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Lazy_Liberal posted:He was grouchy but not committing war crimes as far as I could tell. Unless raising dudes from the dead is a crime! neither was the torturer, by definition of 'war crime' in TES
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# ? Dec 11, 2016 18:16 |
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# ? May 21, 2024 21:11 |
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Another SSE heads up, Skyrim Unbound
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# ? Dec 11, 2016 19:12 |
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Finally, the superior alternate start mod has arrived.
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# ? Dec 11, 2016 19:22 |
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Now all we need is Mod Organizer, SPERG, and the various SkyProc patchers. Though I wonder: Didn't SkyProc just create an ESP file? If so, could we import that ESPN file and save it in the new construction set?
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# ? Dec 11, 2016 19:56 |
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Ynglaur posted:Now all we need is Mod Organizer, SPERG, and the various SkyProc patchers. Though I wonder: Didn't SkyProc just create an ESP file? If so, could we import that ESPN file and save it in the new construction set? I was reading up on those outside-the-game tools and patchers and from what I could tell there isn't anything stopping them from working for Special Edition besides them being hard-coded to look for Oldrim? Something like that? It's quite difficult to find this sort of information right now. EDIT Looking for ASIS information: ASIS thread on Nexus posted:Another reason it doesn't work is because even if you install it in the special edition folder, it seems to read from the regular Skyrim directory. another post posted:The source files for the patcher for EBD are posted and clearly show that the patcher is coded to look in and copy information to specific vanilla Skyrim folders. Is only a few lines that have the references and it would be easy to edit those lines to point to the SSE locations and registry entries. If that is ALL that needs to be done to get the patcher working it would be a very easy port. KakerMix fucked around with this message at 20:32 on Dec 11, 2016 |
# ? Dec 11, 2016 20:15 |
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KakerMix posted:I was reading up on those outside-the-game tools and patchers and from what I could tell there isn't anything stopping them from working for Special Edition besides them being hard-coded to look for Oldrim? Something like that? It's quite difficult to find this sort of information right now. SKSE allows mods to execute customized, complicated scripts that could never be done in vanilla Skyrim. This allows all sorts of interesting mods. Unfortunately, SKSE needs to be rebuilt from the ground up to be compatible for the special edition, and it sounds like it will take months. I really miss all my SKSE mods in the special edition, but the game has not crashed once for me. Not even once. I'm not sure how much of my old Skyrim's crashing was due to memory limits or script heavy mods, but that nightmare is finally over. I'd rather play a somewhat stripped down Skyrim than one that unpredictably CTDs every 5-30 minutes.
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# ? Dec 11, 2016 20:33 |
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I'm not sure what I did to deserve it but Oldrim hasn't crashed once since I set it up recently.
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# ? Dec 11, 2016 20:35 |
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Mizuti posted:SKSE allows mods to execute customized, complicated scripts that could never be done in vanilla Skyrim. This allows all sorts of interesting mods. Unfortunately, SKSE needs to be rebuilt from the ground up to be compatible for the special edition, and it sounds like it will take months. Yeah I know SKSE isn't a thing for SSE yet but ASIS doesn't require it. Certain other things like Everybody's Different do not require it either. SkyProc patchers don't because like whats-his-nuts said they just create an .esp file that combines a bunch of aspects of mods you ran through it to make certain mods you have apply to NPCs, generally.
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# ? Dec 11, 2016 20:39 |
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The only SE crashes I've had all came from the unofficial patch.
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# ? Dec 11, 2016 20:54 |
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KakerMix posted:Yeah I know SKSE isn't a thing for SSE yet but ASIS doesn't require it. Certain other things like Everybody's Different do not require it either. SkyProc patchers don't because like whats-his-nuts said they just create an .esp file that combines a bunch of aspects of mods you ran through it to make certain mods you have apply to NPCs, generally. If you're going to change my name you should at least pay for it. If SkyProc only needs to have some directory names changed in the code, I wonder if symlinks would trick it.
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# ? Dec 11, 2016 21:39 |
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Mizuti posted:I really miss all my SKSE mods in the special edition, but the game has not crashed once for me. Not even once. I'm not sure how much of my old Skyrim's crashing was due to memory limits or script heavy mods, but that nightmare is finally over. I'd rather play a somewhat stripped down Skyrim than one that unpredictably CTDs every 5-30 minutes. And yes, it turns out that "not crashing" is the best mod of all.
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# ? Dec 11, 2016 22:49 |
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Ynglaur posted:If you're going to change my name you should at least pay for it. I suppose you could download mods into Skyrim's directory and run Asis through that and then just move the esps over afterwards?
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# ? Dec 12, 2016 00:09 |
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KakerMix posted:I suppose you could download mods into Skyrim's directory and run Asis through that and then just move the esps over afterwards? That's what I'm wondering. You'd end up grabbing Oldrim versions of mods (ASIS, Automatic Variants, whatever), running SkyProc, and then taking the ESP (and textures) over to the SSE Construction Kit, opening, and saving. I don't know if that would work, but I like ASIS and Automatic Variants enough it might be worth the effort.
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# ? Dec 12, 2016 00:55 |
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Ynglaur posted:That's what I'm wondering. You'd end up grabbing Oldrim versions of mods (ASIS, Automatic Variants, whatever), running SkyProc, and then taking the ESP (and textures) over to the SSE Construction Kit, opening, and saving. I don't know if that would work, but I like ASIS and Automatic Variants enough it might be worth the effort. It certainly feels like something that'd be worth testing, though you'd have to also make sure the ASIS Dependencies ESP works in SE as well. (Though presumably SKSE isn't involved there either so it'd be at least theoretically possible.)
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# ? Dec 12, 2016 01:13 |
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Ynglaur posted:That's what I'm wondering. You'd end up grabbing Oldrim versions of mods (ASIS, Automatic Variants, whatever), running SkyProc, and then taking the ESP (and textures) over to the SSE Construction Kit, opening, and saving. I don't know if that would work, but I like ASIS and Automatic Variants enough it might be worth the effort. docbeard posted:It certainly feels like something that'd be worth testing, though you'd have to also make sure the ASIS Dependencies ESP works in SE as well. (Though presumably SKSE isn't involved there either so it'd be at least theoretically possible.) Also found this reddit guy posted:Diversity in the game is my #1 favorite thing, so I was curious to see if I could make Automatic Variants work in SE. Here's how I did it. This guide is for porting your already generated Automatic Variants.esp and textures in Oldrim. If you're not comfortable with TES5Edit I do not suggest this, as it's a little advanced.
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# ? Dec 12, 2016 01:23 |
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On the topic of the Civil War, I am surprised no one has made a Post-Civil War mod (or at least none that I recall).
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# ? Dec 13, 2016 02:49 |
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FINALLY!
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# ? Dec 13, 2016 05:04 |
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I'm glad the important mods are being converted.
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# ? Dec 13, 2016 05:32 |
I'm surprised that Apocalypse doesn't have any mining or jumping spells. Between that and Ordinator, my Destruction mage has been loads of fun. I've specialized in ice spells and aside from a few enemies that are just flat out immune to cold damage/effects, have had no problems as long as I paid attention. How is the wildcat combat mod from a spell user perspective? Also, does anyone have any other spell mods that aren't crazy OP?
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# ? Dec 13, 2016 05:32 |
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Two quick things: 1.) I've added a few more converted mods to my personal use folder, including Improved Closedfaced Hemlets. 2.) I've converted the most important follower mod to SE!
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# ? Dec 13, 2016 08:53 |
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Agents are GO! posted:Two quick things: Number 2 is the best mod
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# ? Dec 13, 2016 10:57 |
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Entropic posted:I'm glad the important mods are being converted. You joke, but while the execution isn't great, the idea is sound when it comes to making an immersion mod.
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# ? Dec 13, 2016 12:00 |
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Im loving that Apophysus' Dragon Priest Masks + Improved Closefaced Helmets makes Krosis fit my Kahjiit and makes her look like Grumpycat. A.o.D. posted:You joke, but while the execution isn't great, the idea is sound when it comes to making an immersion mod. Watch out, that kind of harsh and unfair commentary is what drove Nerd of Prey from SA in the first place!
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# ? Dec 13, 2016 12:43 |
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Agents are GO! posted:Two quick things: Hell yes. Now I know what I'm doing when I get home.
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# ? Dec 13, 2016 12:48 |
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ThaumPenguin posted:Hell yes. That's gross.
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# ? Dec 13, 2016 14:39 |
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Their site keeps going down but Interesting NPCs has a version out for SSE you can find here and it seems to work fine. Link for the Oldrim version: http://www.nexusmods.com/skyrim/mods/8429/ Edit: Found Wyrmstooth which works with SSE Based on these two mods it seems that if you unpack the .bsa files a lot of Oldrim mods can work just fine. KakerMix fucked around with this message at 19:23 on Dec 13, 2016 |
# ? Dec 13, 2016 16:33 |
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Agents are GO! posted:That's gross. What can I say, I like good equipment mods.
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# ? Dec 13, 2016 20:22 |
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Oh and I should probably ask, how well would this conversion of ICH work with Book of Silence for Oldrim? ICH claims to be compatible with all armor texture replacers, but I know that Book of Silence has a compatibility patch for it, so I assume there's something that gets crocked without it. The patch is part of the Amidianborn Content Addon, which adds new armors using some of the alternative armor textures supplied with BoS, so maybe the patch just makes those use ICH's helmet meshes? In which case the patch would only be necessary if I was using the Content Addon, which I'm not. For now I'll cross my fingers and hope that's the case. e: Wait no, ICH's not compatible with any mods that change helmet meshes, which BoS does. Huh. ThaumPenguin fucked around with this message at 21:39 on Dec 13, 2016 |
# ? Dec 13, 2016 21:36 |
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Just run the BOS/ICH patch meshes through the SSE NIF Optimizer, which is basically all I did.
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# ? Dec 14, 2016 03:24 |
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Soonmot posted:I'm surprised that Apocalypse doesn't have any mining or jumping spells. Between that and Ordinator, my Destruction mage has been loads of fun. I've specialized in ice spells and aside from a few enemies that are just flat out immune to cold damage/effects, have had no problems as long as I paid attention. Ordinator + Apocalypse is a fantastic combo, I have a Battlemage-ish build going right now that's been a blast to play. Both the new Alteration spells and perks are amazing.
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# ? Dec 14, 2016 06:34 |
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Yeah, I concur. I'm running Ordinator/Imperious/Aurora/Apocalypse/Sacrosanct/Wildcat on my current game (basically a full EnaiSiaion loadorder) and my hilariously OP Khajiit vampire assassin/illusionist is a ton a fun.
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# ? Dec 14, 2016 08:12 |
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When the heck are we gonna get a deadly dragons mod for SE? Bandits are tougher than dragons in my game (thanks, wildcat).
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# ? Dec 14, 2016 09:12 |
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There's a version of diverse dragons for SE, but it's been a while since I tried that mod.
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# ? Dec 14, 2016 11:05 |
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EnaiSaion has announced he's remaking Wintermyst, the new release is scheduled to come out this weekend.
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# ? Dec 14, 2016 15:37 |
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ThaumPenguin posted:EnaiSaion has announced he's remaking Wintermyst, the new release is scheduled to come out this weekend.
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# ? Dec 14, 2016 16:12 |
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ThaumPenguin posted:EnaiSaion has announced he's remaking Wintermyst, the new release is scheduled to come out this weekend. I know what I'm doing this weekend.
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# ? Dec 14, 2016 17:13 |
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Is Wrymstooth a dlc type mod like Dragonborn? Since that one guy took all his mods down its hard to find real information about what it is. I know it's super popular and well liked but the information is just gone.
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# ? Dec 14, 2016 17:53 |
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It's got a new landmass, people with 30+ named NPCs, 17 questlines, and over 700 lines of dialogue. So yes it's comparable in scope to Dragonborn, or to Alexander J. Velicky Presents: Alexander J. Velicky's Falskaar, a mod by Alexander J. Velicky.
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# ? Dec 14, 2016 17:59 |
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ThaumPenguin posted:EnaiSaion has announced he's remaking Wintermyst, the new release is scheduled to come out this weekend. gently caress yeah, I have SO many soul gems just waiting for this
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# ? Dec 14, 2016 18:16 |
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# ? May 21, 2024 21:11 |
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Cat Mattress posted:It's got a new landmass, people with 30+ named NPCs, 17 questlines, and over 700 lines of dialogue. So yes it's comparable in scope to Dragonborn, or to Alexander J. Velicky Presents: Alexander J. Velicky's Falskaar, a mod by Alexander J. Velicky. Ahhh it's that one, thanks. Now it will be "Wintermyst is garbage" by EnaiSiaion KakerMix fucked around with this message at 18:39 on Dec 14, 2016 |
# ? Dec 14, 2016 18:29 |