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Buried alive posted:Is there such a thing as a mod that will add some kind of graphic effect to weapon swings? Like a movement blur at the range of the attack or something. object motion blur like that seems like something that would have to be hardcoded into the game engine, but maybe there's an ENB setting that replicates it, I dunno
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# ? Dec 1, 2014 01:06 |
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# ? Jun 5, 2024 04:06 |
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Scyantific posted:Wait, I thought they removed the voice acting from Mirmulnir in one of the more recent patches?
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# ? Dec 1, 2014 01:12 |
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Cardboard Box posted:object motion blur like that seems like something that would have to be hardcoded into the game engine, but maybe there's an ENB setting that replicates it, I dunno To refine my request a bit, I'm looking for something that gives me feedback on what the range of my/enemies' attacks is. I don't care if the sword (or whatever) I'm swinging actually blurs or not, any kind of graphic effect will work. Some kind of slashing arc would work just as well.
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# ? Dec 1, 2014 01:40 |
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deathrat posted:So I'm working on a plugin and accompanying tool for Mod Organizer. I'll be posting a beta for it here within the next couple of days hopefully. This sounds amazing, godspeed. It would be perfect for automating things like the STEP guides I imagine.
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# ? Dec 1, 2014 01:44 |
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Buried alive posted:To refine my request a bit, I'm looking for something that gives me feedback on what the range of my/enemies' attacks is. I don't care if the sword (or whatever) I'm swinging actually blurs or not, any kind of graphic effect will work. Some kind of slashing arc would work just as well. ahh, I get you. that would actually be pretty cool but I don't think a thing like that exists
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# ? Dec 1, 2014 01:54 |
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Cardboard Box posted:is Weapons of the Third Era MoS Edition available anywhere or is it pretty much lost? I wasn't aware that it had been removed from the Nexus. I'll zip up my copy and upload it to my Google Drive. My internet is slow as poo poo, so it might take a while. I'll either edit this post or make a new post when it's finished. Anyhow, Weapon Variants Expansion and Private Eye's Heavy Armory are both pretty good. Avoid weaponizer, IMHO.
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# ? Dec 1, 2014 04:39 |
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So a while ago in the thread I mentioned a 28 days later mod and someone was like, "You should try that and post a trip report," and I was like, "Hey, that's a good idea," so here's a brief trip report. I haven't checked the barricading/siege damage features, so I don't know how those worked. Firstly, to make things really feel like a zombie invasion any essential NPCs will need to have that removed so that they can, you know, die. Otherwise you wind up with NPCs that are infected, but that never die themselves and you get one of two results. If you set infected NPCs to go berserk, there are a couple of invincible enemies running around. If you did not set infected NPCs to go berserk, you have invincible defenders running around. Aside from that, the mod has so much customization available the mod manager in-game menu that the only real problem is the lack of proper atmosphere. NPCs only get killed if you're there to participate in combat, so it's not possible to sic a bunch of zombies on a city and then have everyone be dead by the time you get there. Even after everyone is dead, the town, I think, will still look the same. So Whiterun will be sort of all bright and cheery with a bunch of monsters running around. It's not clear how much zombies will wander out into the wild, but my impression is that this doesn't happen very often, if at all, and they'll just stand around in town if nothing is there to provoke them. Zombie populations and migration is all handled in a back-end sort of system, and as long as you stay away from towns I don't think you'll see any. I'm not even sure if zombie populations change all that much if you're not in some town or other. Zombies resurrecting seems to be handled by a dice roll. If successful, the old corpse disappears and a new one is respawned in its place. Clunky, but it works. I do wonder what affects so much spawning and respawning might have on save games and such though. It's possible for the player to die and respawn as a zombie. You just have to die while infected. After that you become a zombie of some type or other and can attempt to go on a little rampage. I believe you can infect other NPCs while in this form. As near as I can tell there's no way to go back to being a non-zombie. Once you get killed as a zombie the game treats that as a normal death and you'll respawn from your last save. If you use SkyXP or a similar, alternate leveling system that gives you points based on skills, this mod can feel like cheating if your zombies aren't strong enough. The zombies themselves have a decent variety and are interesting to look at, though I'm not sure they all have proper walking and running animations. Eh. While it's not possible to change how everything is handled through the back end and whether or not NPCs are essential with this mod alone, everything else I just talked about can be tweaked in some way or other. If you ever wanted to play Skyrim: I Am Legend this mod will let you do it if you're willing to do a little bit of preparation. Like, say, setting an extremely long respawn time on cells in general, then murdering all the NPCs before you set off the zombie apocalypse. Also this was all on a saved game with a lot of progress, so at first glance adding/removing this mod to saved games won't break anything horribly, but, as always, ymmv.
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# ? Dec 1, 2014 05:03 |
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Agents are GO! posted:I wasn't aware that it had been removed from the Nexus. I'll zip up my copy and upload it to my Google Drive. My internet is slow as poo poo, so it might take a while. I'll either edit this post or make a new post when it's finished. thanks! I'll look into those others
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# ? Dec 1, 2014 05:07 |
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Cardboard Box posted:thanks! I'll look into those others Here's MoS Weapons of the Third Era.
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# ? Dec 1, 2014 05:32 |
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I just did a fresh install. Is everything in the OP still pretty relevant? I installed some basic stuff already to get started. SkyUI High res textures Extra sounds Realistic water Unofficial patches
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# ? Dec 2, 2014 16:18 |
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I recently found and downloaded a Skeleton race from the workshop and I'm having way too much fun. While I'm willing to accept it's flaws, I was wondering if anyone knows of a playable skeleton mod where you can wear any armor and see it? Or better yet. One where you have to earn societies trust? This one currently does not support all armors on the model, so my torso is naked atm. And the author said he was done working on it.
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# ? Dec 2, 2014 17:07 |
I really need to catch up with this thread. I remember someone here was trying to make a great bow mod; did that ever get uploaded? I'm also looking for a mod that adds more transformations -- turning into wolves and bears and the like. Any recommendations for something like that? I've looked a few druid mods but those seem to be more into nature magic than transformation.
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# ? Dec 2, 2014 18:53 |
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Scyantific posted:Wrye Bash is pretty simple. You'd be better off with a merged patch though. Or load SPERG towards the bottom of your load order.
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# ? Dec 2, 2014 23:07 |
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On a similar note - does anyone have any Vampire/Werewolf overhaul mods that they can recommend? Basically I'm just looking for something to make both forms a little more risky (proper sun penalties, lunar transformations) and a little more interesting. I've found Heart of the Beast (better werewolf sounds, howl at the moon sort of stuff) and Bloodmoon Tales which adds moonlight transformations, werebears, hunters coming after you and stuff which seems neat. Haven't tried either yet though so I don't know if it works well! But Jesus Christ it's pretty much 50/50 on whether a mod page is actually going to tell me clearly what the mod does or devolve into someone's vampire/werewolf/anime/ fanpage, any suggestions you guys have would be awesome. Also I managed to mostly remove the problems I was having with SPERG's Phantom Beasts perk - I believe it was being triggered by a dodgy workshop mod not being properly installed. Bears/Spiders/Deers get desummoned once battle's over now!
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# ? Dec 2, 2014 23:18 |
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Ron Paul Atreides posted:With TESEdit 5, is it pretty much just about making a merge patch between poo poo MO is detecting conflicts in or is it more guess work than that? It depends on the type of conflict. If it's affecting leveled lists, a Bashed Patch is better for those IMO. A conflict that affects more specific things like what is added to the world space would benefit better from a Merged Patch. It's pretty easy to make the patches as well. I think either Lt.Smash or Agents Are Go! made a quick and dirty how-to on making Merged Patches, which I will find tonight and stick in the OP.
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# ? Dec 2, 2014 23:18 |
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Appoda posted:I really need to catch up with this thread. It's not that fancy as like a werewolf transformation. But I saw a "playable creatures" mod in the workshop. Use a spell to turn into a Spriggan, Giant, whatever else in the base game besides dragons. Looked pretty well done but I didn't really plan on using it so i didn't try it out.
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# ? Dec 2, 2014 23:24 |
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Frankly posted:On a similar note - does anyone have any Vampire/Werewolf overhaul mods that they can recommend? Basically I'm just looking for something to make both forms a little more risky (proper sun penalties, lunar transformations) and a little more interesting. I've found Heart of the Beast (better werewolf sounds, howl at the moon sort of stuff) and Bloodmoon Tales which adds moonlight transformations, werebears, hunters coming after you and stuff which seems neat. Haven't tried either yet though so I don't know if it works well! Better Vampires is the go to vampire overhaul for Skyrim, I think. It's got a ton of options you can fiddle with, too.
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# ? Dec 2, 2014 23:27 |
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Appoda posted:I really need to catch up with this thread. Here's one I found. It's pretty into the nature magic thing, but it comes with some transformations and some trials to unlock them. http://www.nexusmods.com/skyrim/mods/31485/
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# ? Dec 2, 2014 23:46 |
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Emong posted:Better Vampires is the go to vampire overhaul for Skyrim, I think. It's got a ton of options you can fiddle with, too. Thanks, I'll check this out! e: aww yiss spells to mask yourself if you're hated and other junk, this looks good! VVV I'm thinking the same thing, I wouldn't imagine any of the 'turn NPCs to vampire/werewolf' mod options would go very well with how I normally play. Luckily they're all pretty customizable! Thanks for the recommendation, it seems like Moonlight Tales is the best of what I'm looking for! Frankly fucked around with this message at 00:46 on Dec 3, 2014 |
# ? Dec 2, 2014 23:46 |
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Frankly posted:On a similar note - does anyone have any Vampire/Werewolf overhaul mods that they can recommend? Basically I'm just looking for something to make both forms a little more risky (proper sun penalties, lunar transformations) and a little more interesting. I've found Heart of the Beast (better werewolf sounds, howl at the moon sort of stuff) and Bloodmoon Tales which adds moonlight transformations, werebears, hunters coming after you and stuff which seems neat. Haven't tried either yet though so I don't know if it works well! I play with moonlight tales and I can highly recommend it, thought I would turn of the Npc to NPC infection mechanic and possibly the player to NPC infection mechanic if you are going for a non-gimmick playthrough.
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# ? Dec 3, 2014 00:35 |
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Scyantific posted:It depends on the type of conflict. If it's affecting leveled lists, a Bashed Patch is better for those IMO. A conflict that affects more specific things like what is added to the world space would benefit better from a Merged Patch. Here is my rundown on Bashed and Merged patches. And to answer Ron Paul's question MO only detects conflicts between files. So mostly scripts, textures and meshes. Or whole esps. A bashed or merged patch is the contents of the esps.
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# ? Dec 3, 2014 00:39 |
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Ok, that confused me a little. What is the difference between merged patches and bashed patches? Bashed patches are simply ones made with wyrebash while merged are from TEVEdit? TESVEdit can combine multiple mods into a single esp to reduce plugins, while wyre only combines leveled lists?
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# ? Dec 3, 2014 00:47 |
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Canemacar posted:Ok, that confused me a little. What is the difference between merged patches and bashed patches? Bashed patches are simply ones made with wyrebash while merged are from TEVEdit? TESVEdit can combine multiple mods into a single esp to reduce plugins, while wyre only combines leveled lists? Wrye Bash makes Bashed patches which use bashed tags to combine leveled lists changes. It can also combine a few types of simple mods into the bashed patch to lower plugin count. TesVedit makes Merged Patches. It integrates many different things besides leveled lists like weapons, armor, and npc changes. It also supports scripts that can do a number of useful developer things. One of them is called Merge Mods or something that takes the contents of two or more plugin files and makes them into one. This has had some issues in the past and is not the same as a merged patch despite the confusingly similar change. The Wrye team is in the process of expanding what the bashes patch can do so hopefully we will be able to use it for everything before too long.
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# ? Dec 3, 2014 01:28 |
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Scyantific posted:It depends on the type of conflict. If it's affecting leveled lists, a Bashed Patch is better for those IMO. A conflict that affects more specific things like what is added to the world space would benefit better from a Merged Patch. Thanks I would appreciate that
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# ? Dec 3, 2014 05:28 |
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Ron Paul Atreides posted:Thanks I would appreciate that Turns out it was neither Smash or Agents who made the guide! Gyshall posted:Bash and TES5Edit both do two different things, although having both lets you have a 230+ mod list with relative stability. Basically follow the steps above, and when you make your merged patch, expand it to find the leveled lists (LeveledNPC and LeveledItem), right click them and select Remove/Delete. Do this only if you're using a Bashed Patch to handle your leveled lists.
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# ? Dec 3, 2014 05:44 |
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So I tweaked ASIS' increased spawn settings and now if I have ASIS installed my game CTDs on start up. I have not changed anything else in my mod list. Any ideas? Edit: Completely gutting ASIS and reinstalling it did the trick. Who the hell knows what happened there. Viperix fucked around with this message at 08:14 on Dec 3, 2014 |
# ? Dec 3, 2014 07:29 |
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Scyantific posted:Turns out it was neither Smash or Agents who made the guide! The only thing I do differently than this is delete the leveled entries from the merged patch (just allow the Bashed Patch to do that.)
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# ? Dec 3, 2014 16:05 |
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Keep in mind that a Merged Patch won't resolve conflicts with a record if more than one mod edits the same entry within that record. So if you have an item renaming mod that renames gold ingots to "Ingot: Gold", another mod that edits the weight of gold ingots, and a mod that edits both the weight and value of gold ingots but with a different weight value than the earlier mod, then gold ingots won't be included in your patch and will be edited by the last mod that is loaded, since TES5Edit doesn't know which weight-editing mod to prefer. You can make the necessary tweaks manually, however, say setting both weight-editing mods to the same weight value, in which case gold ingots will be merged into the patch with the new name, weight, and value. This was my experience, at least, and someone more familiar with merged patches should correct me if I'm wrong.
Alasyre fucked around with this message at 06:00 on Dec 4, 2014 |
# ? Dec 4, 2014 05:51 |
Nah, sometimes the mods really are on equal ground and you have to judge which one comes out on top. TES5Edit just makes this process relatively painless. I can't imagine doing this poo poo with the official creation kit.
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# ? Dec 4, 2014 05:53 |
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What's really weird is mods made by the same person and designed to work together that make conflicting changes to the same records. I know that Clothing and Clutter Fixes and Complete Crafting Overhaul Remade had some conflicts and would prevent certain items from getting merged, at least they did the last time I took a look. Edit: Just looked, the ores have different weight and values between the two mods. Alasyre fucked around with this message at 06:03 on Dec 4, 2014 |
# ? Dec 4, 2014 05:59 |
Yeah, I remember spending a while going over those. Usually I went with the C&CF's changes to item weights and values, because those were different and way more interesting than the default.
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# ? Dec 4, 2014 06:00 |
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Alasyre posted:Keep in mind that a Merged Patch won't resolve conflicts with a record if more than one mod edits the same entry within that record. So if you have an item renaming mod that renames gold ingots to "Ingot: Gold", another mod that edits the weight of gold ingots, and a mod that edits both the weight and value of gold ingots but with a different weight value than the earlier mod, then gold ingots won't be included in your patch and will be edited by the last mod that is loaded, since TES5Edit doesn't know which weight-editing mod to prefer. You can make the necessary tweaks manually, however, say setting both weight-editing mods to the same weight value, in which case gold ingots will be merged into the patch with the new name, weight, and value. This was my experience, at least, and someone more familiar with merged patches should correct me if I'm wrong. I just looked at my merged patch and and one item was given a gold value of 1 by one mod, 2 by another mod, and 3 by the merged patch. I have no idea where the 3 came from and now believe that TES5Edit works because of witchcraft.
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# ? Dec 4, 2014 06:10 |
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So I just picked up the DLC and thought I'd try modding everything. On using mod manager every time I try to download something from Nexus, I get: 11:25:22 [D] Download started 11:25:22 [D] download requested: nxm://Skyrim/mods/19/files/1000130517 11:25:22 [D] add nxm download: nxm://Skyrim/mods/19/files/1000130517 11:26:22 [C] request (http://nmm.nexusmods.com/skyrim/Files/1000130517/?game_id=110) error: Operation canceled 11:26:22 [D] User-agent "Mod Organizer v1.2.14 (compatible to Nexus Client v0.52.2)" 11:26:22 [W] request failed: Operation canceled 11:26:22 [D] Failed to request file info from nexus: Operation canceled 11:26:24 [C] request (http://nmm.nexusmods.com/skyrim/Mods/1334/?game_id=110) error: Socket operation timed out 11:26:24 [D] User-agent "Mod Organizer v1.2.14 (compatible to Nexus Client v0.52.2)" 11:26:24 [W] request failed: Socket operation timed out 11:26:24 [W] Failed to retrieve update information: Socket operation timed out 11:26:24 [D] Failed to retrieve update information: Socket operation timed out Nothing that I can see about this on the MM related forums, anyone seen this before?
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# ? Dec 4, 2014 12:29 |
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Razakai posted:So I just picked up the DLC and thought I'd try modding everything. On using mod manager every time I try to download something from Nexus, I get: The only thing I can think of is this line from the "News" section at the top of the description for MO: quote:Nexus has again locked out older versions of NMM from connecting to Nexus and MO is affected as collateral damage. You can fix this by going to settings->workarounds and enter 0.52.2 as the NMM Version. Since you have a network error, this seems like a good bet. But I'm going to guess you've already done this, because your error log mentions that your MO is "compatible to Nexus Client v0.52.2". I'm thinking that Nexus maybe did something similar once again after this workaround was posted. If that's the case, then you might be able to fix it by changing the NMM Version to 0.52.3, which appears to be the latest version.
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# ? Dec 4, 2014 13:50 |
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Just tried to download something, and it worked with 0.52.2 in the workarounds section. "Socket error" sounds like a bad connection to their server. Perhaps Internet trouble (on your end or theirs)? Can you download manually from the Web site? FronzelNeekburm fucked around with this message at 14:14 on Dec 4, 2014 |
# ? Dec 4, 2014 14:12 |
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Could've been that. I wiped it and gave it a fresh install and it's started working with no changes, so I'll put it down to standard Nexus fuckery. Thanks!
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# ? Dec 4, 2014 14:14 |
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Anybody else get DynDOLOD working? I have, and although the process looks a bit intimidating, it is totally worth it. If you do get it working, don't bother upping your uGridsToLoad anymore, either. It really needs to go in the OP. Previously I had rolled my own set of static LOD to generate in TES5Edit, which gave me a lot of high-res LOD but was pretty hard on performance. Performance is slight improved now even though I've got heaps more static LOD and also the DynDOLOD scripts running as well. Look at this poo poo, this is all with stock uGrids (5):
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# ? Dec 4, 2014 16:37 |
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Kilroy posted:Anybody else get DynDOLOD working? I have, and although the process looks a bit intimidating, it is totally worth it. If you do get it working, don't bother upping your uGridsToLoad anymore, either. you've got my attention, checking this out now.
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# ? Dec 4, 2014 18:23 |
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Being able to see trees clearly in the distance kind of destroys the illusion that Skyrim has giant mountains rather than hills with incongruous snowbound jagged crags.
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# ? Dec 4, 2014 18:33 |
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# ? Jun 5, 2024 04:06 |
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GunnerJ posted:Being able to see trees clearly in the distance kind of destroys the illusion that Skyrim has giant mountains rather than hills with incongruous snowbound jagged crags. Yeah it really messes with perspective in a weird way.
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# ? Dec 4, 2014 19:11 |