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Nasgate
Jun 7, 2011

Deified Data posted:

For those of you that use Ordinator did you find it balanced more towards earning more perk points than the norm via some other perk mod or was it just fine with the one perk per level arrangement? How diverse can your build be before you're spread too thin?

Iirc every single skill tree in ordinator has a combat focused perk line. So I've been fine with my one perk point per level as an Alteration/one handed mage, illusion only mage, and a pickpocket. Only issue ive had is my melee only dude when i face necromancers, but that's a base game issue since enemies have infinite mana to backpeddle while you are slowed with no stamina. But boy when i get in there with my sword and board... :getin:

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Nasgate
Jun 7, 2011
I for one cant wait for a magic immune spider buddy in my ord playthrough.

Nasgate
Jun 7, 2011

Rhjamiz posted:

Husky Friend for a Dawnguard Lizard, yes please.

Man I wish there were mods that actually... I dunno, expanded on the Dawnguard faction. Everyone just makes a ton of lovely vampire mods. gently caress them.

None of them stop the Vamp lord from looking and controlling like poo poo though, so idk why they try. At least werewolves get stupid reskins like dalmatian and shark.

Industrial Meat Package posted:

Is there ever an in-game explanation for why nobody in Skyrim/Tamriel can find the vampire hideout?

THEY'RE CERTAINLY NOT IN THAT GIANT CASTLE THAT EVERY BOAT MUST PASS IF THEY WANT TO DOCK AT THE CAPITAL OF SKYRIM, WHICH HAS SPOOKY VAMPIRE ARCHITECTURE ELEMENTS

Like, is there even a throw-away line about an illusion spell or something?

I mean it looks pretty deserted so everyone probably thinks it's some abandoned castle filled with ghosts and/or bandits so why bother? It doesnt have a port for anything bigger than a tiny boat either so it's of no use to the people that see it.
Though it is weird the Vigils never decided to check out the spooky castle.

I just want a mod that makes you like the lore vampires, grabbing people from under the ice and stuff instead of big underworld knockoff edgelord with poo poo damage and lovely abilities.

Nasgate
Jun 7, 2011

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.

Train restoration and get Dawnbreaker. Then laugh as hordes of vampires and draugr disintegrate and explode. Seriously, the dawnguard restoration spells are my favourite part of the expansion.

Nasgate
Jun 7, 2011
Loot is much more efficient than hand sorting a load order and allows dumbdumbs like me to play without the old crash->sort->crash bullshit.

Nasgate
Jun 7, 2011

Orcs and Ostriches posted:

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.

I recommend never going to a dungeon and just stealing and pickpocketing to keep your income more reasonable. Ordinator has some fun pickpocket skills.

Nasgate
Jun 7, 2011
Download them both and see which UI you prefer. They're close enough in functionality that the UI is a bigger difference.

Also, how's better vampires? I downloaded Sancrosanct but it feels a little overpowered, especially since Wildcat or w/e is easier than my previous mod(i made the change because the previous combat mod made npc spells even cheaper and I got sick of rapid fire expert level destruction spells.)

Nasgate
Jun 7, 2011

That Ignorant Sap posted:

I love Better Vampires. Lots of customization. Leave the vanilla feeding gain (stronger when hungrier) or reverse it (stronger post feeding). Activate staggered opponents to bite mid-fight. Feed on bodies, or drain them into blood potions to use later. As you feed you gain experience towards the next vampire strength level, unlocking new abilities like spells, increased jump height. You can set an Easy Progression toggle (less feedings required to advance) in the MCM. Toggle different strengths and weaknesses, such as daylight merely preventing regeneration, to causing damage like in Oblivion. Make health potions not work at all on you, and mortals always fear you requiring the use of the included Mortal's Mask spell to disguise yourself, allowing you to enter populated areas. Lots of features in the mod, check the author's site for details.
The mod doesn't touch the Vampire Lord, for that use Royal Bloodline. There's a Better Vampires version; install it first. Then BV second, as there's an option to install a RB patch.

I'll have to do that, but Royal Bloodline isn't up yet for SE.

Nasgate
Jun 7, 2011

csidle posted:

Thanks. What about the other weapons though? Similiar reasons, I guess?

Do you have any smithing or perk overhauls? Some of them make unintuitive changes without telling you in-game.

Nasgate
Jun 7, 2011

Soonmot posted:

Was this the sassy teen girl mod? I loved having a sassy skeleton buddy.

Sassy teenage girls owns because you can get a teen giantess that wrecks enemies and tells you to back off and stop being a creep if you get too close

Nasgate
Jun 7, 2011

Viperix posted:

So it's Nth playthrough time again, what are goons' takes on SPERG vs Ordinator? I've been a big fan of SPERG for a while, but Ordinator looks like it has some interesting build potential. Though it also looks like it's a bit... much, which is my main concern. Thoughts?

Ive been using ordinator due to SSESE not being out and it coming to SSE before the less fleshed sperg did.

From what I remember of Sperg back in the day, it's more natural and rounded. Ordinator really rewards you for focusing on one or two skills. I think it's neat that it has combat paths for every skill though, so even if you do nothing but smithing and alchemy you can still be viable in combat. I will say that if it weren't for wildcat, morrowloot, and the killmove mod, I probably wouldn't enjoy it as much because it would quickly trivialize a normal game.

If you used nothing but sperg before, it'd be an interesting change of pace for a playthrough at worst. I particularly enjoyed my alteration playthrough in combination with apocalypse. It felt like an actual school of magic instead of just ebonflesh/transmute.

Nasgate
Jun 7, 2011

KakerMix posted:

I don't ENB because it's just not for me but isn't the dude that does the ENB plugin literally a 'my old rear end graphics card is PERFECT'?

As for me SSE is rock steady stable and like has been said already that is far better than another shader smearing hyper color across papaya tits.
Oldrim and SSE are very similar, most mods can be converted fairly quickly (I've done it myself) so it isn't like SSE is a different game, this isn't a sequel situation. The reason why the modding scene for SSE is stalling is a combination of the community not allowing dead mods to be resurrected without permissions and SKSE not being a thing. If a guy makes a mod everyone loves then leaves the community then that mod is and always will be dead because there is no way to get permissions. Again, I've personally dealt with that myself where I have a mod that people wanted for SSE, converted it myself and tested it to make sure it works, then sat on it because I can't release it through the normal channels because of the backwards policy regarding permissions. So they sit on my Google drive, forever locked away from everyone else that wants it. SKSE not being for SSE means that a lot of must-have mods aren't able to be converted because those functionalities don't exist in SSE and since that's the case everyone stays on Oldrim and SSE withers. Even though it is better in every. single. way. than Oldrim outside of the community-made tools. And since the mods that have been converted for SSE can't be released that just contributes more to the community choking.

I think some in the community have seen this problem though. Ive seen a few mods saying "the original author is mia so i ported it and will take it down if/when they come back from the dead" that or they'll get around the weird ownership bs by putting multiple small mods in a pack or doing a recolor and creditting them.

Nasgate
Jun 7, 2011

Skwirl posted:

I doubt it, since SA can't be sued over mod piracy and that's the major reason the piracy rules were ever made.

I think mod piracy falls under the "don't rile up enough nerds to get SA ddosed

Nasgate
Jun 7, 2011

Agents are GO! posted:

Gotta be honest, this new system doesnt sound too shabby, as long as its not mandatory.

Yeah, I would honestly pay money for some mods that actually have a qa process and a bit of professionalism.

I also can't wait for angry rejected Nexus modders, especially ones that can't meet the contract because they actually can't create original content and get axed.

Nasgate
Jun 7, 2011

Double Punctuation posted:

Did they put that awesome wizard tower from the Oblivion DLC in?

More importantly, is there Brandy in the basement and does the bruma teleport pad work? That was a neat bit of lore friendly fast travel that I enjoyed a lot and really helped it be my #1 player home despite being far more out of the way than say the knights of the Thorne or knights of the nine clubhouses.

Nasgate
Jun 7, 2011

Soonmot posted:

Haha, I went all stealth/pickpocket/ lock picking on my new run using ordinator and, while I'm poo poo in a stand up fight, I can clear entire dungeons without being seen and walk out rich af. Just did a legendary reset on stealth and put some points into one handed so I'm not so poo poo when I am spotted.

I had a similarly focused build. With just the base 2 in one handed and using the deaths emporer, I could easily clear any non-draugr/falmer dungeon. Which at first was a pain since draugr are pretty ubiquitous and have good loot. But then I started thinking of how killing deathlords is really just a puzzle using the traps in the dungeon. Falmer give poo poo loot so it's not really a problem.

Nasgate
Jun 7, 2011

pmchem posted:

inigo is the best follower I've ever seen in a TES or FO game. and I haven't even started his quest.

The fact that he's not a fetish object automatically puts him in top 5 mod companions of all time across all games.

Nasgate
Jun 7, 2011

Tasteful Dickpic posted:

What's weird about this?



This is art.

Nasgate
Jun 7, 2011

Bob NewSCART posted:

So what's the real weigh in for NMM vs MO2? Is MO2 stable enough that it's worth using and being updated frequently enough? Is NMM not absolutely trash anymore? It's been like 2 and a half years since i've modded so i'm coming in almost completely fresh. One other question, I remember there being a mod that let you gently caress around with every single one of the ini settings in a nice easy neat program, skyrim configurator or something? does a version exist for SSE?

They're both stable and usable. I think MO2 is a bit more of a pain, but it lets you do more stuff, like play multiple characters with completely different mods. There's really nothing wrong with NMM anymore and it is pretty simple to use, which is why i use it.

Arivia posted:

https://www.nexusmods.com/skyrimspecialedition/mods/668/

Smilodon suggests this for exactly that issue.

VioLens also lets you turn off the ranged killcam which slows your attack so much that it misses.

Nasgate
Jun 7, 2011

Internet Kraken posted:

SPERG along with Apocalypse spells has made this game so much more fun. I'm actually really enjoying the combat now as I have a lot of options to work with. Pickpocket is basically the unarmed combat skill now so I can do real damage with my bare fists and see those sweet killcams.

This would explain why my pickpocketing went up while I was in Werewolf form wouldn't it?

Nasgate
Jun 7, 2011

Agents are GO! posted:

Heck yeah! Randaconda don't want none unless that Jags bummed son!


This happened to me with Hunterborn.

Hmmm, I don't have Hunterborn... I do have Werewolf Perks expanded, so maybe something that does triggers it. Either way it doesn't really level it at a quick pace so it's nbd. Just weird mauling a dude and seeing "Pickpocket increased" pop up. Like I guess yeah in a really broad usage I'm picking his pocket? Apart.

Also Oncatos(?) recital from Apocalypse activates while in Wereform. This gives me Armor, Muffle, and swim speed. All of which are hilarious. Maybe once I find a cloak spell I can be a Flaming Werewolf.

Nasgate fucked around with this message at 18:56 on Jan 6, 2018

Nasgate
Jun 7, 2011

GunnerJ posted:

I honestly feel like there are probably some major diminishing returns on it, even given that they have a near monopoly on being a mods host. Like at a certain point, how much do you have to give over to a bunch of unstable crybabies that it becomes an operational problem to keep catering to their demands?

Honestly we're well beyond the point where the tables should have turned. If you want people to actually see and play your mod you have 3 options: Bethesda, Nexus, Slab

So if you're a modding weirdo like these children and get off on internet fame, you're going to go with the largest of the three, Nexus.

Nexus should focus on the consumers that actually butter their bread. And to make it more consumer friendly they need to be more strict in their dealings with the authors.

Nasgate
Jun 7, 2011

Eric the Mauve posted:

Nah, as much as we'd all like for it to be that way, it's not. Customers want good mods, many of the good mods are made by a bunch of unstable crybabies and if they go to another site they'll inevitably take the customers with them. Those guys get away with being unstable crybabies because they make and give away content tons of people (which = eyeballs which = advertising bucks) want. If Nexus tells Arthmoor to get bent it'll make you and me and a bunch of other people cheer but it will be nothing but bad for Nexus' bottom line.

That was true a few years ago. But even if Arthmoor left and took all his mods, what would be the first 1000 google search results for skyrim mods? nexus.

Hell, they could even rebrand themselves as a "mod hub" and just link to wherever a mod maker chooses to host. Add in a quality control disclaimer and you're profiting off the mod while slowly killing their downloads.

Basically, if Nexus were actually hard core capitalists they could have modders nuts in a vice grip. Children are bad at business.

Nasgate
Jun 7, 2011
I'm 100% convinced that the weird sexmod authors are actually the most normal people that are active in the modding community.

Nasgate
Jun 7, 2011
So, actual question about modding. I was using skse64 for a bit. But after my last reboot it no longer works. The skse64 loader pulls up the skyrim loader instead of the game. I've reinstalled skse, and almost all the threads I've found about this problem are for 32. The one thread I found for 64 about this problem suggests making sure steam is open, it is. I am running the loader/nmm in Administrator mode. They also said a computer restart made it start working, I've restarted 13 times since the issue.

Im not too worried since it's still alpha and a lot of skse reliant mods are either not that important or have non-skse versions. But if anyone has suggestions, lemme know.

Nasgate
Jun 7, 2011

Crumbletron posted:

Try loading Steam in admin mode, maybe?

This worked.

Nasgate
Jun 7, 2011

Agents are GO! posted:

Just for my edification, is your Skyrim install in one of the Program Files folders?

yeah. By the time I learned better, I already had more mods than the hassle of moving it all would be worth.

Nasgate
Jun 7, 2011

Agents are GO! posted:



(for the record, it's not that hard to move it.)

It's not difficulty, it's time. Time that could be spent playingmodding Skyrim

Nasgate
Jun 7, 2011

Cat Mattress posted:

Is that the loving third Skyrim on Steam? Stop it, Bethesda. Just stop it.

4th. Regular, Legendary, Special Edition, VR

Nasgate
Jun 7, 2011

Comstar posted:

So I'm building a home from Heathfire, and though it seems quite large, it's sorta in the middle of nowhere in Falkwreath.

What's some better mods for house/farm/castle building? I'm disappointed you don't get to build a castle or have more than a steward, bard and family living there.

I've liked these two
Windstad Mine: https://www.nexusmods.com/skyrimspecialedition/mods/4160

Helljarchen Farm: https://www.nexusmods.com/skyrimspecialedition/mods/4108


These all look neat but I have zero experience with them

Blackthorn(buildable town): https://www.nexusmods.com/skyrimspecialedition/mods/2242

The Scarlett(Boat): https://www.nexusmods.com/skyrimspecialedition/mods/2434

Dragonfall Castle: https://www.nexusmods.com/skyrimspecialedition/mods/12025

Otherwise, where would you like a home?

Nasgate
Jun 7, 2011
Skyrim VR seems great because it makes combat archery enjoyable and a viable option.

Nasgate
Jun 7, 2011
Tbf that brings it closer in line with archery historically.

Nasgate
Jun 7, 2011

counterfeitsaint posted:

Honestly it's pretty bad. All the major mods released stripped down SKSE-less versions when it came out and moved on. Now SKSE is kinda out but there isn't a lot of interest in going back to update them again. Hope you don't like Frostfall, that mod only stripped some SKSE hooks out, not all, so now it literally won't run properly with SKSE installed, you get to choose between SKSE or Frostfall.

Frostfall has always been garbage tho, so ymmv compared to this poster.

Nasgate
Jun 7, 2011

sebmojo posted:

Lol at this bad opinion


Exactly.

If I wanted busy work, I'd go sort recycling or do really anything useful or rewarding instead of installing a Skyrim mod.

Nasgate
Jun 7, 2011

A Sometimes Food posted:

Are there any other good follower mods other than Inigo for SE?

Or is it just weird dude's waifus all the way down? Cause that's what it looks like on the Nexus, or are some of those actually okay and I'm just jumping to conclusions.

I was going to suggest Sassy Teen Girls, because I had fun with the silly characters and the fact that they all tell you to not get so close/be a creep. But apparently it's no longer on the Nexus?

Randaconda posted:

Aren't basically all mods owned by Bethesda since they use their assets?

IIRC there's specifically a clause about this in the TOU for the CK, or maybe the main game itself.

Nasgate
Jun 7, 2011

Rainbow Knight posted:

I'm sure it was available in the past for SE because I downloaded it and the Adopt Helgi mod so I could let the skeleton teen and ghost daughter hang out and enjoy each others company. I removed it though when I found out that the sassy teens were marriage options D:

I too installed it for SE and there's multiple translations still up that link to the original page with is missing. Also I recall the mod specifically marking them as non-marriageable, so maybe you had a companion mod that messed with that? Imo that modder could've done great waifu mods if he wanted, the custom faces actually looked like human faces which is part of why I liked it. That and having a giant redhead smash things.

Lunchmeat Larry posted:

which probably isn't worth poo poo but don't tell the modders that

Idk, legally agreeing that you have no ownership of your mods in an official agreement with Bethesda is probably worth a lot in court.

Nasgate
Jun 7, 2011

Average Bear posted:

Is there a mod yet to make the game not a dull boring grey chore

OBIS adds a good variety and quantity of bandits, since human enemies are imo the most interesting enemies to fight.

Wildcat makes combat not poo poo

Ordinator has a combat focused perk line for every skill tree
i had lots of fun sneaking and pickpocketing. Steal a bandit camps weapons except the bandit leader, reverse pickpocket a cursed septim onto him and make everyone aggro onto him.

Apocalypse adds a lot of fun spells that let you do neat things. Entomb a strong enemy in the earth, cause a lightning orb to follow a mook to their doom, summon a bridge just to gently caress with everyone's pathing.

I forget the name of it, but there's a mod that makes illusion spells have no projectile which I liked a lot for an illusion playthrough.

Morrowloot alters item power and progression enough to keep you from being an overpowered demigod for at least a few dozen levels.

Overall though, the main problem is that the world and quests are pretty fuckin boring. The two main expansions help a little, and there's a few fun quest mods. I've heard good things about Bruma if you want to see Cyrodil again.

Nasgate
Jun 7, 2011
If I had Skyrim VR, I'd want a mod that puts your FOV at your head instead of the middle of your chest.

Nasgate
Jun 7, 2011
I can vouch for the facemasks being broken. I can load the same mod order with the same save file and sometimes they work, sometimes theyjust dont show, and sometimes they have the neon purple missing texture. :iiam:

Personally though, I like and still use OBIS because between wildcat, morrowloot, and Ordinator they end up being the least HP bloated enemies that are still challenging. Being a good option for a fight from level 1 until I get to the breaking point of levels/skills wherein only Vampire Lord's and Draugr Deathlords pose any threat.

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Nasgate
Jun 7, 2011
I can see if I can find a link, but when I did an Illusion playthrough I really enjoyed a mod that changed illusions spells to be hitscan instead of projectiles.

Also, overall I've found my biggest problem with magic is that with Apocalypse and Ordinator, Alteration is just flat out the best magic skill.

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