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I know I have the ~*~wrong console for modding~*~ but has anyone figured out a good way to determine "correct" load order on the PS4? While I'm at it, any good mods that aren't mentioned in the OP (since most of those can't be released for PS4)?
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# ? Nov 27, 2016 23:26 |
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# ? May 14, 2024 05:08 |
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Berkshire Hunts posted:I know I have the ~*~wrong console for modding~*~ All consoles are bad for modding.
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# ? Nov 27, 2016 23:44 |
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Cat Mattress posted:All consoles are bad for modding. True, but the bone is getting stuff like the unofficial patch and some of trainwiz's things so it's obviously less bad in this case.
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# ? Nov 27, 2016 23:51 |
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NuclearPotato posted:Using Wrye Bash and NMM for now, I'll probably clear everything out when NewMM pops up though. I think part of the issue with IA here has to do with how it adds unique armors to several of the NPCs you meet during the intro. BurntCornMuffin, I remember hearing somewhere that if you've got IA and want to play through the vanilla opening without anything breaking, you should use LAL and wait around in the starting cell a bit so that IA and other mods can initialize properly. After that you can just select the vanilla start and everything should be fine. That's assuming you've got your FPS locked to 60.
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# ? Nov 27, 2016 23:53 |
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How are people even capable of modding on consoles? I didn't think people made mods other than for pc, it seems like it would be way more hassle than it would be worth.
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# ? Nov 28, 2016 00:07 |
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Aquasnake posted:How are people even capable of modding on consoles? I didn't think people made mods other than for pc, it seems like it would be way more hassle than it would be worth. SSE comes with Bethesda.net included on PC and consoles, so console users can get their mods from there.
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# ? Nov 28, 2016 00:11 |
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I've been using Smilodon, the successor to Wildcat, to make combat more "realistic" and so far it's been all over the place. At lower levels with my suplexing punchcat I was doing all right against Forsworn as long as I managed how many enemies I fought at once. Now at level 22 I'm going through the East Empire Company warehouse in Solitude and bandits are taking 10+ sneak attacks from a crossbow. If I get near them I'm liable to be locked into a killmove and instantly killed, even with 220 health. A power attack with a dagger took me below half health. Granted, I wanted a challenge, but this has turned into quickload simulator. I don't remember vanilla having scaling this hosed up, and even then on expert there were no bandits taking nearly 1000 damage to die. Update: It seems to be mostly Skyrim doing this. At level 22 I'm seeing bandit marauders, which are level 25, have a shitload of perks, and two-handers get a 1.75x damage bonus. Uninstalling Smilodon did nothing and the game really wanted to drive this point home as the first bandit marauder I found magnetically pulled me into a killmove and decapitated me at full health. Is there any way around this bullshit? Update II: Installed the newer version of Smilodon, playing on adept, with the extra melee damage off. One-shotted by a bash attack from 225 health. Dumbfire Rocketman fucked around with this message at 03:24 on Nov 28, 2016 |
# ? Nov 28, 2016 01:50 |
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Dumbfire Rocketman posted:I've been using Smilodon, the successor to Wildcat, to make combat more "realistic" and so far it's been all over the place. At lower levels with my suplexing punchcat I was doing all right against Forsworn as long as I managed how many enemies I fought at once. Now at level 22 I'm going through the East Empire Company warehouse in Solitude and bandits are taking 10+ sneak attacks from a crossbow. If I get near them I'm liable to be locked into a killmove and instantly killed, even with 220 health. A power attack with a dagger took me below half health. Granted, I wanted a challenge, but this has turned into quickload simulator. I don't remember vanilla having scaling this hosed up, and even then on expert there were no bandits taking nearly 1000 damage to die. In real life, combat is brutal, enjoy the ~immersion~
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# ? Nov 28, 2016 02:11 |
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Aquasnake posted:How are people even capable of modding on consoles? I didn't think people made mods other than for pc, it seems like it would be way more hassle than it would be worth. Given my current hardware circumstances, it's either this or oldrim under WINE & I can't play vanilla post-SPERG
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# ? Nov 28, 2016 02:12 |
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A while ago I found a mod through either this thread or the last that gave you a spell that basically created a container that contained one of each item added by each ESP that you have loaded, so you could basically grab stuff from your mods without having to find the refids and console them in. I'm doing a fresh install and completely forgot the name of this mod and really want it.
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# ? Nov 28, 2016 03:08 |
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Internet Wizard posted:A while ago I found a mod through either this thread or the last that gave you a spell that basically created a container that contained one of each item added by each ESP that you have loaded, so you could basically grab stuff from your mods without having to find the refids and console them in. I'm doing a fresh install and completely forgot the name of this mod and really want it. AddItemMenu does this, and it's pretty great. Dunno if it exists for SSE, it's probably SKSE-as-gently caress considering
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# ? Nov 28, 2016 03:12 |
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Psion posted:AddItemMenu does this, and it's pretty great. Dunno if it exists for SSE, it's probably SKSE-as-gently caress considering Yes thank you that's exactly the one.
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# ? Nov 28, 2016 03:14 |
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Dumbfire Rocketman posted:I've been using Smilodon, the successor to Wildcat, to make combat more "realistic" and so far it's been all over the place. At lower levels with my suplexing punchcat I was doing all right against Forsworn as long as I managed how many enemies I fought at once. Now at level 22 I'm going through the East Empire Company warehouse in Solitude and bandits are taking 10+ sneak attacks from a crossbow. If I get near them I'm liable to be locked into a killmove and instantly killed, even with 220 health. A power attack with a dagger took me below half health. Granted, I wanted a challenge, but this has turned into quickload simulator. I don't remember vanilla having scaling this hosed up, and even then on expert there were no bandits taking nearly 1000 damage to die. Smilodon is not "the successor" to Wildcat, it's Wildcat with everything the PS4 doesn't allow stripped out.
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# ? Nov 28, 2016 05:39 |
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There must be some combination of mods to make combat fun.
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# ? Nov 28, 2016 05:44 |
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SolidSnakesBandana posted:There must be some combination of mods to make combat fun. playing a different game could, technically, be considered modding Skyrim (okay it really can't) but the fundamentals of how Skyrim does combat are pretty boring, so there's really no way a mod can polish that up. start with poo poo, mod it to be slightly better poo poo... but it's still poo poo.
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# ? Nov 28, 2016 05:53 |
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I'm on a run through with my very first wildcat attempt and god drat. Started out not so bad, now if I run into 2 or more humanoid enemies and one is levelled more than the basic base, I just get stunlocked and pummeled into goo. Also found a bug using localised thieves guild mod - after selecting which city I wanna do a job in, Vex just says 'OK here's the job', then nothing happens. Didn't really matter, I just used the other thief guild mod to make brynjolf give me the chain anyway.
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# ? Nov 28, 2016 08:09 |
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Most of you playing SSE are doing so to try it out, because that's the only version you have, because the performance gains are real?
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# ? Nov 28, 2016 08:18 |
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SolidSnakesBandana posted:There must be some combination of mods to make combat fun. try mortal enemies out if you havent, i made it because skyrim melee was poo poo
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# ? Nov 28, 2016 08:54 |
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el dingo posted:I'm on a run through with my very first wildcat attempt and god drat. Started out not so bad, now if I run into 2 or more humanoid enemies and one is levelled more than the basic base, I just get stunlocked and pummeled into goo. It's legit tough at times, but if you can get the drop on people they go down fast. Companions aren't optional. One dungeon I gave up and just started running through, with about nine draugr hotfootin it behind me, then came out the end and they all spawned with me. I leapt off the drop at the end and Lydia (who had been absent the whole dungeon, thanks girl) turned up just then and we had a wild crazy brawl and pummelled them all into jelly. Was super fun.
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# ? Nov 28, 2016 09:00 |
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Rinkles posted:Most of you playing SSE are doing so to try it out, because that's the only version you have, because the performance gains are real? I got it for free and it's right there, and it fixes shadows (and the vanilla SSE really is a lot prettier than vanilla Oldrim). That's about it.
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# ? Nov 28, 2016 09:02 |
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el dingo posted:I'm on a run through with my very first wildcat attempt and god drat. Started out not so bad, now if I run into 2 or more humanoid enemies and one is levelled more than the basic base, I just get stunlocked and pummeled into goo. Trying it out myself too, it's hard. Can't put it on super hard settings because it's just too hard, left it on expert. Finding things like Orc Berserker Rage extremely useful for boss fights and have to prechug potions. Shield + sword combo works well with time slow and power bash attacks.
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# ? Nov 28, 2016 09:26 |
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Playing wildcat on legendary difficulty is like the most fun I've had. I'm level 20-something and some falmers can still mess me up quick if I'm not paying attention. And I'm creating and using healing potions for the first time ever! And I'm playing SE because it's really stable and pretty and free.
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# ? Nov 28, 2016 10:50 |
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TipsyMcStagger posted:Trying it out myself too, it's hard. Can't put it on super hard settings because it's just too hard, left it on expert. i like that feeling of dying a couple of times and poring through my bag of tricks to find a way to beat him. It's not one that i normally associate with skryim.
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# ? Nov 28, 2016 10:52 |
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Rinkles posted:Most of you playing SSE are doing so to try it out, because that's the only version you have, because the performance gains are real? SSE runs so much better.
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# ? Nov 28, 2016 11:49 |
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Maybe I shoulda waited.
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# ? Nov 28, 2016 12:06 |
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sebmojo posted:It's legit tough at times, but if you can get the drop on people they go down fast. Companions aren't optional. poo poo, I never even considered companions, thanks!
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# ? Nov 28, 2016 13:24 |
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Rinkles posted:Most of you playing SSE are doing so to try it out, because that's the only version you have, because the performance gains are real? Turns out being virtually crash-free is the best mod of all.
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# ? Nov 28, 2016 13:48 |
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Rinkles posted:Most of you playing SSE are doing so to try it out, because that's the only version you have, because the performance gains are real? My computer was like "Here's a free improved version of a game you swore you would never touch again. You sure you don't just want one quick hit? I'm sure you'll be able to stop any time."
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# ? Nov 28, 2016 14:07 |
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My favorite thing about Wildcat is giving someone a spinal injury with my fists during a brawl. Sorry I maimed you for life in our barfight, dude!
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# ? Nov 28, 2016 14:08 |
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Guys, I couldn't find a solution to a specific problem: once I installed ENBoost, the memory patch warning at new game made a comeback - I had installed the unofficial patch/SKSE/crash/bug fixes already. If I have ENBoost set up and create a manual SKSE.ini for the memory issue, does that conflict with the fix that was already set?
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# ? Nov 28, 2016 14:43 |
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Transmetropolitan posted:Guys, I couldn't find a solution to a specific problem: once I installed ENBoost, the memory patch warning at new game made a comeback - I had installed the unofficial patch/SKSE/crash/bug fixes already. If I have ENBoost set up and create a manual SKSE.ini for the memory issue, does that conflict with the fix that was already set? What memory patch warning, what does it say?
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# ? Nov 28, 2016 14:44 |
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GunnerJ posted:What memory patch warning, what does it say? "Warning: SKSE memory fix not active in your game". Only started to show after I installed ENBoost. I already tested making the skse.ini manually and it goes away, but I am wondering if that sets up some conflict that might be unaware.
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# ? Nov 28, 2016 14:50 |
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Transmetropolitan posted:"Warning: SKSE memory fix not active in your game". Only started to show after I installed ENBoost. I already tested making the skse.ini manually and it goes away, but I am wondering if that sets up some conflict that might be unaware. I think you can probably ignore this. As long as you have some form of the memory fix don't worry about it. ENB is for some reason looking for that one specific fix. But as far as I know, there isn't any problem with having two different memory fixes, which tbh seems doubtful to me so idk.
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# ? Nov 28, 2016 14:53 |
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dwarf74 posted:I got the free upgrade, but it runs sooo much better and is so very much more stable. I'd never go back. To be honest, besides SPERG and some quality of life stuff, what I want most is a 60fps Skyrim with better shadows and SSAO. The Oldrim shadows are sooo bad. I thought that was a PS3 thing, but nope. And the ENB framerate (on my mahcine) is just a bit too inconsistent for my taste (too many dips near cities and mist). If I was given the choice again, I'd probably get SSE (when the modscene catches up, and it's on sale).
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# ? Nov 28, 2016 15:32 |
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GunnerJ posted:I think you can probably ignore this. As long as you have some form of the memory fix don't worry about it. ENB is for some reason looking for that one specific fix. But as far as I know, there isn't any problem with having two different memory fixes, which tbh seems doubtful to me so idk. Alright! After all this prancing, I think I can just play it (lol). Thanks again!
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# ? Nov 28, 2016 16:39 |
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Rinkles posted:To be honest, besides SPERG and some quality of life stuff, what I want most is a 60fps Skyrim with better shadows and SSAO. The Oldrim shadows are sooo bad. I thought that was a PS3 thing, but nope. And the ENB framerate (on my mahcine) is just a bit too inconsistent for my taste (too many dips near cities and mist). Otoh, I just found an eyepatch from one of the armor packs.
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# ? Nov 28, 2016 17:32 |
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Rinkles posted:Otoh, I just found an eyepatch from one of the armor packs. I don't know why I feel the need to give like every character I ever play in Skyrim an eyepatch but I'm glad Immersive Armors' got my back.
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# ? Nov 28, 2016 17:34 |
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Transmetropolitan posted:"Warning: SKSE memory fix not active in your game". Only started to show after I installed ENBoost. I already tested making the skse.ini manually and it goes away, but I am wondering if that sets up some conflict that might be unaware. In order for it to be active in your game, you need to manually create that skse.ini and input the following: [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 DefaultHeapInitialAllocMB is "desired value + 256". So now the game will reserve 512mb & 256mb, instead of 2x 256mb blocks on launch. Be careful about increasing these values willy nilly. There's no need to for the game to allocate a much larger block then it needs and doing so can cause crashes. If you're still running out of memory, try using this skse plugin to find out how big of block your modded setup needs. Also if DefaultHeapInitialAllocMB is less than 1024 then ScrapHeapSizeMB must be 256. If DefaultHeapInitialAllocMB is 1024 or greater ScrapHeapSizeMB must be 512 or the game will crash on start. Likewise crash fixes' memory allocator patch is also disabled by default. Raygereio fucked around with this message at 18:24 on Nov 28, 2016 |
# ? Nov 28, 2016 18:21 |
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Raygereio posted:The SKSE memory patch is disabled by default. I found this didn't work until I created another folder at Skyrim/Data/SKSE and putting the ini file in there. SKSE is installed somewhere else but it works just making a folder in Data called SKSE.
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# ? Nov 28, 2016 19:25 |
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# ? May 14, 2024 05:08 |
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Serenity Dove posted:I found this didn't work until I created another folder at Skyrim/Data/SKSE and putting the ini file in there. SKSE is installed somewhere else but it works just making a folder in Data called SKSE. \Data\SKSE\skse.ini If you're using MO, creating a new subfolder in MO's moddirectory should also work. For example <MO>\SKSE\SKSE\skse.ini I'd be all snide and go "read the readme". But really, this one the gripe I have with all of the Script Extenders. Their documentation is awful. There's a lot of functionality that if it's written somewhere at all, it's in the whatsnew.txt or in one the million forumthreads over on the Bethesda forums.
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# ? Nov 28, 2016 19:41 |