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The added pet types are from the DLC patches, so they'll be missing if you don't have those activated. At one point I think I was going to make a tutorial for people to add their own pet types, but halfway through I realized that it was so incredibly involved that anyone who could do it wouldn't need the tutorial. That one in particular is pretty rough.
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# ? Jun 29, 2014 08:07 |
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# ? May 31, 2024 13:23 |
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Mr. Carrier Pigeon posted:So I don't know if this has been asked before, but is there a mod out there that allows you to get to the Word Walls that are stuck behind Guild quests without having to join that guild?
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# ? Jun 29, 2014 09:54 |
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Is there a good mod that issues murder/death? I can kill someone in a shop and someone else will stroll over and go 'oh my!......' Then walk off (even loot the body). Maybe I'm expecting too much, but maybe they can walk to a guard or go into attack mode (if in a dungeon).
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# ? Jun 29, 2014 13:24 |
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YOURFRIEND posted:Please play skyrim unmodded the first time around. Mod it after you have two hundred hours, it is a fine game. you are incredibly wrong, YOURFRIEND.
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# ? Jun 29, 2014 13:31 |
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I knew there was something like this but just couldn't remember the name of the mod. Thanks.seorin posted:I made this awhile back: http://www.nexusmods.com/skyrim/mods/37222/
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# ? Jun 29, 2014 16:15 |
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Just when I was getting worried about Skyrim modding since half of the Hot Files on Nexus are sexy statue replacers, this comes along. Familiar Faces lets you import your saved player characters to other saved games as companions. Sounds absolutely awesome.
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# ? Jun 30, 2014 02:06 |
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Alasyre posted:Just when I was getting worried about Skyrim modding since half of the Hot Files on Nexus are sexy statue replacers, this comes along. Familiar Faces lets you import your saved player characters to other saved games as companions. Sounds absolutely awesome. Yeah, I just saw that on Brodual's feature. I've been wanting that since release, and people always told me it couldn't be done, so I'm totally right now about this. Before getting back into Skyrim after a long break, I was asking around for an RPG that was small-party based and had total class freedom, and Skyrim would've fit the bill except for the multiple created characters bit. Now that's solved. Apparently the author is also working on something where you can share items between characters too.
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# ? Jun 30, 2014 05:06 |
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edit: nevermind!
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# ? Jun 30, 2014 05:19 |
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I was thinking of going through my bi-annual tradition of reinstalling the latest Elder Scrolls, installing a shitload of mods and deleting everything when the game crashed. But this time, smartly So I've downloaded the latest Mod Organizer and basically every mod in the OP. But then I cannot launch the game from Mod Manager (launches Steam but doesn't launch Skyrim) nor SKSE (it crashes). Both the game and SKSE work perfectly well when launched from ther own shortcuts. Any non-obvious thing I should be doing? I'm running Windows 7, and everything is a fresh install.
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# ? Jun 30, 2014 15:43 |
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Are there any mods that actually gently caress with the combat system, rather than just the leveling or whatever? Coming back this after the souls games just makes the combat floaty and mushy in comparison, nothing feels like it connects.
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# ? Jun 30, 2014 15:48 |
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cat doter posted:Are there any mods that actually gently caress with the combat system, rather than just the leveling or whatever? Coming back this after the souls games just makes the combat floaty and mushy in comparison, nothing feels like it connects. Interested in hearing mods like this too, the only one I've found is one that adds a camera-jolt when you hit something, you can also get it to blur also. Guess what, I don't have the link
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# ? Jun 30, 2014 15:53 |
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Fat Samurai posted:So I've downloaded the latest Mod Organizer and basically every mod in the OP. But then I cannot launch the game from Mod Manager (launches Steam but doesn't launch Skyrim) nor SKSE (it crashes). Second rule of modding: Read the readmes and the description pages of mods. A crash on startup with mods is most likely a missing masterfile. You can try posting your loadorder (with MO you can just copy a txt file under \ModOrganizer\profiles\<profile name>) and maybe someone here will spot your problem. But it can be a good idea to start over with the above two rules firmly in mind.
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# ? Jun 30, 2014 15:54 |
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Raygereio posted:A crash on startup with mods is most likely a missing masterfile. You can try posting your loadorder (with MO you can just copy a txt file under \ModOrganizer\profiles\<profile name>) and maybe someone here will spot your problem. But it can be a good idea to start over with the above two rules firmly in mind. Yeah, I know, the above post was (mostly) exageration, althought there are times where I just say "gently caress it" and throw everything in. I have basically no problem starting over, but I was just hoping I was missing something like "start in Admin mode". Problem seems to be in the interaction of Mod Manager and SKSE, though, because the crash happens even with no mods activated in Mod Manager. I'll make fresh installs of SKSE and Mod Manager and see if it helps any. Given that Mod Manager doesn't mess with the Data folder I should be able to keep the Skyrim installation alone, right?
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# ? Jun 30, 2014 16:14 |
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Titty Warlord posted:you are incredibly wrong, YOURFRIEND.
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# ? Jun 30, 2014 16:50 |
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simosimo posted:Interested in hearing mods like this too, the only one I've found is one that adds a camera-jolt when you hit something, you can also get it to blur also. Guess what, I don't have the link TK Hitstop I didn't like this at all when I tried it a year ago, but I also didn't try playing with the settings at all. A lot of people swear by it for making the combat more interesting.
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# ? Jun 30, 2014 16:53 |
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Fat Samurai posted:Yeah, I know, the above post was (mostly) exageration, althought there are times where I just say "gently caress it" and throw everything in. I have basically no problem starting over, but I was just hoping I was missing something like "start in Admin mode". Is steam running before you start skyrim/skse through MO? If not that's probably what's happening because skyrim requires steam and while it tries to start it MO confuses the situation. Second is skyrim installed in your program files folder? If so move it out since UAC interferes with MO/skse because they are basically trying to hack skyrim the same way a trojan would. MO doesn't mess with the skyrim install and can and probably should be installed outside the skyrim folder. So unless you installed anything besides skse before using MO your data folder should be intact and you shouldn't need to reinstall skyrim. But if you do need to nuke the whole skyrim folder and start from scratch, make sure skyrim runs correctly and then use steam to backup your skyrim install so you don't have to wait for it to download if something goes wrong again.
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# ? Jun 30, 2014 18:55 |
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cat doter posted:Are there any mods that actually gently caress with the combat system, rather than just the leveling or whatever? Coming back this after the souls games just makes the combat floaty and mushy in comparison, nothing feels like it connects.
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# ? Jun 30, 2014 22:24 |
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What's making the Nexus so slow these days?
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# ? Jun 30, 2014 22:40 |
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omg chael crash posted:What's making the Nexus so slow these days? I'm gonna guess the Skyrim sales during the Steam summer event. Many more copies out there means a lot more traffic for those big titty anime mods.
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# ? Jun 30, 2014 22:42 |
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I had an odd issue with the newst version of Mod Organizer and SkyUI: MO 1.2.8 was unable to install SkyUI 4.1 correctly no matter what. Game would just complaing about missing .swf:s when going to inventory. I had to downgrade back to MO 1.2.6, and that one could install from the same SkyUI 4.1 archive completely fine and working.
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# ? Jun 30, 2014 23:03 |
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If I change settings with the default skyrim launcher do they stick or do I need to tinker things with Mod Organizer to have them work? For whatever reason it feels like no matter what settings I screw with and turn down the game runs at 45-50ish fps which is fine but I really feel as though I should be able to run it consistently at 60fps.
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# ? Jun 30, 2014 23:05 |
Tracula posted:If I change settings with the default skyrim launcher do they stick or do I need to tinker things with Mod Organizer to have them work? For whatever reason it feels like no matter what settings I screw with and turn down the game runs at 45-50ish fps which is fine but I really feel as though I should be able to run it consistently at 60fps. Run the launcher through Mod Organizer to get it to stick. Add it manually as an executable.
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# ? Jun 30, 2014 23:21 |
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God I love MO but sometimes I wonder if it's being managed by a moron. With the massive rush of bugfix releases lately he was bound to break something horribly. I started up my game today with 1.2.8 and was baffled that SkyUI wasn't working properly. In fact, several of my mods weren't working properly. MO reported no conflicts so I went to the nexus page and found this.quote:Version 1.2.9
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# ? Jul 1, 2014 00:10 |
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Forgedbow posted:Duel - Combat Realism works pretty well for me, although it doesn't really address the floatiness. Bigger emphasis on smart blocking and stick-n-move combat. Also it makes being outnumbered a real bummer. This changes nothing much mechanically, it just makes things 'harder' while providing no tactical utility to speak of. There's only so many times you can block something with a 2 handed weapon that can kill you in 1-2 hits. This is what every bloody mod does that claims to make the combat better, it just makes poo poo harder, and it's artificial difficulty at its loving finest because the underlying combat is so mechanically shallow that there's no actual skillful play required or even possible. You either swing at someone and heal yourself when you're low, or you just eventually die. I guess this is why dark souls has stuff like rolling/parrying/backstabs and the rigid animation priority style, actual tactical utility and clear win/fail states and relatively clearly observable combat influence. It's probably a really unfair comparison and comparisons to dark souls is kinda tired these days, but I play those games a lot and it's making going back to crappy RPG combat really difficult.
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# ? Jul 1, 2014 01:16 |
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I'm getting this each time I try to install SkyUI: I swear everything is placed as it should be. I've tried installing with every version of ModManager from 1.2.6 to 1.2.9 (after reading Lunksu's post), and the error keeps appearing. And installing anyway (which I can) leads to SkyUI complaining that SKSE isn't running. Everything else is a fresh install in a non-Program Files folder. Fake edit: Installing everything manually (putting the .esp and .bsa files in the data folder) worked perfectly well. Any other mods that behave like this I souuld be aware of?
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# ? Jul 1, 2014 14:02 |
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Fat Samurai posted:SkyUI woes The OP posted:Q:When I try to install SkyUI, it tells me it can't find SKSE. What gives? Raygereio fucked around with this message at 14:15 on Jul 1, 2014 |
# ? Jul 1, 2014 14:09 |
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Hmmm... you shouldn't have to put any mods .bsa or .esp in Skyrim's data folder, so something is amiss. I know SkyUI throws up an error when installing with MO even if you're doing it right. Is it complaining in-game about SKSE? Edit: Probably what Raygereio said, but your post seems to suggest it's complaining in-game. Alasyre fucked around with this message at 14:32 on Jul 1, 2014 |
# ? Jul 1, 2014 14:11 |
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Alasyre posted:Hmmm... you shouldn't have to put any mods .bsa or .esp in Skyrim's data folder, so something is amiss. I know SkyUI throws up an error when installing with MO even if you're doing it right. Is it complaining in-game about SKSE? Yeah, the UI wasn't working in game, so I had to do a manual install (putting stuff in Data folder). The unnoficial patches have gone without any problem, though. Hopefully just a hiccup with the latest MO.
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# ? Jul 1, 2014 14:54 |
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Fat Samurai posted:Yeah, the UI wasn't working in game, so I had to do a manual install (putting stuff in Data folder). The unnoficial patches have gone without any problem, though. Hopefully just a hiccup with the latest MO.
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# ? Jul 1, 2014 15:42 |
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Ok, question. Should I install SKSE through MO, too? Because if MO is looking at it's own folder structure and not looking at Data, of course it's going to give problems. "SKES? That's not a mod. It's not even in the Nexus! Of course you install it as you have always done." VVVVV Crap. Thanks for the help, I'll try downgrading to MO 1.1.2, see what happens. And if not I'll just soldier on with SkyUI in the Data folder. Fat Samurai fucked around with this message at 16:05 on Jul 1, 2014 |
# ? Jul 1, 2014 15:59 |
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Fat Samurai posted:Ok, question. Should I install SKSE through MO, too? Because if MO is looking at it's own folder structure and not looking at Data, of course it's going to give problems. No. ENB and SKSE are the only things that you have to absolutely install in the root Skyrim folder if you use Mod Organizer.
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# ? Jul 1, 2014 16:01 |
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How do I use Lootification with MO?
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# ? Jul 1, 2014 22:03 |
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omg chael crash posted:How do I use Lootification with MO? Install and activate it through MO and then go to the data tab in the right panel and find the .jar. Right click it and choose add as executable. Then run it through MO.
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# ? Jul 2, 2014 03:16 |
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Lately I've been trying to increase magic damage taken across the board for all actors in the game. Changing the damage-difficulty multipliers work well enough for combat between the players and NPCs, but have no effect on NPCs fighting each other which bugs me. I looked around and it seems as if there isn't an easy way to increase magic damage globally without getting into scripting. The best solution I could come up with using my limited knowledge of the CK was to create a magic effect that damages Magic Resistance, which I then used to create an ability that I tediously applied as a trait to every race in the game one by one (was a good way to find out that the CK doesn't recognize an added ability as a change if the race has none to begin with). Anyway, my crude edit works well enough in-game; the only problem is that it overwrites any other mods that edit race data, which I noticed when the wolves I'd edited earlier to deal 10 damage per hit were only doing 5 again. So yeah: is there a way to add a racial ability to every race in the game without causing mod conflicts?
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# ? Jul 2, 2014 09:04 |
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I picked up all the DLC during the summer sale, what are some mods I can use now that I have them? I'm already eyeing Deadly Dragons but I know there are quite a few worthwhile ones that have just opened up to me.
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# ? Jul 2, 2014 11:49 |
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fibblins posted:Lately I've been trying to increase magic damage taken across the board for all actors in the game. Changing the damage-difficulty multipliers work well enough for combat between the players and NPCs, but have no effect on NPCs fighting each other which bugs me. I looked around and it seems as if there isn't an easy way to increase magic damage globally without getting into scripting. The best solution I could come up with using my limited knowledge of the CK was to create a magic effect that damages Magic Resistance, which I then used to create an ability that I tediously applied as a trait to every race in the game one by one (was a good way to find out that the CK doesn't recognize an added ability as a change if the race has none to begin with). SkyTweak allows you increase magic scaling, though that probably won't have quite the effect you're after at low levels. Your quick and dirty weakness to magic effects on everything can work if you use TES5Edit to merge the changes with your other mods. I think a straight up MergedPatch will pick up on Race records but you may have to do it manually. Heavy Lobster posted:I picked up all the DLC during the summer sale, what are some mods I can use now that I have them? I'm already eyeing Deadly Dragons but I know there are quite a few worthwhile ones that have just opened up to me. In terms of general, not DLC-content specific mods, the first one to come to my mind is Complete Crafting Overhaul Redone.
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# ? Jul 2, 2014 14:42 |
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fibblins posted:Anyway, my crude edit works well enough in-game; the only problem is that it overwrites any other mods that edit race data, which I noticed when the wolves I'd edited earlier to deal 10 damage per hit were only doing 5 again. So yeah: is there a way to add a racial ability to every race in the game without causing mod conflicts? A skyproc or tesedit script could add abilities to races easily if there isn't a way to directly adjust magic damage. I don't know tesedit scripting but for skyproc make an esp with your ability in it, then set skyproc to import races and spells and the body of the patcher should look something like code:
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# ? Jul 2, 2014 18:54 |
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Salutations Skyrim Modgoons. I'm starting my yearly playthrough of Skyrim and have decided to mod the hell out of it this go-round. I'd like to really get as much going as I can with the below mods. Are there any obvious issues/conflicts with the list below? I know to take it slow and add a few at a time (I started last evening with ASIS, SPERG, the Unofficial patches and Immersive Patrols). Thanks for any advice you can give. In addition, if you could recommend any other mods that would fit in with this batch that'd be spectacular. I don't have the kind of VRAM to really get the most out of some of the texture mods/changes, but plenty to play smoothly on vanilla. Frostfall Realistic Needs & Diseases Alternate Start-Live another life SPERG Skyrim-Community-Uncapper ASIS Trade & Barter Timing is Everything The Choice is Yours Thieves Guild requirements Hunterborn Immersive Armors Immersive Weapons Run for your Lives When vampires attack Uncle Sheogorath Better Quest Objectives A Quality World Map - With Roads SkyUI Brawl Bugs Patch Flora Respawn Fix The Unofficial Patches Weapons and Armor Fixes Bounty Gold Immersive animations Dual Sheath Redux Cloaks of Skyrim Better Bows Apocalypse Spell Package Vanilla Followers Enhanced Immersive Patrols Interesting NPC's Static Mesh Improvement mod Faster mining Clothing & Clutter fixes Climates of Tamriel Supreme Storms Weather patch for CoT - Fog and Overcast Consistant Stars - CoT patch XCE - Xenius Character Enhancement Skyrim HD - LITE AOF Believable Hair
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# ? Jul 2, 2014 20:51 |
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cat doter posted:This changes nothing much mechanically, it just makes things 'harder' while providing no tactical utility to speak of. There's only so many times you can block something with a 2 handed weapon that can kill you in 1-2 hits. there's TK dodge, which adds a dodge move, and most combat mods offer a bonus stun if you block at the right time, which adds something. It'll never be dark souls.
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# ? Jul 2, 2014 21:07 |
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# ? May 31, 2024 13:23 |
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Talmonis posted:Realistic Needs & Diseases I highly recommend iNeed instead of RND. It's more configurable, less intrusive, and just as immersive but with a better UI. I particularly like that all I have to do is keep my inventory stocked with food and drink, and it'll make me automatically eat and drink when needed without interrupting the adventure. I'd also suggest the Epic Gameplay Overhaul package... or at the very least, the Dragon AI component thereof, but the Fire/Ice Overhaul is good too, the Combat Drama Overhaul has a nice MCM, nothing wrong with the Epic Music Overhaul... some people complain about the Civil War Overhaul being a bit wonky, but I haven't tried it yet, so I can't say. His mod descriptions are idiotic, but the mods themselves are pretty well written so far as I've seen. I'm also a huge fan of Immerive College of Winterhold, which completely revamps the college without changing the lore. I've had a teensy bit of trouble combining it with Live Another Life using the Winterhold Start, in that the tutorial xp script keeps firing if I go into the practice hall during the day, but otherwise it's a wonderful mod.
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# ? Jul 2, 2014 21:11 |