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Orcs and Ostriches
Aug 26, 2010


The Great Twist

Cat Mattress posted:

What a weird formula. Not sure if it prioritize left-to-right or right-to-left, but either way: (X/X)*2 will always be 2, and X/(X*2) will always be 0.5. So what's the point of bringing in X in the first place?

It's not X divided by X*2, it's X for rank 1, 2X for rank 2.

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Orcs and Ostriches
Aug 26, 2010


The Great Twist
I went Stormcloak the first time because of the intro stuff. And I never really pegged the entirety of the Stormcloaks as racists, being that they were ok with my Redguard character. You can also find random non-nord NPCs travelling to Windhelm to join up.

Yeah, the citizens of Windhelm are lovely, but I didn't really see the Stormcloaks in the same light. Ulfric's also a huge jerk, but he's not the huge jerk that tried to execute me. Then they replaced Balgruuf as jarl of Whiterun with some rear end in a top hat, and that soured me on them since.

Orcs and Ostriches
Aug 26, 2010


The Great Twist
I guess another reason I was pro-stormcloak my first game was that it was my first TES game. I got into the game completely blind, not know anything about the series. It's a pretty common theme elsewhere that Empires = bad, Rebels = good, so I had that stereotype before the cart ride even started.

Looking bad now it's pretty obvious the Empire ultimately has the better chance of winning against the Thalmor, and that banning Talos worship is just a temporary measure to placate the Thalmor before round two starts.

Orcs and Ostriches
Aug 26, 2010


The Great Twist

KakerMix posted:

*frantically hides sexlab from installation before posting load order asking for help*

It's ok. It's part of immersion.


I actually think the stormcloaks would be better if they weren't racist. If they were legitimate rebels trying to free the entirety of skyrim - nords, elves and all - from the empire they view as weak for bending to the thalmor, they'd be a more sympathetic faction. They'd have more support and that would fall into the thalmor's plans of destabilizing the empire.

Orcs and Ostriches
Aug 26, 2010


The Great Twist

Svanja posted:

For Skyrim SE, is anyone using Immersive Armors? I noticed in the mod's postings that the author is saying to not use the spell menu mechanic (seems using it a second time is crashing some people's games), so I'm a bit nervous about adding in the mod. Just checking to see other people's opinions on it!

I'm using Immersive Armours on SSE, but I've never bothered to go into the spell to configure anything. I'm not noticing any problems.

Orcs and Ostriches
Aug 26, 2010


The Great Twist

DACK FAYDEN posted:

Completely gone for everyone. I actually more hate the gameplay effect of my own having one, but also not randomly getting ganked would be nice!

(I did try killmove as well as a few other things, couldn't find one that just removed them all for SE.)


Violens can turn them off for both sides on the original version. It's available for sse as well, so it might have the same option.

Orcs and Ostriches
Aug 26, 2010


The Great Twist

docbeard posted:

Hahaha, I just started playing through Dawnguard for the first time.

Although, so far nothing terribly exciting but nothing horrible either. (Though the second thing you do being an escort quest does not bode well.) Then again, I'm not planning on playing as a vampire, just to murder a bunch of vampires, so that'll probably make a difference. I hope.

The quest is pretty much the same thing either way, but on one side you can turn into a giant clown, and on the other you hang out with Isran.

Either way it's mind-boggling stupid.

Orcs and Ostriches
Aug 26, 2010


The Great Twist
Are there any good mods that make money management more of a thing?

My usual game goes: get to whiterun and buy some gear upgrades. Do a couple quests and buy/upgrade the house. Do any random dungeon and have more money than ever needed again.

I'm trying to play a more thieving based character, and it's entirely pointless because money's such a non-issue so quickly.

I use realistic needs/frostfall so I have to pay for the occasional room and food, but beyond that I have no costs.

Orcs and Ostriches
Aug 26, 2010


The Great Twist

orcane posted:

:laffo: did they never fix that?

Fix? That's probably by design.

Orcs and Ostriches
Aug 26, 2010


The Great Twist

Kiggles posted:

I also thought Frostfall features didn't even start up until you jumped through a series of hoops, like looking up at the night sky and clicking the "yes, I want to freeze to death" button.

You're right. I ran into a similar issue though, because I started and configured all my mods in the starting cell for Live Another Life, so I could make a starting save that's ready to go for any other mod additions. If you do that and start the default start, you'll start freezing on the cart.

Orcs and Ostriches
Aug 26, 2010


The Great Twist
Why go through the effort when modders will anyways?

Orcs and Ostriches
Aug 26, 2010


The Great Twist
With mod organizer you can also create a new profile, copy mod and saves over, and turn on the profile specific saves (a couple checkboxes) and then install Bruma on the new profile. It should keep the saves and mod settings segregated, so you shouldn't be able to delete you old clean save.

Orcs and Ostriches
Aug 26, 2010


The Great Twist
Anyone familiar with Legendary Cities?
https://www.nexusmods.com/skyrim/mods/47989/

or Expanded Towns and Cities?
https://www.nexusmods.com/skyrim/mods/13608/

Wanted to add a bit more life to the world but I'm not sure if there are any extra performance hits involved, or compatibility issues I should be aware of. I run a script-light set of mods so I wouldn't expect problems, but I'm not sure.

Orcs and Ostriches
Aug 26, 2010


The Great Twist
I just did a 2h/heavy/necromancy which was kinda fun. Throw in smithing and enchanting to taste.

No followers because I just swing my weapons around like crazy and the dead don't bitch about it.

Orcs and Ostriches
Aug 26, 2010


The Great Twist

Bitter fly posted:

Does anyone know how to edit warmth values of items in the creation kit? Been making my own custom mage robes and can't figure it out

If you're using Frostfall, there's an MCM option to examine your currently equipped gear. From there you can change the warmth and coverage settings of that item.

Doesn't really help if you're trying to release the robes to the public, but at least can get you a last resort for a personal playthrough.

Orcs and Ostriches
Aug 26, 2010


The Great Twist
I've removed plenty of mods mid-save without incident. There's no guarantee it will break anything, but there's no guarantee it will work.

Just make a backup save and see what happens.

Orcs and Ostriches
Aug 26, 2010


The Great Twist

CascadeBeta posted:

Also, with Ortinator, how badly does the "perks at 50/75/100 skill points" break the game?

Edit: Since I'm going to respec anyway, do people prefer heavy or light armor? The heavy armor tree seems better, but light armor seems more interesting with the dodging aspects of it.

The perks are good, but I don't think they're game-breakingly so.

I usually play light armour, just for the versatility. Better move speed and stealth mostly, but I'm a smithing addict so I don't feel the armour class drop as much.

Orcs and Ostriches
Aug 26, 2010


The Great Twist
When was SSE patched? I started modding it on the weekend with the SKSE alpha, and was playing it last night.

Orcs and Ostriches
Aug 26, 2010


The Great Twist

ProfessorCirno posted:

So as someone who's been away for a long-rear end time, what's the go-to mod manager for Special Edition? The standby of MO doesn't work with it, and MO2 apparently isn't actually a thing yet. Is it time to return to the bad old days of the Nexus Mod Manager?

MO2 works more or less fine. I need to restart MO2 every once in a while, but it installs mods, loads the vfs and runs skse properly. Aside from the instability of MO itself, I haven't run into any problems.

Orcs and Ostriches
Aug 26, 2010


The Great Twist
Are there any SSE mods that make the following changes?

Lower carry weights.
Add weights to arrows/lockpicks/etc.
Make equipped armour weigh nothing.

I'm looking to do a slow-paced proper survival mode but it's hard when I can carry around 100 pounds off food / supplies, with multiple armour sets and an army's worth of arrows.

Orcs and Ostriches
Aug 26, 2010


The Great Twist
Yeah I'm looking for a hybrid survival / yell at someone really loud to throw them off a mountain game.

Orcs and Ostriches
Aug 26, 2010


The Great Twist
On Magicchat, I really like Elemental Destruction Magic with the ordinator patch. All it does is add earth, water, and wind spells at each tier, but they're super fun.

In general earth spells have a low knockdown chance, wind has a knockback chance, and I think water stops all regen for a time. They just a bit of variety to destruction magic, and they're simple enough to not go into spell overload.

Orcs and Ostriches
Aug 26, 2010


The Great Twist

NeoSeeker posted:

Basically my question is with these mods should I be using anything other than nexus mod manager given the small amount of mods? and if not is there anything I should definitely tweak before starting?


If Nexus Mod Manager is working, use it.

If you want to add more mods that may affect install order, or want to use different profiles on different characters, switch to ModOrganizer.

Orcs and Ostriches
Aug 26, 2010


The Great Twist

Freakbox posted:

Hi There! I have an original Skyrim (not SE) modding question, and I hope it hasn't been overly asked and/or isn't going against the op.

I have Some Custom armors (Divine Elegance, Tera Armor for women), and I'd like to get Frostfall. Do the custom armors have coverage and warmth values? If they don't, does Frostfall itself come with anything that would allow me to add values, like Hunterborn's Taxonomy option (which is super loving useful for immersive creature's sixty-five versions of spiders)?

Thanks for any help in advance. I just wanted to know before I downloaded it. :kimchi:

Back when I ran frostfall on skyrim it would apply average coverage and warmth on all equipment that wasn't configured for it. You could then customize each piece in the mcm, and it could take in account if it had a built in cloak or hood.

Orcs and Ostriches
Aug 26, 2010


The Great Twist
The only times I've had a crash like that was when a mod was using a BSA, or I was loading a BSA, that wasn't compatible with the current version.

Since you've reinstalled that's probably not the problem.

I assume you've checked the file integrity in Steam?

Orcs and Ostriches
Aug 26, 2010


The Great Twist

Drunk Driver Dad posted:


e: Just took a look at some of the mods for SE on nexus. Looks like there are plenty to work with, so I went ahead and grabbed the SE while it was on sale. I may just use Ordinator and the Apocalypse spell pack to jazz things up. Any recommendations for mods like "more weapons than just the boring iron/steel/glass tiers" and something that might add some random rear end monsters that may or may not kick my rear end while out and about? Maybe something to add a little difficulty to balance everything out. I think last time I modded in that manner in oldrim, when I cranked it up to very hard to compensate I just wound up getting one shot it seemed like but that was a while back so I'm not sure.

e: does MO2 work basically the same way as the first one? It wasn't that hard once you got used to using it.

MO2 is basically the same as regular Skyrim + MO.

There are a few weapon packs that work, and they add a nice bunch of stuff. I think I'm using the Skyrim SE Expanded Skyrim Weaponry mod. Immersive Armours is a good pack for the armour side of things as well.
Immersive creatures adds a loving ton of stuff all over the map, some of which will just kill you at low levels. I like it. I don't know how lore friendly it is, but nothing I've ran into stood out as some anime self insert or anything dumb like that. I've heard some negative things about it but I like the variety.

Orcs and Ostriches
Aug 26, 2010


The Great Twist

MrMojok posted:

What is the advantage you guys see, using NMM or anything else to mod Skrim SE?

I’m not being flippant, I just don’t understand. I probably have 30-35 mods running in SE, and for each one I downloaded manually from Nexus, and put the .zip contents into the Skyrim data folder or the data/meshes or textures folders myself. It doesn’t take long to do, and the few times I’ve screwed my game up I just removed the mod that caused the issue from the load order.

Are the mod managers for SE easier somehow?

I build mod profiles based off the character I want to play at the time (I rotate around a lot). It takes 5 seconds to switch from my Ordinator/apocalypse mage to my SPERG warrior to my more-vanilla legendary difficulty character.

I have about 150 mods installed overall.

Orcs and Ostriches
Aug 26, 2010


The Great Twist
Bigger ones should be first, with anything that's more specific after.

If you have an overhaul that does all the trees, you want that overwritten by the one that only does pine trees, for example. Not the other way around. If the smaller one came first, the big one would overwrite all the changes and make it pointless.

Orcs and Ostriches
Aug 26, 2010


The Great Twist
I've used the Breezehome start multiple times and the final draugr in Bleakfalls Barrow always had the Dragonstone.

And yeah, you get Lydia after you defeat the first dragon and return to Balgruuf.

Orcs and Ostriches
Aug 26, 2010


The Great Twist
I kinda hated Fallout 4's construction system in the context of Fallout 4, but I'd be all over it in Skyrim to make my own house and fill it with mannequins and stuff.

Orcs and Ostriches
Aug 26, 2010


The Great Twist
I'd 100% go to SSE.

There are only a handful of mods I can't get working 100%, either through an SSE port, or just running the vanilla version with the BSAs extracted. They do take a little more work though.

Unless your gameplay absolutely hinges on some dll that SKSE can't run properly yet, I'd say go SSE.

Orcs and Ostriches
Aug 26, 2010


The Great Twist

Scyantific posted:

-Is there a mod that allows me to break down poo poo I loot from enemies as opposed to going back and forth between merchants and selling? I remember Complete Crafting Overhaul was a thing in Oldrim but I can't seem to find an equivalent for Newrim. Any help on that front?
-Any decent house mods that don't involve some convoluted way to access them? I remember Riverside Lodge from Oldrim was a pretty decent setup.

I use Ars Metallica https://www.nexusmods.com/skyrimspecialedition/mods/321 to break down gear. You also get some smithing exp from smelting and mining, and it adds a bunch of arrow recipes.

Eli's Breezeholm is a really good Breezeholm replacement. Adds all the crafting stations, collection stands, and mannequins. You get it the same way you get vanilla. https://www.nexusmods.com/skyrimspecialedition/mods/2829

The Hideaway is a neat cave home between Whiterun and Dawnstar. You're supposed to build all of the contents like Hearthfire homes, but there's a cheat chest you can grab that has all the materials. I really dig the style of the place, and it's got all the workshops and stuff. https://www.nexusmods.com/skyrimspecialedition/mods/10649

Antennaria is a subterranian / tower home East of Valtheim Towers. A bit large, but it's a pretty beautiful place. https://www.nexusmods.com/skyrimspecialedition/mods/7207

Orcs and Ostriches
Aug 26, 2010


The Great Twist
I run Immersive Weapons along side Heavy Armory SSE. I don't know what the highest tier weapons look like, since I usually stop at something mid tier for aesthetic value, but I know there's lots of choice otherwise.

Orcs and Ostriches
Aug 26, 2010


The Great Twist
I've never gotten Frostfall coverage working properly in SE. The best I ever got took an SE installation, and a bunch of core files pulled over Legendary edition. Every few patches I try in vain again.

I just bit the bullet and bought the Creation Club ripoff version, and it comes with its own problems.

Orcs and Ostriches
Aug 26, 2010


The Great Twist
I kinda liked the extra bandit types that were added, but I never activated the mod or let the scripts run. It's been a while but I was running into compatibility issues with some other group of mods and turned a bunch off, including OBIS.

Orcs and Ostriches
Aug 26, 2010


The Great Twist

EPIC fat guy vids posted:

I need to give an illusion mage/assassin a shot. I never went heavy into illusion, ever, and ordinator makes it seem like it would be the best for my "Fine clothing walking around dude" build.

Ordinator + Apocalypse Spells gives some great choice there.

Orcs and Ostriches
Aug 26, 2010


The Great Twist
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.

Orcs and Ostriches
Aug 26, 2010


The Great Twist
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.

Orcs and Ostriches
Aug 26, 2010


The Great Twist
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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Orcs and Ostriches
Aug 26, 2010


The Great Twist

Raygereio posted:

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.

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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