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Does anyone here use this and can comment on it? http://www.nexusmods.com/skyrim/mods/59721/
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# ? Nov 4, 2016 11:02 |
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# ? May 18, 2024 23:16 |
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Personally, I can't wait for (the SKSE, of course) plugin that made it possible to have several categories of quickkey-bindings to be ported over. There's just so much stuff I wanna hotkey.
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# ? Nov 4, 2016 12:03 |
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Lunethex posted:Does anyone here use this and can comment on it? Yeah. Use it. Just use it. It will be one of the single best fidelity improvements you can make to the game, and it comes with basically 0 performance cost. I avoided it because something similar for Oblivion basically crippled framerates into the realm of unplayable, even with the most modest options possible. This isn't that. Well, it is, but it is that without the performance cost. It also only looks intimidating to install, but you basically just run the tool and call it a day. Setup a pure vanilla (+ DLC)Mod Organizer profile. Then follow the directions in the video on the page you linked. This will get you the visual fidelity LOD improvement. You'll miss some MOD added structures, but if they don't already have their own LOD, it's probably not a big deal unless it is some huge obnoxious Dwemer cock and balls player home. At which point you can weigh how important it is to see that massive cock from a distance (very).
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# ? Nov 4, 2016 13:03 |
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seeing a giant cock in the distance would be pretty inspiring
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# ? Nov 4, 2016 13:05 |
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I was surprised at how incredibly easy it was to set up and the difference is really significant. It's a great mod, use it.
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# ? Nov 4, 2016 15:49 |
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Agents are GO! posted:No idea about the patchers, you'd have to ask LtSmash (I think at least ASIS requires SKSE) but amidianborn works now, I'm using it. What steps do I need to take to get Amidianborn working? Edit: Also, one quality of life mod I could really use is to remove the need to carry a woodaxe to use chopping blocks. Burns fucked around with this message at 16:08 on Nov 4, 2016 |
# ? Nov 4, 2016 15:52 |
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I was gonna try to actually get into this game with the release of the SE but I think that was a mistake. It's really bad without mods. I can wait for UI and hotkey mods but I'm getting tired of sliding my mouse of my desk whenever I try to aim with a bow or spells. Can I change aim sensitivity settings for bows and channeled spells without mods? Is there even a reason to play the SE on PC?
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# ? Nov 4, 2016 16:17 |
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Mercrom posted:Can I change aim sensitivity settings for bows and channeled spells without mods? Is there even a reason to play the SE on PC? There should be settings in the ini files to tweak that, just google it and you'll find something that should work.
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# ? Nov 4, 2016 16:30 |
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Mercrom posted:I can wait for UI and hotkey mods but I'm getting tired of sliding my mouse of my desk whenever I try to aim with a bow or spells. Can I change aim sensitivity settings for bows and channeled spells without mods? If you've already maxed that out and it's not high enough, you could try going to SkyrimPrefs.ini and increase fMouseHeadingSensitivity.
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# ? Nov 4, 2016 16:32 |
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Burns posted:What steps do I need to take to get Amidianborn working? Literally just install them into SSE like you would into original Skyrim.
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# ? Nov 4, 2016 16:35 |
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I'm working on building a list of texture and gfx mods and all that jazz. Should I bother with SMC or just go at it in MO like everything else? Lunethex fucked around with this message at 16:43 on Nov 4, 2016 |
# ? Nov 4, 2016 16:38 |
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Are there any MUST HAVE mods for SE yet that I've missed? Right now I have: UESP Total Character Makeover (cleans up the lovely character models, still vanilla , but at least elves don't look like they got hit in the face with a bat) Realistic Water Two Alternate Start Perk Points and Gold for Bounty Quests Immersive Citizens AI Overhaul Aurora - Standing Stones of Skyrim Apocalypse - Magic Of Skyrim Rich Skyrim Merchants -5x Falskaar Ordinator - Perks of Skyrim The Forgotten City Lore Based Loading Screens Rebalanced Levelled Lists Relationship Dialogue Overhaul
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# ? Nov 4, 2016 17:00 |
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Agents are GO! posted:No idea about the patchers, you'd have to ask LtSmash (I think at least ASIS requires SKSE) but amidianborn works now, I'm using it. Thanks for the response. I think I may try mostly-unmodded playthrough (i.e. USLEEP and a couple others), and come back to modding after things like ASIS and AV are up and running. I would love it if someone made an Automatic Variants for armor and weapons.
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# ? Nov 4, 2016 17:12 |
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no bones about it posted:Are there any MUST HAVE mods for SE yet that I've missed? Immersive Citizens, and Open Cities (Arthmoor's oblivion gates besides). The former makes NPCs a lot more lively. The latter is just a matter of convenience now that the engine can handle it. Run for your Lives. Open cities will make NPCs much more vulnerable to dragons. Immersive Citizens technically can handle this, but it's nice to have both. When Vampire's Attack. Same deal, but other mods don't really have much of an impact. Thunderchild is great for some shout variety/collect-a-thon. Modern Brawl Bug Fix, because when you start stacking more and more mods, the chances for the brawl system to break and turn into a 'real' fight grows. If you're going to gently caress around as a vampire, get Better Vampires. If you're looking for dungeon quest mods, go grab Trainwiz's stuff. True Storms, because it seems more compatible, and doesn't do anything too strange. Vivid Weathers has some incredible weather types, but I prefer TS simple but effective approach of just making vanilla weathers more distinct.
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# ? Nov 4, 2016 17:15 |
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Kinda wish ps4 wasn't limited to mods that can only use assets already found in the game. I want to play as my oc dragonborn, Goku with a keyblade
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# ? Nov 4, 2016 17:32 |
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Lmao Arthmoor is such a pretentious toolbag, I just killed Mirulmir or whatever the first dragon is and the dragon goes "Dovakiin, noooo!" when you kill it. What a loving idiot. When did he add that to the UESP?
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# ? Nov 4, 2016 17:40 |
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That's uh, vanilla.
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# ? Nov 4, 2016 17:42 |
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Kiggles posted:True Storms, because it seems more compatible, and doesn't do anything too strange. Vivid Weathers has some incredible weather types, but I prefer TS simple but effective approach of just making vanilla weathers more distinct. There's a compatibility patch out for Vivid Weathers + True Storms already. Plus the game looks pretty darn fantastic with those weathers (and a bit of tweaking with ReShade):
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# ? Nov 4, 2016 17:48 |
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no bones about it posted:Are there any MUST HAVE mods for SE yet that I've missed? Personally I love Imperious - Races of Skyrim to massively increase the flavor of racial abilities. Also Vivid Weathers looks amazing.
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# ? Nov 4, 2016 17:50 |
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Inepta Lacerta posted:There's a compatibility patch out for Vivid Weathers + True Storms already. Plus the game looks pretty darn fantastic with those weathers (and a bit of tweaking with ReShade): Hey, that Reshade doesn't look like a colorblind person made it, what is it?
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# ? Nov 4, 2016 17:59 |
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Inepta Lacerta posted:There's a compatibility patch out for Vivid Weathers + True Storms already. Plus the game looks pretty darn fantastic with those weathers (and a bit of tweaking with ReShade): This all looks pretty good. Can you give us your ReShade info?
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# ? Nov 4, 2016 18:00 |
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Orv posted:That's uh, vanilla. It's not. Arthmoor himself recorded that line and added it into the Unofficial Skyrim patch. The mod Shut Up, (Dragon name) was made specifically to remove that one line of dialog, because gently caress that guy.
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# ? Nov 4, 2016 18:04 |
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I'm not sure if I would consider Open Cities all that necessary. It takes me like half a second to load into the cities now, and the mod requires more compatibility patches than any other mod I've seen.
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# ? Nov 4, 2016 18:05 |
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Crappy Jack posted:It's not. Arthmoor himself recorded that line and added it into the Unofficial Skyrim patch. The mod Shut Up, (Dragon name) was made specifically to remove that one line of dialog, because gently caress that guy. Huh, has USKP really been around that long that I remember that as normal? poo poo, loving time is awful.
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# ? Nov 4, 2016 18:07 |
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Crappy Jack posted:Arthmoor himself recorded that line Orv posted:Huh, has USKP really been around that long that I remember that as normal? poo poo, loving time is awful. Raygereio fucked around with this message at 18:23 on Nov 4, 2016 |
# ? Nov 4, 2016 18:09 |
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Orv posted:Hey, that Reshade doesn't look like a colorblind person made it, what is it? wiegieman posted:This all looks pretty good. Can you give us your ReShade info? Thanks - it's my own setup and well, if you insist. https://drive.google.com/open?id=0B-x_cjkb4BNQSGZFeUdZR19qdTQ
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# ? Nov 4, 2016 18:09 |
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Alright yeah, the internet tells me that line is vanilla as there are posts about it before USKP existed, so Inepta Lacerta posted:Thanks - it's my own setup and well, if you insist. Good on you for having some aesthetic sense. Thanks.
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# ? Nov 4, 2016 18:09 |
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Orv posted:Good on you for having some aesthetic sense. Thanks. No problem. If you want to tweak it further, the relevant entries are in ReShade\Presets\Default\Shaders_by_CeeJay.cfg and Shaders_by_Ganossa.cfg.
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# ? Nov 4, 2016 18:20 |
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FutonForensic posted:I'm not sure if I would consider Open Cities all that necessary. It takes me like half a second to load into the cities now, and the mod requires more compatibility patches than any other mod I've seen. I agree with Futon; it's a nice thing if you want to commit to never changing anything else about cities ever, but it's a giant mess of compatibility hell waiting to happen. And we all know everyone's mod lists are going to expand as more mods get ported or developed for SE.
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# ? Nov 4, 2016 18:23 |
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USSEP. When I saw "UESP" linked as a mod I wondered if people had somehow managed to put the wiki in mod form.
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# ? Nov 4, 2016 18:24 |
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Is there an automated load order optimizer available for Special Edition? Mod Organizer had one integrated but now I use NMM and it doesn't seem to have a magic button to sort load order, or at least I can't find it.
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# ? Nov 4, 2016 18:43 |
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SE does pretty well automagically with mods off the Bethesda site but otherwise you're going to have to read mod pages and readmes real carefully for the moment.
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# ? Nov 4, 2016 18:45 |
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It helps that we don't really have the accumulated cruft of mods that all do a variation on the same thing that we have with Oldrim, right now we just have the mods with people crazy enough to get them up and running in the first week.
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# ? Nov 4, 2016 18:48 |
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Trogdos! posted:Is there an automated load order optimizer available for Special Edition? Mod Organizer had one integrated but now I use NMM and it doesn't seem to have a magic button to sort load order, or at least I can't find it. The dev versions of loot work for SSE already, if you're feeling brave. https://bintray.com/wrinklyninja/loot/LOOT Haven't had any issues with it so far. Just make sure you close NMM before you apply LOOTs changes, or they won't take.
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# ? Nov 4, 2016 18:50 |
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Trogdos! posted:Is there an automated load order optimizer available for Special Edition? Mod Organizer had one integrated but now I use NMM and it doesn't seem to have a magic button to sort load order, or at least I can't find it. NMM has BOSS and LOOT support, so if you have LOOT you can use that to automagically load order your stuff. SSE technically is a new game, but the mod order lists from LOOT should still be valid, as pretty much every mod is directly carried forward from Skyrim. E: They haven't patched LOOT to accept SSE as a valid game so RIP that idea. Once they patch it though it should work fine though. orange juche fucked around with this message at 18:56 on Nov 4, 2016 |
# ? Nov 4, 2016 18:53 |
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So as someone who hasn't played Skyrim since 2011 and with the release of remastered, is there a comprehensive list anywhere of mods that have been updated to work with the new remastered or do I have to click through all the OP mods list and check to see if they are updated yet?
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# ? Nov 4, 2016 19:06 |
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TipsyMcStagger posted:So as someone who hasn't played Skyrim since 2011 and with the release of remastered, is there a comprehensive list anywhere of mods that have been updated to work with the new remastered or do I have to click through all the OP mods list and check to see if they are updated yet? As much as it hurts to link to it, https://www.nexusmods.com/skyrimspecialedition/ only has ported mods, rather than a mix of the two. (I misread what you asked, but at least it makes it a bit easier to find out what's been ported and not.) Inepta Lacerta fucked around with this message at 19:20 on Nov 4, 2016 |
# ? Nov 4, 2016 19:12 |
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Inepta Lacerta posted:Thanks - it's my own setup and well, if you insist. I bet if you put this up as a config on the Nexus it would hit file of the month, no lie. Gonna check this out tonight.
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# ? Nov 4, 2016 19:14 |
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TipsyMcStagger posted:So as someone who hasn't played Skyrim since 2011 and with the release of remastered, is there a comprehensive list anywhere of mods that have been updated to work with the new remastered or do I have to click through all the OP mods list and check to see if they are updated yet? Gotta check each one unfortunately. This SE thing wasn't something I was able to account for! But a confirmation of which have been updated might be something useful to try...
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# ? Nov 4, 2016 19:19 |
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# ? May 18, 2024 23:16 |
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e: well that's the wrong thread
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# ? Nov 4, 2016 19:22 |