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Reshade is a very solid and user friendly post processing layer.
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# ? Nov 30, 2018 07:07 |
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# ? Jun 4, 2024 02:36 |
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So uh what do people think about the inbuilt mod menu from the Special Edition?
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# ? Nov 30, 2018 17:16 |
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It's loving bullshit and every time I accidentally click on that instead of the MCM menu I get to look at a login screen for 60 seconds before I can get back to the game.
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# ? Nov 30, 2018 18:33 |
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The_Frag_Man posted:So uh what do people think about the inbuilt mod menu from the Special Edition? If you're basically just running a vanilla playthrough, it's fine. You don't need to really do any sorting, so for as little as you would have to sort, it's fine. But once you have more than like 10 esps forget it exists.
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# ? Nov 30, 2018 18:51 |
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The_Frag_Man posted:Hey guys, I am setting up a Skyrim install to play for the first time. I have read through the OP and some other materials. more mods for the old version. better performance for the new one also something about how SE's skse has to be updated everytime bethesda adds poo poo to their paid modding thing, not sure if thats true though.
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# ? Dec 1, 2018 06:50 |
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The_Frag_Man posted:So uh what do people think about the inbuilt mod menu from the Special Edition? I loaded up with like 30 mods and played without any issues, it's fine. I mean it's not elegant and if you have problems it will probably be super annoying, but in my experience it was fine.
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# ? Dec 1, 2018 14:57 |
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Is there a dedicated thread made for Oblivion modding? Very soon finished with Morrowind and SSE modding and I just kind of want all three to be in perfect condition before I start anything.
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# ? Dec 3, 2018 03:10 |
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Why would you play Oblivion?
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# ? Dec 3, 2018 04:20 |
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Skwirl posted:Why would you play Oblivion? I have a confession to make, I have not even set foot into Shivering Isles.
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# ? Dec 3, 2018 05:54 |
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The Thieves Guild and Dark Brotherhood questlines are excellent.
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# ? Dec 3, 2018 06:06 |
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There's close to nothing in Oblivion that's not better in either Skyrim or Morrowind (or both).
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# ? Dec 3, 2018 06:23 |
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Midig posted:I have a confession to make, I have not even set foot into Shivering Isles. This is the only reason to play Oblivion wtf is wrong with you??? EDIT Or was, I have a feeling that Oblivion has got to be the jankiest drat game in the world looking at it through 2018 eyes.
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# ? Dec 3, 2018 06:32 |
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ProfessorCirno posted:There's close to nothing in Oblivion that's not better in either Skyrim or Morrowind (or both). The ragdoll physics were not as amusing in Morrowind. FACT.
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# ? Dec 3, 2018 06:41 |
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ProfessorCirno posted:There's close to nothing in Oblivion that's not better in either Skyrim or Morrowind (or both). Better than Morrowind: Movement, archery, most quests, lockpicking. Better than Skyrim: Magic, DB, fighters guild, mages guild, thieves guild.
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# ? Dec 3, 2018 21:17 |
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So speaking of Oblivion, what's the most brainlessly simple way to mod it in TYOOL 2018? I feel like every time I reinstall it I end up futzing with a half dozen texture replacers and Darnified UI only to have textures break and Darn... just not work. Is there a bundled mod pack with an installer or something that I can just double click (and hopefully only install a few viruses)? I'd like to revisit the game because I haven't played it more than 2 or 3 hours at a time since 2006 when I first beat the main quest, so it's basically a completely new game to me again. But I don't have the patience to jump back to how modding worked 12 years ago.
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# ? Dec 3, 2018 22:05 |
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Luckily, you can use MO2 now and occasionally OBMM and WB from time to time. So you can fix fuckups with textures easier, but in return, you gotta have workarounds and have a little more restraint with some mods. I wish I could say Oblivion Reloaded was Gods gift to Oblivion modders, but info on it is mostly inaccessible outside of its forums and many of its features are buggy so you should probably turn them off.
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# ? Dec 3, 2018 23:25 |
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Skwirl posted:Why would you play Oblivion? its better than skyrim
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# ? Dec 4, 2018 06:08 |
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I expected illusion to be super gimmicky and bland after a while but seriously, this is so much fun. You have so many options ever single fight, calm/fear/fury spells, invisibility, activates, etc... It's just clusterfuck of laughter. Thanks for the recommendation. This is genuinely what I had been missing from this game.
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# ? Dec 4, 2018 06:15 |
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One thing, why use fear when calm and fury is better for every occasion?
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# ? Dec 4, 2018 23:51 |
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I guess you could fear people and try to aim them into traps. Or if you're like me you just play completely sub optimally and weird to try to make weird character builds work.
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# ? Dec 4, 2018 23:53 |
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I am working on a mod to make the illusion tree a bit more interesting, starting with perks. Such as perks which makes targets of fear take and deal more damage. Also, enemies under fear might take some form of damage (mental/psychic damage) until they are brought out of it. I also though most novice spells should be cast as a cone and only work for as long as you apply it, making it a bit more difficult early game. Perhaps some perks to lower your threat level when you target them with the spell so that enemies ignore you more and more when you cast fury. Midig fucked around with this message at 04:07 on Dec 5, 2018 |
# ? Dec 4, 2018 23:59 |
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There's absolutely no need to try to handicap low-level illusion poo poo unless you also make it work a wider variety of targets, IMO
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# ? Dec 5, 2018 07:11 |
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I think the one exception I found in my mods was Pale Shadow in Apocalypse, as it was a fickle and fragile 'damage' spell. I'm not sure if invisibility works against those special enemies (undead, daedra and automatons) until you have the perk. Muffle seems like it works, but I don't remember ever testing invisibility or invis potions.
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# ? Dec 5, 2018 08:51 |
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Clark Nova posted:There's absolutely no need to try to handicap low-level illusion poo poo unless you also make it work a wider variety of targets, IMO The way it is now now it works or it doesn't based on level or enemy type. With mine, it will for enemies that are eligible BUT you will have to keep the cone on the enemy and find a way to not be the first target. Meaning you might have to cast it while stealthed. I thought I might also increase the mana cost of illusion by a lot. However, making it work on undead or machines would be silly. Midig fucked around with this message at 17:59 on Dec 5, 2018 |
# ? Dec 5, 2018 16:09 |
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Playing the Clockwork mod but the Gilded enemies are invisible, are they supposed to be?
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# ? Dec 6, 2018 03:38 |
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Depends posted:Playing the Clockwork mod but the Gilded enemies are invisible, are they supposed to be? Nope. Something broke
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# ? Dec 6, 2018 21:33 |
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Newbie modding question - I'm trying to patch together some stuff to make some mods work together more friendly. Basically I need to add entries from multiple mods (hunterborn, realistic needs) to another mod's (simply tame) existing formlist. My idea is to create a patch.esp, add hunterborn and realistic needs as dependencies (using SEedit), create a duplicate formlist in my file, and add all the entries from the other two mods. Load the patch after all the other ones. To me that seems logical, but it doesn't quite seem to be working for me. I think my problem is just getting all the item IDs sorted and using the right ones, but I might be way off the mark.
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# ? Dec 6, 2018 22:05 |
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Orcs and Ostriches posted:Newbie modding question - Start up SEdit and load all the necessary plugins. Go to your existing formlist and copy-as-override to a new patch plugin. xEdit can be finicky about adding a mod as a master. The most reliable method in my experience is to grab any random record from the mod you want to as a master and copy-as-override to your plugin. Do this with Hunterborn, Realistic Needs, etc, and just delete the copied record you from your patch plugin. No add all the entries to the formlist in your patch plugin. Once you're done, save the plugin and put it below any mod the patch has as a master in your loadorder.
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# ? Dec 6, 2018 22:22 |
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Seems like Trainwiz's CC dungeon is out. 1200 BethBux, so about $15.
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# ? Dec 7, 2018 03:15 |
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Cat Mattress posted:Seems like Trainwiz's CC dungeon is out. 1200 BethBux, so about $15. God help me, Im probably going to spend actual money on this. I'll do a trip report when I do.
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# ? Dec 7, 2018 13:16 |
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Cat Mattress posted:Seems like Trainwiz's CC dungeon is out. 1200 BethBux, so about $15. TBF, he's one of the few modders whose content is actually good enough to retail. That seems a bit much though.
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# ? Dec 7, 2018 15:05 |
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Raygereio posted:Start up SEdit and load all the necessary plugins. Thanks. This pretty much set me on the right direction. I couldn't find a way to add the entries (I could only edit existing ones) to the formlist in xEdit, so I had to use the creation kit. After saving, the creation kit removed all the esp masters, so I had to go back into xEdit to readd them. This messed up all the formlist entries since it didn't know what master to find them in, so I had to manually fix each one. Anyways, it's working now.
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# ? Dec 7, 2018 19:47 |
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Skyrim Modding: Anyways, It's Working Now
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# ? Dec 7, 2018 22:14 |
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EPIC fat guy vids posted:TBF, he's one of the few modders whose content is actually good enough to retail. That seems a bit much though. I enjoy them, and their concepts especially. But boy howdy are they filled with dead space and buggy terrain along with the usual stilted character interactions (though admittedly that's a Bethesda problem too). I think they're easily recommendable for free, but I would be upset with myself if I spent two dollars or more on any of them.
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# ? Dec 8, 2018 06:43 |
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docbeard posted:Skyrim Modding: I Did Nothing To Fix It But It Works Now
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# ? Dec 8, 2018 09:21 |
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My Skyrim is working now, had an issue with MO so all plugins in my profile were unticked, had to order it all again. Wish I had constant 60 fps, but I think my grass mod is in the way.
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# ? Dec 10, 2018 07:42 |
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What do you guys think about the Cathedral Project? Weapons and armor: https://www.nexusmods.com/skyrimspecialedition/mods/20199?tab=files Snowflake mod: https://www.nexusmods.com/skyrimspecialedition/mods/21559 Water mod: https://www.nexusmods.com/skyrimspecialedition/mods/21568 Lighting mod: https://www.nexusmods.com/skyrimspecialedition/mods/16830 Grass overhaul coming as well. To me, they seem to improve upon textures in a minimalistic way, but seem to cover a lot of areas. Maybe not a huge deal atm, but this is what I want modding to be. It will be placed into one big mod very soon I believe. Midig fucked around with this message at 18:30 on Dec 10, 2018 |
# ? Dec 10, 2018 18:04 |
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Midig posted:What do you guys think about the Cathedral Project? It's a shame that modpacks both aren't accepted and that Skyrim isn't really conducive to it because doing it that way would be rad as hell
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# ? Dec 10, 2018 19:23 |
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This is the closest we can get to it so if you want to make mods or give your opinion now is the time. https://discord.gg/b9bVMJ Personally, I am going to fix that god drat leather helmet. It is ugly as gently caress.
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# ? Dec 11, 2018 00:59 |
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# ? Jun 4, 2024 02:36 |
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loving hell /r/Skyrimmods, I though you were cool... https://www.reddit.com/r/skyrimmods/comments/a706ko/mod_discussion_mondays_week_69_best_sex_mods/ One of the mods suggested. https://www.loverslab.com/topic/19941-sexlab-defeat/ "The player can set a chance for the player to be knocked out instead of knocked down, if knocked out, the player won’t be able to resist the first sexual assault and the follower will automatically be knocked down. Has the priority over knocked down and Auto Resist." Did they have to do this just to get in a 69 sex joke. Midig fucked around with this message at 22:58 on Dec 17, 2018 |
# ? Dec 17, 2018 22:49 |