, there is no funny errors, it shows up in the game menu, I have the weather needs mods and that one worked once I actully activated it. however my character is not getting hungry, thirsty or tired You have to initialize Realistic Needs and Diseases; Under its MCM section, in the first option, there's something that reads "Run RN&D". Click that and close all menus.
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# ? Dec 1, 2013 07:24 |
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Liberatore posted:You have to initialize Realistic Needs and Diseases; Under its MCM section, in the first option, there's something that reads "Run RN&D". Click that and close all menus. Bah I was blind. Thanks it works now
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# ? Dec 1, 2013 08:20 |
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Starhawk posted:Anybody know what might be causing my game to look like this? Have you turned down the brightness like ProjectENB recommends?
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# ? Dec 1, 2013 12:18 |
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Cross posting from the Skyrim thread. For my first playthrough of Skyrim, should I install some of the functional mods? Or should I do a vanilla playthrough first? What would you guys recommend?
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# ? Dec 1, 2013 20:54 |
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Lowness 72 posted:Cross posting from the Skyrim thread. For my first playthrough of Skyrim, should I install some of the functional mods? Or should I do a vanilla playthrough first? What would you guys recommend? At the very least install all the relevant unofficial patches. I'd also recommend Weapons & Armor Fixes, Clothing & Clutter Fixes, Brawl Bugs Patch, either Smart Souls or Acquisitive Soul Gems, SkyUI, Better Dialogue Controls and Better Message Controls. None of these take anything away from the 'vanilla' experience, really.
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# ? Dec 1, 2013 21:02 |
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For a first timer? -Unofficial Patches -SkyUI -Weapons and Armor Fixes -Clothing & Clutter Fixes -Even Better Quest Objectives -Run For Your Lives -When Vampires Attack -Better Dialogue Controls -Better Message Controls -No Poison Dialogues -Brawl Bugs Patch -Timing Is Everything -The Choice is Yours (so your quest log doesn't clutter up) -Smart Souls/Aquisitive Soul Gems -Thieves Guild Requirements (So you don't get roped into the Thieves Guild automatically) -Bounty Gold (optional) Most of these are simple fixes or tweaks to base gameplay.
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# ? Dec 1, 2013 21:28 |
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I kinda hesitate about installing the unofficial patches because I don't always agree with the Skyrim community on what definition of what a bug is. For example wearing archmage's robes and mage's circlet together is deemed a bug for some reason which probably makes sense to a particularly spergy martian, but is just downright incomprehensible to me. Or J'zargo being a useful follower is also deemed a bug. I wish patches would be happy just fixing serious actual bugs (savegame corruption, quests that fail when you succeed, etc.) instead of trying to balance the game -- as if the concept of balance had any legitimacy in a Bethesda game anyway.
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# ? Dec 1, 2013 21:39 |
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While I agree some of the changes are unnecessary, the truth is that those patches do more good than bad. I will gladly put up with that stuff if it means the game is improved overall.
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# ? Dec 1, 2013 21:42 |
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Liberatore posted:While I agree some of the changes are unnecessary, the truth is that those patches do more good than bad. I will gladly put up with that stuff if it means the game is improved overall.
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# ? Dec 1, 2013 21:46 |
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Lowness 72 posted:Cross posting from the Skyrim thread. For my first playthrough of Skyrim, should I install some of the functional mods? Or should I do a vanilla playthrough first? What would you guys recommend? You should definitely install all of the unofficial patches and SkyUI. After that vanilla is perfectly fine, and everyone's recommendations will probably differ. Here's my short list of quality mods:
If you plan to use a bow (and are using mouse&keyboard), you should apply this aiming tweak. It disables aim assist, and also makes arrows shoot towards the crosshair instead of, annoyingly, a few degrees above it. In response to the other two lists above: Let me unrecommend Weapons & Armor Fixes. It's incompatible with some other mods due to modifying way too many different items, and most of the "fixes" it makes are extremely spergy and minor, and sometimes questionable. Same for Clothing & Clutter fixes. It might be nice but IMO it's just not worth the potential problems. Other than those two mods, I agree with the rest of the lists. There are all just quality-of-life or balance changes that most people agree should have been part of vanilla in the first place.
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# ? Dec 1, 2013 21:48 |
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So I just got around to using Frostfall, finally. I've decided to go with the Hardcore present. Let's see if I can get to the other side of the College without freezing to death. More seriously though, I noticed that the Frostfall alteration spells are enhanced by the Mage Armor perk. Is there a compatibility patch for SPERG for these? The spell magnitudes are not changed by SPERG's version of the perk.
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# ? Dec 1, 2013 22:13 |
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Inverness posted:So I just got around to using Frostfall, finally. I've decided to go with the Hardcore present. Let's see if I can get to the other side of the College without freezing to death. They're not meant to. A SPERG-modified Bear Armor spell would completely break the point of Frostfall.
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# ? Dec 1, 2013 22:28 |
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Scyantific posted:They're not meant to. A SPERG-modified Bear Armor spell would completely break the point of Frostfall. Edit: After some research and frustration, I discovered that I can set some global variables to 1 in the console to make Frostfall think I have the vanilla mage armor perks. Setting _DE_ArmorPerk1Active, _DE_ArmorPerk2Active, and _DE_ArmorPerk3Active to 1 in the console will make things work. Inverness fucked around with this message at 23:56 on Dec 1, 2013 |
# ? Dec 1, 2013 22:33 |
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Nomikos posted:If you plan to use a bow (and are using mouse&keyboard), you should apply this aiming tweak. It disables aim assist, and also makes arrows shoot towards the crosshair instead of, annoyingly, a few degrees above it. On the topic of arrows. Is there a mod to either fix or disable the ranged killcam events? It's really annoying to get the killcam on an archery shot only for the arrow to be launched at the character's feet and immediately collide with a mushroom or something, instead of flying true, clear away from obstacles, and right in the hapless victim. Even more annoying when you get the killcam to look at your character busily doing nothing at all because the animation somehow got stuck or something, and the monsters are taking position all around you.
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# ? Dec 1, 2013 23:43 |
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Cat Mattress posted:On the topic of arrows. Is there a mod to either fix or disable the ranged killcam events?
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# ? Dec 1, 2013 23:47 |
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I would say Scyantific's list is solid for a first playthough. I would throw in
Moving a bit away from pure vanilla
Nomikos posted:In response to the other two lists above: Let me unrecommend Weapons & Armor Fixes. It's incompatible with some other mods due to modifying way too many different items, and most of the "fixes" it makes are extremely spergy and minor, and sometimes questionable. Same for Clothing & Clutter fixes. It might be nice but IMO it's just not worth the potential problems. In either case the number of edits doesn't really matter since you should be using a tesedit merged patch anyway.
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# ? Dec 2, 2013 01:15 |
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Is there anything that goons could recommend to make the combat sound and feel more visceral? I'm playing a bulky nord bezerkr, and I'm tired of winding up with my giant greatsword only to hear a weak sounding *thwap*, along with the standard gamebryo floppy corpse. Crimson tide is helping somewhat, mind.
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# ? Dec 2, 2013 01:18 |
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I recall an alternate start mod, not live another life. It started you just after the dragon attack on Helgen and it gave you a selectionof different starting packages, like classes. Bonuses to certain skills and a selection of gear. Anyone happen to recall what that was? I'm also planning to do a ranger/druid type character, and grabbed midas magic for that. any other suggestions would be welcome!
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# ? Dec 2, 2013 02:40 |
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Quantumfate posted:I recall an alternate start mod, not live another life. It started you just after the dragon attack on Helgen and it gave you a selectionof different starting packages, like classes. Bonuses to certain skills and a selection of gear. Anyone happen to recall what that was? I'm also planning to do a ranger/druid type character, and grabbed midas magic for that. any other suggestions would be welcome! This almost sounds like Random Alternate Start which does give you packages of gear to select, but it makes you go check out Helgen before starting the main quest at all.
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# ? Dec 2, 2013 02:51 |
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If it helps, this one started you in helgen after the execution. There were done up graphics of the different classes when you were selecting them.
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# ? Dec 2, 2013 03:00 |
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# ? Jun 5, 2024 06:14 |
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The mod your looking for is called Altered Beginning.
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# ? Dec 2, 2013 03:07 |