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So I'm tossing Requiem in favor of trying something new ala SkyRe + Morrowloot + Skyrim Unbound. ReProccer is amazing. Anyway, haven't really played SkyRe at all yet, how's the base combat module? Can I just use that? The one thing I liked from Requiem was Dragons being deadly and rare'ish, whats the preferred alternative to accomplish the same thing (I'm aware of the 'big 3', but not sure which are up-to-date etc.)? Lastly, is there a patch for Morrowloot 4 + SkyRe?
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# ? Dec 15, 2013 23:56 |
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# ? Jun 4, 2024 02:16 |
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Having a little problem with SPERG. I just bashed open a lock and my follower decided to attack me. I had this happen once before, but I was alone so I just got a bounty. Any way to fix this? I also think I might be having a problem with ASIS and Deadly Dragons not working well together. I seem to be getting more dragon spawns than I should. There were two at Shearpoint and three at Bonestrewn Crest. Deadly Dragons is in the list of exceptions in the ASIS ini file, so I don't know why this is happening. It probably wouldn't be a problem with vanilla dragons, but three Deadly dragons at a time is ridiculous.
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# ? Dec 16, 2013 04:40 |
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Praetorian Mage posted:Having a little problem with SPERG. I just bashed open a lock and my follower decided to attack me. I had this happen once before, but I was alone so I just got a bounty. Any way to fix this? That doesn't sound like it's mod related. Is your follower a member of the hold faction for wherever you happened to be when you broke the lock? Most of the vanilla followers are set to no crimes/criminal behavior.
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# ? Dec 16, 2013 05:05 |
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IoCaster posted:That doesn't sound like it's mod related. Is your follower a member of the hold faction for wherever you happened to be when you broke the lock? Most of the vanilla followers are set to no crimes/criminal behavior. I'm playing through Helgen Reborn, doing the quests where you have to take the new city guard recruits out to random dungeons. I was with the Khajiit guy in Harmugstahl. I think you find that guy in Solitude, so if he belongs to any hold faction, it should be either Haafingar or Falkreath, and the lock I broke was in the Reach. I also broke another lock in the same dungeon without him turning on me. Also, when I got a bounty after bashing the lock, that was in Falskaar. But I'm pretty sure I bashed other Falskaar locks with no problems. It seems to be pretty random. If this is just inter-mod wackiness, I can deal with that. It's no problem to just console-unlock something if I have to. I'd just like to know.
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# ? Dec 16, 2013 05:46 |
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The followers from the mod might be set to no crime whatsoever. That could be the problem.
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# ? Dec 16, 2013 06:05 |
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Praetorian Mage posted:I'm playing through Helgen Reborn, doing the quests where you have to take the new city guard recruits out to random dungeons. I was with the Khajiit guy in Harmugstahl. I think you find that guy in Solitude, so if he belongs to any hold faction, it should be either Haafingar or Falkreath, and the lock I broke was in the Reach. I also broke another lock in the same dungeon without him turning on me. That does sound weird, but it may be a combo of factors with a follower set to no crime, trespassing and possible theft on your part. Any one by itself may not get a response but if they start to stack it becomes an issue. Or yeah, maybe it is just mod wackiness as you say. *shrug*
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# ? Dec 16, 2013 07:01 |
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Raygereio posted:You can try the SKSE function for this. Go to Skyrim/Data/SKSE and create a SKSE.ini file if there isn't one with this setting: This worked perfectly, thanks a lot. And for another question. Is SPERG compatible with combat mods like Duel? I'd like to get something to shake up Skyrim's combat a little as its getting a bit dull, but I don't want to give up SPERG.
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# ? Dec 16, 2013 07:32 |
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Is it just me or is Skyrim Unbound plus Immersive Creatures a dangerous combination (in-game, that is)? I started as a hunter on some mountain and as soon as I wander away from the campsite a mechanical dragon appears and devours me pretty much instantly. Is this just par for the course with alternate start mods or do I have something set up wrong?
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# ? Dec 16, 2013 07:37 |
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That's pretty much par for the course with Immersive Creatures. It adds all sorts of dangerous stuff all over the place. Your hunter start probably just put you near one by fluke.
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# ? Dec 16, 2013 08:03 |
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IoCaster posted:That does sound weird, but it may be a combo of factors with a follower set to no crime, trespassing and possible theft on your part. Any one by itself may not get a response but if they start to stack it becomes an issue. Or yeah, maybe it is just mod wackiness as you say. *shrug* Scyantific posted:The followers from the mod might be set to no crime whatsoever. That could be the problem. It still seems pretty random, so I don't know if it's a simple answer. It's not really a big deal in any case, as I hardly ever use followers anyway unless they're mandatory. The Immersive Creatures talk reminded me of something else. I've encountered a couple of Draman, and they never seemed to do anything. They float around like vampire lords but don't attack. Anyone else noticed this?
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# ? Dec 16, 2013 08:17 |
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Is anyone else using resplendent racials alongside SPERG? The race mod gives my khajit a bunch of bonus claw damage and some special abilities while sperg gives me some "fist" weapons to hold so that my unarmed attacks can utilize one-handed perks and bonuses. So I'm trying to figure out if I should be fighting completely unarmed or using the "fist" weapons. Not sure if sperg even messes with the basic unarmed attack scores (ex: the increase in unarmed through the pickpocket skill) and I don't know where to look to find out. Does any of this make sense?
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# ? Dec 16, 2013 08:33 |
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Hello, modding thread! After being out of the game for a considerable period, I'm now getting back into the swing of things with a drastically stripped-down setup, focusing on gameplay with a minimum of persnickety texture mods (although I am using both AMB and SweetFX). Overall, it's going great- my framerate is more stable than it's ever been. However, I'm having two specific issues. First: SMIM is only partially operational. Some items, like lanterns, clearly display their SMIM-enhanced forms, while others (like those damned ropes) look precisely, damningly identical to the 'before' screenshots. SMIM is loaded after every other mod that deals with textures/meshes, and I'm not using any mods (like better dynamic snow, last I checked) that conflict with it that I know of. Second: I'm randomly getting increases to my armor skills as I walk around the world (i.e. not when I'm taking damage). I'm certain it's not SPERG quest-completion points (an early theory), both because it's consistently armor skill, and because I...haven't completed any quests. My working theory is that it's somehow related to Frostfall, but since I'm not actually taking any damage from exposure, I'm really not certain. I'm not that familiar with the mod, as it's my first time trying it out. As these are the only two flies in the ointment, I'm hoping somebody can solve it. As an assist, here's my left and right MO panes:
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# ? Dec 16, 2013 11:38 |
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Uh, does anyone know why Bandit Plunderers are spawning when my character is only level 4? It's mathematically impossible for me to beat mobs intended for level 20+ characters. I'm not using anything that tampers with the level lists, so
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# ? Dec 16, 2013 12:20 |
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Mage Ham posted:As these are the only two flies in the ointment, I'm hoping somebody can solve it. As an assist, here's my left and right MO panes: poptart_fairy posted:Uh, does anyone know why Bandit Plunderers are spawning when my character is only level 4? It's mathematically impossible for me to beat mobs intended for level 20+ characters. I'm not using anything that tampers with the level lists, so
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# ? Dec 16, 2013 13:55 |
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Mage Ham: The armor leveling is a SPERG feature. You'll automatically gain increases in your armor skill as you're walk around. Think of it like leveling Oblivion's Athletics skill. It happens naturally
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# ? Dec 16, 2013 15:18 |
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poptart_fairy posted:Uh, does anyone know why Bandit Plunderers are spawning when my character is only level 4? It's mathematically impossible for me to beat mobs intended for level 20+ characters. I'm not using anything that tampers with the level lists, so What's your difficulty setting? I had a Dragur Deathlord spawn at the end of Bleak Falls Barrow when I was around level 5 on Legendary.
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# ? Dec 16, 2013 15:30 |
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Just playing on Normal at the moment.futile posted:Where are they spawning? In the mines near that first town. A restart fixed it but good grief that was weird - if it kicked in after a couple dozen hours I'd be pissed.
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# ? Dec 16, 2013 18:18 |
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http://www.nexusmods.com/skyrim/mod...review%3D&pUp=1 Looking forward to seeing this crash and burn!
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# ? Dec 16, 2013 19:10 |
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Dongicus posted:http://www.nexusmods.com/skyrim/mod...review%3D&pUp=1 These screenshots look like someone gave MC Escher the creation kit.
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# ? Dec 16, 2013 19:15 |
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kedo posted:These screenshots look like someone gave MC Escher the creation kit.
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# ? Dec 16, 2013 20:35 |
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LtSmash posted:Use MO. Really. I'm taking the plunge and ditching Wrye and using Mod Organizer (though Wrye of course still makes a bashed patch). So far it's proving easier to use than NMM and Wrye, and it's fast. I'm now trying to setup the Texture Pack Combiner, but it breaks if you don't use very specific, usually older versions of many mods. Is there a poor man's guide such as, "Here's a bunch of texture packs. Just give them this precedence order and things won't look terrible."?
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# ? Dec 16, 2013 21:52 |
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Scyantific posted:The followers from the mod might be set to no crime whatsoever. That could be the problem. The default followers are amazingly inconsistent and weird wrt not only to crime tolerance but their combat packages and leveling as well. I basically went through all of them in the CK and ironed things out myself; that combined with Extensible Follower Framework has made things much less arbitrary and frustrating.
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# ? Dec 16, 2013 21:52 |
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futile posted:Why are all of your mods missing the install date/version thing? Did you install them manually or NMM migrate or something? There's really no reason SMIM shouldn't work. Try to just download and reinstall it. As for your armor xp that's a SPERG feature to give xp to the armor you're wearing as you walk around. You can configure it in the MCM. Am I mistaken, however, or do they indeed have install dates and (in some cases) version numbers in the left pane? They certainly seem to- i.e. 3.1 for COT, 4.1 for SKYUI, etc. although some only have install dates- those little calender icons, there. As to SMIM, the issues is that it mostly IS working. I have better lanterns, a barrel-opening animation, etc.; I haven't checked every single thing it changes (since it changes a lot and I want things sorted out before I go wandering too far) but thus far it seems like just the ropes aren't working. I'm going to try re-installing it using a custom install rather than the default 'install everything' and specifically enabling 3d Ropes, so we'll see if that helps. Aha! So that's what that is. As long as it's working as intended that's actually a great feature. SPERG truly is the gift that keeps on giving. Scyantific posted:Mage Ham:
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# ? Dec 16, 2013 22:26 |
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Are there any mods out there that allow you to create a folder structure for your save games... in game? The current save organization system is retardedly lazy and makes even keeping up with one character's antics a huge pain, much less anything more complicated than that. Ideally, it would be awesome if you could arrange characters and their save games like this: code:
GreatGreen fucked around with this message at 22:48 on Dec 16, 2013 |
# ? Dec 16, 2013 22:35 |
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Mod Organizer profiles can be used to separate characters, but you have to re-launch to access characters on different profiles. How do I move Bashed Patch, 0.esp to its own mod? I need to keep separate versions for separate profiles. For some reason it's being made in the Skyrim Data directory rather than in the MO overwrite directory (I just reinstalled and last time it was definitely in the overwrite directory, I dunno what's different). Can I just put Data\Bashed Patch, 0.esp in a zip and delete it from the Data directory? edit: this seems to be working but I have to copy&replace into the correct "Bashed Patch" mod every time I rebuild the patch. If there's a simpler way I'm keen to know. kaschei fucked around with this message at 23:05 on Dec 16, 2013 |
# ? Dec 16, 2013 22:55 |
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Theoretically you can set up MO to make mod profiles, and it will migrate your saves into directories tied to that particular profile. I've tried it, but unfortunately in practice it seems hit or miss; it seemed to launch the intended profile about half the time I intended it to.
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# ? Dec 16, 2013 22:56 |
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What do you mean "intended profile"? Can you set it as a command line option somehow? I only use the dropdown and (while I've only been using it a bit over a week) it's never launched a different profile than the one I have selected so far.
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# ? Dec 16, 2013 22:57 |
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GreatGreen posted:Does anything like that exist? I believe Mod Organizer does allow you to keep seperate saves for different profiles. That should make it more easy to keep track of multiple characters. Also if you want to save for specific antics, you can also save via the console command Save "<name>". When using the "save" command, be carefull not to add a "1" parameter after the name. That will make the game write a debug dump alongside the save file, which is a function that appears to be somewhat broken in this engine because it can make the game freeze for up to 30 minutes.
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# ? Dec 16, 2013 22:57 |
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kaschei posted:What do you mean "intended profile"? Can you set it as a command line option somehow? I only use the dropdown and (while I've only been using it a bit over a week) it's never launched a different profile than the one I have selected so far. I don't launch from the dropdown because it closes MO, and it won't let me change SKSE's shortcut to not close MO when it's executed, so I made a shortcut to SKSE that fires independently of MO's window. The drawback is that the shortcut never seems to have a clear grip on which profile I want to launch.
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# ? Dec 16, 2013 23:09 |
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The Mad Archivist posted:I don't launch from the dropdown because it closes MO, and it won't let me change SKSE's shortcut to not close MO when it's executed, so I made a shortcut to SKSE that fires independently of MO's window. The drawback is that the shortcut never seems to have a clear grip on which profile I want to launch. Uncheck the Close MO on launch button in the skse executable setting then click modify?
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# ? Dec 16, 2013 23:16 |
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LtSmash posted:Uncheck the Close MO on launch button in the skse executable setting then click modify? I tried that and it never takes. vv
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# ? Dec 16, 2013 23:22 |
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The Mad Archivist posted:I don't launch from the dropdown because it closes MO, and it won't let me change SKSE's shortcut to not close MO when it's executed, so I made a shortcut to SKSE that fires independently of MO's window. The drawback is that the shortcut never seems to have a clear grip on which profile I want to launch. I've found you have to untick then click modify and then OK. If you play full screen it's probably a bad idea to leave it running in the background. MO stupidly grabs focus (minimizing Skyrim) when the little error overlay message pops up.
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# ? Dec 16, 2013 23:35 |
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Xik posted:I've found you have to untick then click modify and then OK. If you play full screen it's probably a bad idea to leave it running in the background. MO stupidly grabs focus (minimizing Skyrim) when the little error overlay message pops up. Just run it in borderless windows?
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# ? Dec 17, 2013 00:06 |
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The Mad Archivist posted:I tried that and it never takes. vv Make sure you click "Save" "Modify" or "OK" or whatever after you change it.
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# ? Dec 17, 2013 00:37 |
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The Iron Rose posted:Just run it in borderless windows? I'll just continue to have MO set to close when launching Skyrim. I haven't found a reason to keep the application running once Skyrim has launched. It's probably a bug though for MO to grab focus on non-critical errors, either that or a poor design decision I guess.
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# ? Dec 17, 2013 02:08 |
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Since the last throwing weapons mod broke my character, I've restarted my Simon Belmont gimmick for going through Dawnguard, and right as I started I found the combat cross mod that tosses in whips from Castlevania too! Does anyone else have it and do they know if the perks for swords are what I need to level to increase their damage? It says in the description that its really just a sword with an invisible blade but want to make sure first. Also, I am so glad that the game supplies all the armor I need to make my half naked barbarian vampire hunter. I've got my leather skirt and whip, and with the throwing weapons mod I have knives, axes, and holy water too!
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# ? Dec 17, 2013 19:44 |
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Hahaha, I have no idea what's causing it, but I'm getting precog enemies: I sneak, line up a shot, and when I loose the arrow the enemy will just slide to the side and then slide back into position when the arrow passes; it doesn't happen every time and the enemies even move with the running animation when "dodging", but just really sped up. It still tells me I'm hidden.
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# ? Dec 17, 2013 19:53 |
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Ahahaha I get the same exact thing. Although I don't ever remember the running animation, when it happens they just sort of slide 10 feet to the side. I am running STEP core mods and SPERG and honestly with the dozens of mods I can't be bothered troubleshooting the cause. It happens so rarely that it's not too annoying and usually just makes me laugh when it happens.
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# ? Dec 18, 2013 01:10 |
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So I was wondering why there wasn't any discussion of SkyRe in the OP and I'm guessing that's because most goons use SPERG? Is there any general consensus if any overhauls are much better than others? I used to play Skyrim with deadly dragons but that was over 18 months ago. I remember Deadly Dragons having a much more thorough description and it added lots of new dragon loot and armor. Has the scope of this mod been scaled back?
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# ? Dec 18, 2013 01:26 |
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# ? Jun 4, 2024 02:16 |
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No. The armor and spell parts of the mod has been spun off into the Deadly Dragon Armory and Forgotten Magic mods respectively, though.
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# ? Dec 18, 2013 01:36 |