|
Kilroy posted:Gonna plug a few of my (IMO) better mods here for inclusion in the OP: I'd be pretty satisfied with a Bag of Infinite Holding. Maybe I should search for a mod for that. Perhaps there is one that isn't a buggy piece of trash.
|
# ¿ Sep 2, 2013 15:34 |
|
|
# ¿ May 16, 2024 01:11 |
|
My game seems to to be crashing repeatedly when heading northwest from Falkreath. Twice it happened when opening my favorites menu, the other few times it happened randomly just when walking towards the road. Does anyone know of any popular mods that might cause issues in the area?
|
# ¿ Sep 2, 2013 18:26 |
|
Mzbundifund posted:Nothing's immediately coming to mind, could you post a screenshot or text list of the mods you're using? code:
|
# ¿ Sep 2, 2013 19:02 |
|
SPERG seems really promising. I think I'll need to start a new game soon enough to check it out. I love the idea of perks that allow a skill to be used in different ways with other skills.
|
# ¿ Sep 2, 2013 21:37 |
|
splifyphus posted:SPERG is loving awesome, and you should get it immediately. I played a shitload of vanilla at launch and SPERG makes the game at least 2x as fun just by itself.
|
# ¿ Sep 3, 2013 01:24 |
|
The hardest part of starting a new game for me is deciding what class to be. I'm using Character Creation Overhaul at the moment, and even if I wasn't I still like to pick a class to put me in the right mindset for things.
|
# ¿ Sep 3, 2013 23:39 |
|
splifyphus posted:I'm looking through my list to see what mods I can recommend, and one that's not in the OP yet is the Excellent Racials Package. Basically triples all the powers/abilities that each race gets, making them all much more interesting and unique. None of them have felt terribly overpowered to me as of yet, but I'm only running two characters right now, an Orc and an Argonian.
|
# ¿ Sep 4, 2013 23:38 |
|
scamtank posted:If you've played a Skyrim character past level 10 or so, you will have experienced the things that SPERG changes for the better. This is also the first game that I've really tried using alchemy and it seems to level up rather slowly.
|
# ¿ Sep 6, 2013 00:03 |
|
I have a question about SPERG as it relates to Character Creation Overhaul. CCO lets you chose or make classes with major skills and a specialization like in Morrowind. All skills start by default at level 5 instead of level 15, and then the class data is added to that. This means that your chosen major skills will be at least level 25 if you have no racial or specialization bonus, or a maximum of 40 if its a major skill, a specialization skill, and the single skill your race has a +10 bonus in (the other five are +5). On top of this, if it gives a +5 or +20 bonus then it also increases the leveling rate by 5% or 20% respectively. Now that I've clarified that, my question about SPERG is how will that impact the balance of the game if you're already starting with apprentice level perks for your six major skills at level 1? Does SPERG perhaps not expect that at the early level or something? For reference, as a Khajit Rogue I started the game with: Block 30, One Handed 35, Illusion 25, Alchemy 30, Light Armor 25, Speech 25. Also, my question about the excellent racials mod still remains? How often to NPCs use racial abilities. Since their lives are measured in seconds , I don't want them spamming them all at once at me. Inverness fucked around with this message at 17:23 on Sep 7, 2013 |
# ¿ Sep 7, 2013 17:18 |
|
I'm new to whole ENB graphics enhancement thing. Everybody seems to have their own idea of what looks the best or more "realistic". Does anyone have any recommendations on this. I'm currently using Realistic Lighting Overhaul which doesn't use ENB, but I am interested in seeing how something else might look. Scyantific posted:No Poison Dialogues Readme posted:I don't want to use SKSE. I'm reminded of my Oblivion days and seeing people who didn't want to use OBSE for some reason. Inverness fucked around with this message at 19:10 on Sep 8, 2013 |
# ¿ Sep 8, 2013 18:49 |
|
Sesquiculus posted:Just started a new game using SPERG and I have a couple of questions: I seem to gain Conjuration experience constantly despite not knowing any conjuration spells, is that normal? Also, I can't seem to get Uncapper to work at all. I've tried adjusting the files in MO, tried unpacking and editing the ini manually and then loading it in MO, and I've tried just removing it from MO entirely and sticking it directly into my data folder. I always get the little popup screen that says Uncapper has loaded when I start up the game but as far as I can tell it isn't doing anything. Anyone know what could be causing this? Diet Lime posted:I was able to work around my issues, but I still have that question about the uncapper. It's working, it displays a splash just before my game starts. I'm still just getting 10 pts/lvl and 1 perk per level, unless I'm apeshit and haven't played long enough for it to work. If you're getting one perk per level then it's not working as intended and you should try what I suggested then fix your save with the console to remove any extra perks and correct your stats. You get some additional carry weight on level up so be sure to add that to your character too based on what stats you chose.
|
# ¿ Sep 11, 2013 02:41 |
|
Tried updating Mod Organizer from 0.12.9 to 1.0.0 RC 1. Getting consistent crashes on startup. Even tried the 0.99 versions and 0.99.1 worked but 0.99.4 and up crashed for me. I've downgraded back to 0.12.9 and I'm not going to mess with it at this point. This is what happens when you start piling on features and load two different versions of the C++ runtime at the same time. I'm pretty angry about this. Edit: I decided to try one last thing before giving up and did a fresh install of 1.0.0 into a different directory, and even that failed to start up without crashing. What the hell did this guy do. Inverness fucked around with this message at 21:30 on Sep 15, 2013 |
# ¿ Sep 15, 2013 21:19 |
|
Sensenmann posted:Tannin really is fast. MO got updated to 1.0.1 to fix the crash issues some people reported. Inverness fucked around with this message at 16:06 on Sep 17, 2013 |
# ¿ Sep 17, 2013 15:57 |
|
So I'm looking at the readme for the Flora Respawn fix...quote:Q: Will this mod fix stuff I've already harvested? Am I just misunderstanding this or what?
|
# ¿ Sep 17, 2013 23:48 |
|
Grey Elephants posted:So I finally got MO running, but whenever I try to download something from the Nexus, it gives me two errors in a row: Also, still hoping someone could clarify about the Flora Respawn Fix mod and how it behaves for an existing game where you've stripped half of Skyrim of ingredients.
|
# ¿ Sep 18, 2013 04:55 |
|
Grey Elephants posted:Ran it as an administrator and disabled my firewall, I'm still getting both errors. Edit: As I was writing this post I actually tried to investigate one last time why I was crashing, and I found that deleting pyCfg.py in the plugins folder allowed me to startup just fine. I can only assume that it's conflicting with whatever installation of Python I already have. As a matter of fact I can't even see where it is selecting what version of Python to run. I need to email this guy. Edit 2: Well I installed the latest 32-bit version of Python 2.7 and its working. I previously had an earlier version of Stackless Python 2.7 which is binary compatible and should not have caused issues. I'm not going to bother thinking on it. Inverness fucked around with this message at 06:19 on Sep 18, 2013 |
# ¿ Sep 18, 2013 06:09 |
|
Scyantific posted:Yeah, the save files are done for. Best off starting a new game. Though, as I recall, I did leave the script files in the directory even though the mod was disabled, maybe that had something to do with it. chaosapiant posted:For those that have removed script heavy mods and are worried about save game issues, always run this command in the console: "clearinvalidregistrations" May the script extender team continue to be a shining ray of light for the community for generations to come. Inverness fucked around with this message at 23:59 on Sep 20, 2013 |
# ¿ Sep 20, 2013 23:56 |
|
Edit: Duplicate
|
# ¿ Sep 20, 2013 23:59 |
|
Kilroy posted:Nope. I know how it works, that's why I don't use it. It's made management of my mods and saves loads easier than it ever was before with NMM or back in my Oblivion days, so I'm surprised that anyone could not like it if they know how to use it.
|
# ¿ Sep 21, 2013 03:02 |
|
Kilroy posted:btw Inverness did you see my note about Flora Respawn Fix
|
# ¿ Sep 21, 2013 04:53 |
|
Magmarashi posted:I simply load the uncapper before SPERG so that SPERG is overwritting the proper files in the Uncapper. It's just that easy? I've since upgraded to the latest version of Mod Organizer and haven't checked to see if that was fixed.
|
# ¿ Sep 21, 2013 06:08 |
|
WYA posted:Yeah that plugin .ini is what I'm talking about. That's the right setting right? Because I keep getting full perks. The OP says to overwrite the one in the main folder, and I'm not sure if I'm doing it right
|
# ¿ Sep 22, 2013 01:27 |
|
Darth Brooks posted:It's very close to vanilla Skyrim in tone and quality but the content is a bit sparse for the map size.
|
# ¿ Sep 22, 2013 05:59 |
|
Looks like I'm going to have to jump into this.Kilroy posted:But when you look at how the thing works and if you know how other tools work, it turns out MO breaks a lot of assumptions that those tools make to do what they do, and as a result using MO makes it a lot more difficult to use those other tools unless MO explicitly supports them. I can understand if using MO just isn't to your liking, but if that opinion is based on false information then I'd like to try to correct that. I don't mean to come off as pushy.
|
# ¿ Sep 22, 2013 06:11 |
|
Wait, this new feature actually lets mod authors prevent users from downloading their mod? Who the hell thinks this is a good idea? I can understand being able to moderate the comments even if some people might abuse that to avoid criticism, but this is something else. Edit: Cat Mattress posted:As a rule, I never install games in Program Files. It's a good place for office software and such. For games, it's always going to be a hassle if you want to mod. I'm not knocking what you do, it's just an organizational habit for me. Inverness fucked around with this message at 21:56 on Nov 24, 2013 |
# ¿ Nov 24, 2013 21:53 |
|
Anyone have some opinions on the Resplendent Racials package? Does it seem well balanced? I know I found one overpowered combination while using the Aurora Doomstone package with it. Being Argonian and having the Atronach sign gives you virtually infinite magicka due to the Histborn magicka regeneration combined with the low cost of spells from the Atronach sign.
|
# ¿ Nov 28, 2013 02:12 |
|
Anyone know of a mod that lets you transfer enchantments from one item to another? The Epic Shout Package mod adds some rad greybeard robes that I want to use but not enough to forgo my current stock mage robes.
|
# ¿ Nov 29, 2013 05:09 |
|
graynull posted:I've looked for a mod like that for a while, with no luck. It's one of the few things that I'm not sure if the engine even allows, since I've not seen it done. I think I even went so far as to enchant an item on a different character and try to copy the item ID to import into another game and it didn't seem to work.
|
# ¿ Nov 29, 2013 05:43 |
|
LtSmash posted:Player made enchants are not currently possible, but are slated for the next SKSE release. If its a pre-enchanted item that's doable, but only for base items at the moment. You could give every greybeard robe the mage robe enchant but not restrict it to only the copy of the robe you currently have. I think the next SKSE will change that too but I'm less certain. I'd prefer a way to only deal with the enchantment on particular instances of an item. Though I believe Oblivion solved this problem by creating a clone of the item base for your save and then messing with the enchantment on that so it wouldn't affect other things. Is this working with SKSE?
|
# ¿ Nov 29, 2013 17:31 |
|
The Atronach stone using that Aurora Doomstone package seems really overpowered. I have yet to run out of magicka in a fight. In between fights I can just use the lesser power to refill my magicka at the expense of health and then just use the basic healing spell which leaves me with full health and 95-97% magicka. When I used the ritual stone I found that the passive ability wasn't much use because the raised minions didn't stay around long enough to be useful in the next fight. I'm not one to rush through dungeons and miss loot so it isn't a good fit. At this point I think I'll stick with Resplendent Racials and just not use this.
|
# ¿ Nov 29, 2013 20:25 |
|
I still wonder why Bethesda made some custom in-house scripting language instead of going with something proven like Lua.
|
# ¿ Nov 30, 2013 21:03 |
|
The Audio Overhaul for Skyrim seems to be a consistent source of random crashes for me. This is really unfortunate since it sounded excellent. I had only just discovered the new Fireball spell sound too. Does anyone know of a fix for this?
|
# ¿ Dec 1, 2013 04:46 |
|
So I just got around to using Frostfall, finally. I've decided to go with the Hardcore present. Let's see if I can get to the other side of the College without freezing to death. More seriously though, I noticed that the Frostfall alteration spells are enhanced by the Mage Armor perk. Is there a compatibility patch for SPERG for these? The spell magnitudes are not changed by SPERG's version of the perk.
|
# ¿ Dec 1, 2013 22:13 |
|
Scyantific posted:They're not meant to. A SPERG-modified Bear Armor spell would completely break the point of Frostfall. Edit: After some research and frustration, I discovered that I can set some global variables to 1 in the console to make Frostfall think I have the vanilla mage armor perks. Setting _DE_ArmorPerk1Active, _DE_ArmorPerk2Active, and _DE_ArmorPerk3Active to 1 in the console will make things work. Inverness fucked around with this message at 23:56 on Dec 1, 2013 |
# ¿ Dec 1, 2013 22:33 |
|
Raygereio posted:They did some work on the Nexus' servers earlier this week which was supposed to improve performance and whatnot, but as is usual for the Nexus just ended up causing more problems and they've been doing maintenance since then. One amusing little problem was that the NMM ended up DDoS'ing the Nexus's webservers (no idea how they managed to do that by accident, especially since they had that bug happen once before). I never thought I'd hear a about someone successfully managing to DDoS themselves.
|
# ¿ Dec 6, 2013 00:58 |
|
Does anyone have any reviews of the Character Creation Overhaul mod? I like how it makes skill leveling more like Morrowind or Oblivion where your major skills start at decent levels. But, when combined with SPERG, it seems unbalancing since at level 1 you're already anywhere from 25-40 when it comes to major skills. Combine this with apocalypse spell pack and scaled damage spells, and you're doing a good job of steamrolling people. I'm not sure if I just want to raise the difficulty level to Legendary, or remove CCO and recalculate my skills and such to what they would be at my current level normally.
|
# ¿ Dec 8, 2013 04:31 |
|
I don't like alternate form things at all. They just feel weird and the forced third person really puts me off.
|
# ¿ Dec 10, 2013 02:58 |
|
SPERG question. The level 75 magic school perks say new spell tomes may be found on appropriate merchants. How is this different from what happens normally at certain levels?
|
# ¿ Dec 21, 2013 20:51 |
|
The Apocalypse spell pack recently got a major update that overhauled almost all of the spells. Opinions on the new spells?
|
# ¿ Feb 8, 2014 02:07 |
|
|
# ¿ May 16, 2024 01:11 |
|
Dick Trauma posted:It seems like the author has eliminated a load of spells he felt were available in other mods and then... did... things. For someone like me that doesn't use the other mods in question I would lose most of the spells I got Apoc for in the first place, and the rest of the changes make no sense to me.
|
# ¿ Feb 8, 2014 20:12 |