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Serifina posted:How well does CCO work with SPERG? quote:Skyrim Modding/Troubleshooting: (Almost) Everything Works With SPERG It's true. But yeah, I've used it with SPERG plenty and it's fine. As long as you're letting SPERG handle the perks, everything else will get along pretty well with it. Just make sure to get Complete Crafting Overhaul Remade and not the original CCO. Edit: vvv Pretty sure that's it. Haven't used it either, but I've heard only good things about its gameplay. Kraven Moorhed fucked around with this message at 02:34 on Jan 27, 2015 |
# ? Jan 27, 2015 02:29 |
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# ? Jun 3, 2024 21:42 |
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Red Mundus posted:Does anyone remember that mod that changes the final boss of the game into this multi-level battle? Is it worth using? Do you mean this? http://www.nexusmods.com/skyrim/mods/53350/ I haven't used it myself, can't comment on it, though.
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# ? Jan 27, 2015 02:31 |
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Welp, I finally managed to break my horribly overlevelled Orc Vampire Lord Pro Wrestler run - something about the sequence of re-killing my dead thralls (Arch-Curate Vyrthur and Bashnag) and then doing Promises To Keep, having to console in Louis LeTrush because he apparently spawned underground, extorting both my payment and the horse from him, and then fast-travelling using said horse caused my dead-thrall corpses to disappear and a spectral staff to appear... which immediately attacked anything nearby. It killed my loving chickens at Heljarchen Hall. So, building a fresh modset for a - I've got a couple Skooma mods to choose from, and I found some neat unarmed/martial-arts mods - one might be kind of overpowered: Arcane Fists, which is a set of melee-affecting spells. Arcane Fists posted:Aspect of Thunder: Azura's Wrath / Skyfall (MB) So, if I'm really lucky (and have decent Fortify Destruction and One-Handed) someone's really gonna ride the lightning. OK, that might be a bit much. Oh look, other mods actually add invisible/weightless knuckles (or real craftable ones) - which can be enchanted. Fire enchant, plus the really sweet flame effect seen here (from Enchanted Arsenal)? I Am Iron Fist Other neat poo poo to fit in there: Greenboat - May as well have a small houseboat when I want to flake out and huff moon sugar, right? Craftable Telescopes - Because Eagle Eye won't do poo poo for Captain Fist, will it? Deadly Mutilation - Because Bloody Mess isn't a perk in TES. (may need to fiddle it so all the gore is available for hand-to-hand) Dead Body Collision Fix - Stack 'em high! Maybe make a fort, I have Jaxonz Positioner too. Unique Dragon Priest Masks - HD textures - Because corpse-piles and dismemberment isn't creepy enough. Right now, I have 210 downloaded files in my "Skymods - Khajit" directory - some are patches/addons for other mods, some are things I won't use for this run, but grabbed as I saw - and I'm still picking and choosing poo poo for when I start testing how all this will (hopefully) work together. My poor Radeon HD5770 is probably going to catch fire or something, what with HR patches, Skyrim Flora Overhaul, both OBIS and Immersive Patrols, some extra NPC packs, Realistic Nights (maybe - have to try it and see), Climates of Tamriel/Supreme Storms, and more! However, my enormous Orc will not be forgotten... Familiar Faces will see to that. Oh, and a couple mods that might be amusing to combine, if you can get them to work properly: Heart Breaker to rip out hearts from your still-living foes, and Explosive Unarmed Punches, which seems to add Unrelenting Force to your fists. Punch, body flies away, and you have a nummy drippy heart! (Well, in your inventory, anyway...) I'm never going to get this modset actually complete, am I? Zamboni Apocalypse fucked around with this message at 04:26 on Jan 27, 2015 |
# ? Jan 27, 2015 04:05 |
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If I knew how, I'd make a module for Enchanted Arsenal that adds a "holy" enchant art that makes the blade of your sword glow with a golden light. Just having a yellow-white version of the regular flame effect (magnesium fire enchantment?) just looks cheap.
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# ? Jan 27, 2015 04:09 |
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Woolie Wool posted:If I knew how, I'd make a module for Enchanted Arsenal that adds a "holy" enchant art that makes the blade of your sword glow with a golden light. Just having a yellow-white version of the regular flame effect (magnesium fire enchantment?) just looks cheap. Tone down the brightness of the Candlelight spell, change the color maybe? There's probably a ton of lightsaber mods that could be used as a source, too.
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# ? Jan 27, 2015 04:36 |
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http://skyrim.nexusmods.com/mods/34093/ I believe this mod made my stormcloak armor/windhelm guard armor have these sleeves on them. I don't know why but I like them the normal way. How would I take that out of the list? Also, I'm so glad a lot of the lost content is restored. I always wondered why there wasn't some quest to let you know that Cicero was hanging out down the road from Whiterun. BAILOUT MCQUACK! fucked around with this message at 05:00 on Jan 27, 2015 |
# ? Jan 27, 2015 04:58 |
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Kraven Moorhed posted:It's true. But yeah, I've used it with SPERG plenty and it's fine. As long as you're letting SPERG handle the perks, everything else will get along pretty well with it. Just make sure to get Complete Crafting Overhaul Remade and not the original CCO.
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# ? Jan 27, 2015 05:32 |
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Is there a replacement model for the steel sword which makes the blade shape simpler and more realistic? I have a pretty hard time taking that goofy kinked blade seriously. Ideal would be a mostly historical Viking sword but with the hilt and details changed to fit with the vanilla steel weapon set.
Woolie Wool fucked around with this message at 07:38 on Jan 27, 2015 |
# ? Jan 27, 2015 07:30 |
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Is it normal to have lighting from torches look like this? I have ELFX, Realistic Nights, CoT installed. I don't have any mods that add torches/lanterns to NPCs. Edit: if it's not apparent, the lighting doesn't seem to affect all the "shapes" on the landscape. It gets stuck on one mesh it looks like.
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# ? Jan 27, 2015 07:36 |
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Woolie Wool posted:Is there a replacement model for the steel sword which makes the blade shape simpler and more realistic? I have a pretty hard time taking that goofy kinked blade seriously. Ideal would be a mostly historical Viking sword but with the hilt and details changed to fit with the vanilla steel weapon set. LeanWolf's Better Shaped Weapons: http://www.nexusmods.com/skyrim/mods/39870/ As the description says, he de-paddles mosts of the swords in the game. I'm using it, I think it's an improvement...
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# ? Jan 27, 2015 07:39 |
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Nycticeius posted:Do you mean this? I have. It's fun and well worth using, but keep in mind it's a TrainWiz mod with all the usual TrainWiz rough edges.
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# ? Jan 27, 2015 08:08 |
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Serifina posted:CCO-r doesn't do anything with the perks, though, right? Or do I need to load them in a specific order? When in doubt, read the page: a quick perusal of the mod description (AKA CTRL-F "perk") shows that CCOR reassigns the prerequisite perks and recipes for a few armors. SPERG lays the prerequisites out differently, but as far as I know it uses the same keywords as vanilla since it doesn't require any sort of patcher to modify other weapons to its material system. So yeah, you're good. LOOT should take care of any issues these two mods would potentially have, as they don't actually cross paths all that often.
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# ? Jan 27, 2015 08:47 |
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Serifina posted:CCO-r doesn't do anything with the perks, though, right? Or do I need to load them in a specific order? The only "conflict" I've noticed so far is that CCOR has a breakdown system similar to SPERG's salvage, so just turn off the SPERG one in your mod options.
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# ? Jan 27, 2015 09:35 |
Wow, I just installed about 60 mods without having to use Wrye. Mod organizers and modding have come a long way. EDIT: does Climates of Tamriel change water?
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# ? Jan 27, 2015 14:10 |
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Lugubrious! posted:LeanWolf's Better Shaped Weapons: I already use that, but the steel sword still has the scallop in the edge. I want one that looks like this: But still fits the rest of the vanilla steel weapons.
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# ? Jan 27, 2015 15:33 |
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Woolie Wool posted:I already use that, but the steel sword still has the scallop in the edge. I want one that looks like this: Couldn't find anything suitable in Jaysus or Immersive Weapons?
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# ? Jan 27, 2015 15:38 |
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Does anyone know of a mod that removes all weapon, armor, PC, and NPC enchantment shaders? I'm finding that I hate looking at blobs of color swinging blobs of color at other blobs of color. If the effect was present on casting, and then quickly faded, that would be cool too.
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# ? Jan 27, 2015 16:06 |
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Kraven Moorhed posted:When in doubt, read the page: a quick perusal of the mod description (AKA CTRL-F "perk") shows that CCOR reassigns the prerequisite perks and recipes for a few armors. SPERG lays the prerequisites out differently, but as far as I know it uses the same keywords as vanilla since it doesn't require any sort of patcher to modify other weapons to its material system. What SPERG does (Seorin can correct me if I'm wrong!) is bundle vanilla smithing perks into a constant effect activated by its own perks. So, you ultimately still get the same perks, just sometimes you get two at one level (so that e.g. you get the vanilla dwarven and elven smithing perks at the same time). So if CCO-R reassigns which vanilla perks do what, SPERG should not really interfere with anything but the point at which you get them. Interestingly, CCO-R's author has a separate smithing perk overhaul designed to work with CCO-R that bundles the vanilla perks together in a similar way, so there was a similar concept in mind anyway. Compatibility should be fine.
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# ? Jan 27, 2015 16:18 |
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Ynglaur posted:Does anyone know of a mod that removes all weapon, armor, PC, and NPC enchantment shaders? I'm finding that I hate looking at blobs of color swinging blobs of color at other blobs of color. Your armor has enchantment shaders outside of menus?
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# ? Jan 27, 2015 16:19 |
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GunnerJ posted:What SPERG does (Seorin can correct me if I'm wrong!) is bundle vanilla smithing perks into a constant effect activated by its own perks. So, you ultimately still get the same perks, just sometimes you get two at one level (so that e.g. you get the vanilla dwarven and elven smithing perks at the same time). So if CCO-R reassigns which vanilla perks do what, SPERG should not really interfere with anything but the point at which you get them. Interestingly, CCO-R's author has a separate smithing perk overhaul designed to work with CCO-R that bundles the vanilla perks together in a similar way, so there was a similar concept in mind anyway. Compatibility should be fine. Ooh, thank you for the detailed explanation. I think I'm done bugging everyone about this stuff now. Ultimately, I ended up with 109 esp/esms in the list. If you're curious, here it is: http://pastebin.com/L3vAF2ZS
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# ? Jan 27, 2015 16:59 |
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Duck and burger posted:Your armor has enchantment shaders outside of menus? When I cast Oakflesh, yes. That might fall under "character shader". My ideal would be for it to fade after a few seconds. That would let me see when NPCs buff themselves without forcing me to play in a discotheque.
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# ? Jan 27, 2015 17:01 |
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Woolie Wool posted:I already use that, but the steel sword still has the scallop in the edge. I want one that looks like this: The Chronicles of Steel for Skyrim has that exact sword in it. http://www.nexusmods.com/skyrim/mods/12506
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# ? Jan 27, 2015 17:10 |
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Ynglaur posted:When I cast Oakflesh, yes. That might fall under "character shader". My ideal would be for it to fade after a few seconds. That would let me see when NPCs buff themselves without forcing me to play in a discotheque. Hm, I don't recall *flesh buffs having a constant visual effect. :O drat, do I ever wish there was a way to account for taste in Nexus endorsements. Duck and burger fucked around with this message at 17:25 on Jan 27, 2015 |
# ? Jan 27, 2015 17:14 |
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If I notice an inn keeper with a baller elven bow, how would I narrow down which mod is responsible for leveled list changes?
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# ? Jan 27, 2015 17:23 |
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Bouchacha posted:If I notice an inn keeper with a baller elven bow, how would I narrow down which mod is responsible for leveled list changes? Obtain the bow somehow, drop it from your inventory, bring up the console, click the dropped item, then it should show you the FormID. The first two numbers are the hexadecimal-numbered load position of the mod they come from. That's what I'd try anyway, but if the first two are "FF" that means it's dynamically spawned in such a way that I don't think this would be sufficient (you might then need to note the remaining numbers and search for them in TES5Edit).
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# ? Jan 27, 2015 17:26 |
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GunnerJ posted:Obtain the bow somehow, drop it from your inventory, bring up the console, click the dropped item, then it should show you the FormID. The first two numbers are the hexadecimal-numbered load position of the mod they come from. That's what I'd try anyway, but if the first two are "FF" that means it's dynamically spawned in such a way that I don't think this would be sufficient (you might then need to note the remaining numbers and search for them in TES5Edit). Does this work even if it's a vanilla item? Also, does validating files via steam only redownload missing files or does it overwrite modified files too?
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# ? Jan 27, 2015 17:30 |
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Woolie Wool posted:I already use that, but the steel sword still has the scallop in the edge. I want one that looks like this: There are swords like this in Jaysus Swords. The Gilded Norse Sword looks exactly like this, but with slightly different coloring. The Ancient Nordic Sword looks very similar, too.
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# ? Jan 27, 2015 17:43 |
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Ynglaur posted:When I cast Oakflesh, yes. That might fall under "character shader". My ideal would be for it to fade after a few seconds. That would let me see when NPCs buff themselves without forcing me to play in a discotheque. Haven't got round to using this myself yet, but it sounds like it does what you want - No More Glowing Edges
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# ? Jan 27, 2015 17:58 |
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Bouchacha posted:Does this work even if it's a vanilla item? skyrim.esm and update.esm are loaded like any other plugin, they'd have the prefixes "00" and "01" respectively. Although I'm not really sure if the method I outlined will work, period, it's just what I would try if I were trying to do what you describe, and is similar to what I've done to identify where certain added buildings and landscape features come from. quote:Also, does validating files via steam only redownload missing files or does it overwrite modified files too? Not really sure but I believe it only updates files from Bethesda.
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# ? Jan 27, 2015 18:28 |
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GunnerJ posted:What SPERG does (Seorin can correct me if I'm wrong!) is bundle vanilla smithing perks into a constant effect activated by its own perks. So, you ultimately still get the same perks, just sometimes you get two at one level (so that e.g. you get the vanilla dwarven and elven smithing perks at the same time). This is right. To maximize compatibility, I edited as few things from vanilla as possible. In many cases, this means that you'll get a SPERG perk which gives you one or more vanilla perks. This is the case for smithing because the perks don't actually do anything - rather, it's the smithing recipes themselves that check to see whether or not you have the perk. Changing all the smithing recipes to point to SPERG perks instead would make it conflict with anything else that edits those same recipes (like CCO, I assume). It would also break compatibility with any other mods (i.e. weapon and armor mods) that add new smithing recipes depending on the old perks. Other similar perks are Lightfoot (all the traps check for the perk instead of the other way around ) and the perks which give you the ability to decapitate enemies (the decapitate animation checks for the perk).
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# ? Jan 27, 2015 19:58 |
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GunnerJ posted:Obtain the bow somehow, drop it from your inventory, bring up the console, click the dropped item, then it should show you the FormID. The first two numbers are the hexadecimal-numbered load position of the mod they come from. That's what I'd try anyway, but if the first two are "FF" that means it's dynamically spawned in such a way that I don't think this would be sufficient (you might then need to note the remaining numbers and search for them in TES5Edit). Bouchacha posted:Does this work even if it's a vanilla item? Validating steam files will return all vanilla files to the vanilla freshly installed state. If you have the CK installed this will include all loose assets like scripts meaning SKSE scripts will be deleted and replaced with vanilla ones.
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# ? Jan 27, 2015 23:58 |
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Strategic Tea posted:Haven't got round to using this myself yet, but it sounds like it does what you want - No More Glowing Edges
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# ? Jan 28, 2015 00:35 |
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Been a while since I've played Skyrim, so I've reinstalled it and am trying to get everything set up pretty similar to how I had it before (pretty much stock with the various fix mods and something to make stealth not so broken and to stop horses witnessing crimes...). I've installed Stealth Skills Re-balanced Basic since I saw it recommended but I'm not sure if that's the most compatible mod to use with SPERG. Last time I was using Path of Shadows - Sneak Settings. Any recommendations for a stealth mod if I should get rid of that one? I also used to use Increased Bounty and Guild Rewards, but now that I've got Bounty Gold installed I have to actually think about what the rewards should be. Any recommended settings for that? For reference the mod list so far is: http://pastebin.com/WAxB67A5
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# ? Jan 28, 2015 08:14 |
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Stealth Skills Rebalanced - SPERGified
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# ? Jan 28, 2015 08:28 |
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Zeron posted:Use Mfg Console to track down what mod it's on and the filepath the game is using for it's mesh. That'll allow you to find out if it's just missing or if it's being overwritten. If you are using mod organizer it'll tell you what's overwriting it(the physical mesh), if it's there and not being overwritten check out conflicts in TESVEDIT to see if another mod further down the load order is telling it to look for a different mesh. If it's not there at all, check the mod readme to make sure you installed it properly and that everything is properly enabled. Still curious about this. I played the game vanilla and the mesh shows up just fine, so there's nothing wrong with my Skyrim.esm. How would I check the conflict for something contained in the main file? Not a big deal, but it is weird. Edit: TES5Edit shows no conflicts with any other plugin after I "Apply Filter". That doesn't check loose files right? Bouchacha fucked around with this message at 10:16 on Jan 28, 2015 |
# ? Jan 28, 2015 10:06 |
drat, I got all my mods set up but my game has MAJOR blur at long distances. I loving hate that, anyone know which mod would do this? http://pastebin.com/iWFXyvM2
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# ? Jan 28, 2015 11:44 |
I suppose Depth of Field fuckery is strictly ENB's fodder.
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# ? Jan 28, 2015 11:45 |
I didn't think I had any mods involving ENB, I never downloaded the enb shaders or anything. I don't remember base skyrim having this much blur.
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# ? Jan 28, 2015 11:59 |
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There are non-ENB mods that add DoF, e.g. Dynavision. Nothing in your load order jumps out at me though.
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# ? Jan 28, 2015 13:20 |
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# ? Jun 3, 2024 21:42 |
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I've run into a slight problem. I decided that since I was installing anew I'd use ENB and it works great when I run the game through steam but when I run SKSE through MO the game is in a tiny window in the top left and won't go fullscreen. If I change the borderless window options to true it does but the resolution is lovely (kinda want 1080 here) and I'm getting pretty frustrated, any suggestions? Edit: Sorted it. Somehow my SkyrimPrefs.ini had been wiped clean. Rather odd but it's working now so I can get onto installing some nice mods to go with ENB and hoping the game doesn't crash randomly like it used to about a year ago when I last played. Poison Jam fucked around with this message at 14:41 on Jan 28, 2015 |
# ? Jan 28, 2015 14:20 |