Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Agents are GO!
Dec 29, 2004

Section Z posted:

So I'm re-sorting stuff, installing everything via Mod Organizer rather than mix workshop and Organizer. (New game a given just in case, but I wasn't very far in anyways :v:)

So far, the main snag seems to be it wants to claim I'm "missing masters" for the three Highres texture packs, if I install the unofficial high res patch.

Everything I can dig up, says "Did you make sure you have the DLC?", which I do, even redownloaded then verified. I've hit the sort button to run loot, my load order after that seems to line up with the "make your load order look like this". Basically I've done all the "Did you do the obvious thing?" I can locate with google.

If I checkbox the texture packs on the plugins list, the red ! goes away from the Unofficial patch on that list, at least. But I still have the "There are potential problems with your setup" indicator. It's just that clicking that doesn't pop up any boxes in this situation.

Stuff that could deal in textures that I know of are-
The unofficial legendary edition patch
Weapons and armor fixes remade
Armored Circlets by Quickfox (The ones namedropped by the complete crafting overhaul).

Is it just the organizer being finicky over the High res files? Or what? I feel silly considering this is a common thing, but what fixes I locate are things that I already have done.

Unrelated: That Wiseman303's Flora patch likes to say it needs to be updated to 2.1 from 2.0. Though that seems to be some kind of installer quirk as the file downloaded is labeled for 2.1, and the mod author has commented "If the file says 2.1, then it's fine". So I just hit the ignore update button on that.

EDIT: The magic of posting on the internet!

1st Organizer restart: Still has the lingering !
2nd restart: Still has the lingering !
*posts about it*
3rd Organizer restart: Oh look, NOW it thinks everything is fine :eng99:

You don't need any of the esp's for the High Res DLC or the unofficial High Res DLC Patches. Just make sure theyre in the correct order on the right hand pane and make sure MO is handling BSAs.

EDIT: Okay Gunner here's some poo poo for you:

Alright, Gunner, here's a few things. Firstly, it might be a nice idea if you put this right under the "Last Updated" blurb:

If you want to talk about Enderal troubleshooting here, feel free, but you might be better served in the dedicated Enderal thread. If you're looking for Morrowind modding advice, check the Morrowind thread, and Oblivion modding we've combined into the general Elder Scrolls discussion thread.

Also, you might want to make the Awful/Awesome mod thread a link in the relevant rules section.

Alright, down to fuckin' business. Im not gonna bother to do fancy url tagging and poo poo because sitting, as said, is a bitch for me. (In case anyone cares, I play Skyrim with a controller, lying down.)

Graphical Mods:
Bethesda High-Res DLC Optimized
http://www.nexusmods.com/skyrim/mods/9080/
The HRDLC is poorly optimized. Have this load after the HRDLC and the Unofficial HR DLC patch.

Imaginator
http://www.nexusmods.com/skyrim/mods/13049/
and
Dynavision
http://www.nexusmods.com/skyrim/mods/12525/
These two lightweight mods let you tinker with the appearance of Skyrim in an ENB-ish way with an absolutely tiny performance hit, since they use Skyrim's engine features rather than being lovely bolt-on code. Imaginator handles things like Saturation, Bloom, and contrast while Dynavision is all about Depth of Field.

Xenius Character Enhancement
http://www.nexusmods.com/skyrim/mods/2356
Basically a "vanilla, but better" approach to making NPCs look better in Skyrim, just upgrades a bunch of character textures and models without requiring compatibility patches and such. Textures such as Skin and Eyes are upgraded without everyone looking like anime supermodels.

D13 Faster GET UP STAND UP animation vanilla friendly
http://www.nexusmods.com/skyrim/mods/17491
Makes you stand up faster after getting ragdolled.

Book Covers Skyrim
http://www.nexusmods.com/skyrim/mods/35399
Gives every book in Skyrim an individualized cover with the title and everything. Integrated into Legacy of the Dragonborn, so if you're using that you don't need this.

Elaborate Textiles
http://www.nexusmods.com/skyrim/mods/19826
and
Ashland Apparel
http://www.nexusmods.com/skyrim/mods/32151
Elaborite Textiles makes the vanilla clothes in Skyrim look much more interesting and varied, while Ashland apparel really makes the clothing and armor added by Dragonborn look sharp as hell.

Dragon Glyphs HD - Fixed
http://www.nexusmods.com/skyrim/mods/27095
Makes Draconic Runes look much less pixelated everywhere.

Improved Closefaced Helmets
http://www.nexusmods.com/skyrim/mods/15927
Makes closed helms fit beast races better, and lets you actually see peoples eyes in the eyeholes.

NPCs:

Dwarven Mechanical Dragons - Guardians of Kagrenzel Edition
http://www.nexusmods.com/skyrim/mods/38633
Especially since the latest version of Deadly Dragons removed them, this version of DMD makes them memorable encounters, since they only appear in a few select locations, and are very tough.

Dwemer Spectres
http://www.nexusmods.com/skyrim/mods/63022
This is an updated version of TrainWiz's original mod, and is better than the versions included with Skyrim Immersive Creatures. You can use this with SiC, just disable the SiC Spectres in the MCM. This includes named "Boss Spectres" in certain locations which have neat, unique loot.

Skyrim Monster Mod
http://www.nexusmods.com/skyrim/mods/35631
SkyMoMod is rather outdated, and I only list it for completeness sake and to mention that it doesn't require the DLC.



House Mods:

Hearthfire Multiple Adoptions:
http://www.nexusmods.com/skyrim/mods/29249/
While not a house in and of itself, this lets you adopt up to six children and move your family to mod houses which support it, which is a lot of them.

Jaxsonz Positioner
http://www.nexusmods.com/skyrim/mods/52583
Also not a house in and of itself, this mod lets you reposition, remove, and add stuff to the game world and is useful for playing dollhouse with your player homes.

Fyr Manor
http://www.nexusmods.com/skyrim/mods/50115
and
Agent's Fyr Manor Fixes
http://www.nexusmods.com/skyrim/mods/75101
TrainWiz crazy clockwork city house, what Agents likes about this house is that while it's a fully featured house, you can't use all the features until you find the modules to unlock them, which are all hidden over Skyrim and Solstheim. Agents fixes makes several of the features work as advertised.

Rayek's End Revisited (Mazz's End)
http://www.nexusmods.com/skyrim/mods/71081
Remake of a popular house mod by a Goon.

Quest Mods:
Dwemertech
http://www.nexusmods.com/skyrim/mods/56037
and
Spectraverse
http://www.nexusmods.com/skyrim/mods/53780
I wasn't sure whether to put these is Quests or in Magic mods, because they're both. Dwemertech focuses on spells that use Dwemer technology to function, and Spectraverse has two sets of spells: Light and Dark. Both are lore friendly and have quests to gain new spells and abilities. Agents loves these mods. There are also non-quest version that just add the spells if you're a total loving choade.

Aethernautics- A Space Travel Mod:
http://www.nexusmods.com/skyrim/mods/41754
This is TrainWiz first Skyrim mod, and while it's kind of rough around the edges, it makes up for it by being awesome. Explore an abandoned dwemer launch facility and spaceship, then launch it and make it your home. Call down orbital strikes. Explore an abandoned Reman-Era moon colony. Yes, this is lore friendly.

The Lost Wonders of Mzark
http://www.nexusmods.com/skyrim/mods/36317
Explore an ancient Dwemer weapons factory and shut it down before it threatens all of Skyrim.

Konahriks Accoutrements
http://www.nexusmods.com/skyrim/mods/32458
Adds a new dungeon and quest, and adds wearable sets of Dragon Priest equipment that compliment the enchantments of the Masks.

Moonpath to Elsweyr
http://www.nexusmods.com/skyrim/mods/9782
One of the first major Skyrim quest mods, it's not bad. It's got decent voice acting and nicely designed locations. The flow reminds me more of a BioWare game, with a central hub area and sub-areas reached by fast travel, rather than the Bethesda open-world style. Integrated into Legacy of the Dragonborn.

Spellmaking in Skyrim - The Last Altar
http://www.nexusmods.com/skyrim/users/479982
Actually a very nice quest attached to this mod, which extends the College of Winterhold questline, but the Spellmaking doesn't work with SPERG. At all, because this mod uses certain spells as markers for "player knows this effect for spellmaking" and SPERG adds new versions of every spell, so you can get to the spellmaking altar and climactic battle of the mod and be unable to make any spells. Author promised a compatibility patches years ago and then disappeared from the internet forever.

The Wheels of Lull
http://www.nexusmods.com/skyrim/mods/58672
This is TrainWiz's Skyrim Magnum Opus - A huge mod with some amazing locations and voice work. Explore mountain abbeys overtaken by a mad Thalmor mage, the bottom of the ocean, areas of the clockwork city from Morrowind, and the foundations of reality itself. Meet Brhuce Hammar's dad. A few rough edges, but an amazing mod. This mod also is a sequel to every other Elder Scrolls mod Trainwiz has done, from Sotha Sil Expanded, to Brhuce Hammar Legacy.

Also, a few things you might want to add, Gunner:

WildCat is EnaiSiaion's combat overhaul, you might want to add it next to deadly combat and ultimate combat.
http://www.nexusmods.com/skyrim/mods/76529

The Brawl Bugs Cheat patch is based directly on the scripts for the original brawl bugs patch, I have absolutely no idea if you can mix it with the modern brawl bugs patch. I'd recccomend seperating them out.

TrainWiz was banned from the nexus for a while (for a really loving stupid reason) and so some of his mods were uploaded by different folks, so you can't necessarily find them on his files page of his Nexus profile.

All of EnaiSiaion's mods are made to work together, so if you installed them all you'd have a pretty decent start on a universal modpack.



Agents are GO! fucked around with this message at 10:22 on Aug 22, 2016

Adbot
ADBOT LOVES YOU

Agents are GO!
Dec 29, 2004

Davoren posted:

"I breathe now, in royalty, and reshape this thread which is mine. I do this for you, Goon Legions, for I love you." -AssMan

Mod thread title change please.

Agents are GO!
Dec 29, 2004

Im going to give that a shot next playthrough but my god man what has this modder done to their NPCs:



:barf:

Edit: and a serif font. Double :barf:

Agents are GO!
Dec 29, 2004

GunnerJ posted:

Also, one other thing I'd ask: The "major" section headers (the ones with black backgrounds) should be visually distinct from the others in some way.


:goatsecx: in the background?

Agents are GO!
Dec 29, 2004

I'm from Michigan and I say kill 'em all! keep the sparkly text, it's fitting.

Agents are GO!
Dec 29, 2004

Anyone with a Bowie avatar is aok in my book. Edit: I should've made a joke about him working under pressure.

Agents are GO!
Dec 29, 2004

ThaumPenguin posted:

I've been using GIMP, thanks for the suggestion.

e: ah, it costs money

lots of money

There's an ancient edition of photoshop that adobe put up for free, I'll see if I can find the link sometime.

Agents are GO!
Dec 29, 2004

That's normal, make sure you move the DB and DG patches out of the optional folder.

Agents are GO!
Dec 29, 2004

Yeah, but it's safe to add the Uncapper and SPERG mid-playthrough.

Agents are GO!
Dec 29, 2004

Legacy of the Dragonborn is hot garbage, IMHO. It's like being given a six-foot party sub poo poo sandwich, and people saying "sure it's a poo poo sandwich, but there's so much of it!!" when you complain.

The lack of quality pervades every part of that mod. The typos, the lovely textures, the poor grammar. He'll, I don't know if its still in the mod, but I fixed something for the dude back in like version 7 - he had a voiced line that referred to "Soltheim." Voiced. How the gently caress does that get so far?

The mods just a much of a disorganized mess under the hood, there's a reason I never bothered to add support for it to the improved ASIS INIs.

LotD lowers my FPS by 5 just having it in my load order.

I do think somebody should report it for the stolen textures though, for shits and giggles.

Edit: heh, snipe.

Edit the second: Gunner, that is totally what you need to do to the threads banner, have the lickin' bear heads.

Agents are GO! fucked around with this message at 02:40 on Aug 25, 2016

Agents are GO!
Dec 29, 2004

Sounds like we've got some reading to do.

Agents are GO!
Dec 29, 2004

So we're going for Mortal Kombat level of asspull-lore?

Edit: I finally remembered one last gripe I had with Legacy of the Dragonborn: there was a journal added by the mod that was supposedly written by an intelligent, scholarly Mage but just came off as what a stupid persons idea of a smart person sounds like.

Agents are GO! fucked around with this message at 04:45 on Aug 25, 2016

Agents are GO!
Dec 29, 2004

Section Z posted:

Odd, I don't remember working on any mods.

I just have to be honest: I love your avatar. That was one of my favorite Atari games. :)

Edit: one thing we don't have to decide now but the OP should probably address at some point: this is not to be a snob, but I honestly think there should be a separate thread for modding on the console once Remastered is released, solely because when I was playing on ps3, there was nothing more frustrating than hearing "just use the console to fix it!" Whenever I had a bug.

Agents are GO! fucked around with this message at 07:19 on Aug 25, 2016

Agents are GO!
Dec 29, 2004

Surprise Giraffe posted:

Also, if Dyndolod is in the OP I can't see it

Get closer, it should pop in.

Agents are GO!
Dec 29, 2004

Propagandist posted:

I also found Craftable Hearthfire Planters in concert with Chesko's Campfire to be really useful for alchemy. I love me some potions and poisons, but I could never find a decent house mod that had enough built-in planters for me.

Fyr Manor's Nursery (with my fixes patch) has sixty. I know, because I had to fix every single one behind the scenes.

Also, Gunner, in regards to Wildcat and all of Enai's mods being a decent overhaul when taken together, the reason I mentioned that is that I'm pretty sure Enai is working to make sure they work day one with Skyrim Remastered, including on the consoles.

Agents are GO!
Dec 29, 2004

GunnerJ posted:

Great, more poo poo to add to the OP that's at like 49,999 words :negative:

In seriousness, I want to talk a little bit about my schedule and the function of this thread. I picked up the OP-in-progress from Agents at the beginning of July and didn't actually post it until after the middle of August. That's not because I was working on it diligently over 6 weeks because it took that long. I worked on it when I could, but the major reason was that I was teaching a 6-week summer class while working on a side gig that was due in mid-August. Basically once both of those things ended I was able to turn my attention to the OP and got it up in a few days. Now the new semester has begun and I have more side gigs and two classes to teach. I can make alterations and additions to the OP but my ability to do anything more complex than that, like new guides or what have you, is pretty limited.

Fortunately, I think it's completely unnecessary to rely on a model of "one guy managing one OP." Plenty of people have stepped up with new content but they don't have to wait for me if they join the wiki and put up pages themselves. This is something that I can work on as I have time, but I don't know when that will be. Plus, there's apparently a lot of updating that needs to be done. I'll try to do a little each day, but I'm just one guy.

Also the review blog deffo still exists (I even posted on it today!), so don't hold yourself back from sending a join request if you want to write a bunch of words about how a mod sucks/owns/is misunderstood/etc. (KakerMix, I'd be cool if you were willing to write something up on your experience in the Minecraft modding scene when it comes to the kinda poo poo the blog is reacting to.)

Also: Did anyone save the text of the original "ModPicker: The Fearsome Juggernaut" post?

Gunner you get the gently caress back here and fuckin' type about Skyrim! What kinda guy promises an OP then abandons it half-done?!

Agents are GO!
Dec 29, 2004

<- this guy too :thejoke:

Edit: What a lovely snipe. Content: I ditched Enderal because honestly I was just bored as hell, and Im playing through Clockwork now. Other than being 2spooky4me the only issue I'm having is reproduceable CTDs that seem to have something to do with auto-resurrecting enemies.

Agents are GO! fucked around with this message at 16:06 on Aug 30, 2016

Agents are GO!
Dec 29, 2004

Quit trying so hard to fit in. :colbert:

AntiStar: I dont know if you read this thread, but if you do I posted a bug report on the nexus please don't report me and get me banned there. :ohdear:

Agents are GO!
Dec 29, 2004

Funky See Funky Do posted:

I think this one is in the OP but it's about as good as the vanilla hair is going to get. Pick the straight option IMO.

http://www.nexusmods.com/skyrim/mods/36510/

Otherwise just search hair on Nexus until you find something you like, unless it's for men's hair - there you're poo poo out of luck because it's all anime garbage that should only be seen in boy bands.

I'd like to recommend this mod for the Quality of Life section in the OP. If you've played Skyrim for more than 20 hours you're probably sick of fighting bears and wolves every 2 minutes. This mod lets you set the aggression level of any animal in the game to whatever you'd like. Straight up aggressive like in vanilla, cowardly so they'll run from you or even allied so they'll come and fight for you.

One With Nature

Yeah, I use that hairs one. I'm probably going to hollow out one of my early posts in this thread and repurpose it with some mods that I like that aren't OPworthy.

Agents are GO!
Dec 29, 2004

Brhuce Hammar doesn't, because you're his follower. :colbert:

Agents are GO!
Dec 29, 2004

So I made a thing. I retextured the Etched Shrines tablets from the path up to High Hrothgar. I then found out somebody had already made one, but mine is esp-less, so I'll leave it up.

Agents are GO!
Dec 29, 2004

Max Wilco posted:

I just wanted to make sure. Thank you.

Out of curiosity, does there exist a mod that adds fences to the cities so you can sell stolen items to without having to deal with the Thieves' Guild quest in Riften?

Just use the better stealing mod, which gets rid of stolen tags on things nobody caught you stealing.

Agents are GO!
Dec 29, 2004

It's because LOOT and MO know what you did. You may think you've gotten away with it, but they know.

Agents are GO!
Dec 29, 2004

bloodclot posted:

Oh, and another thing. There is a navmesh conflict between JK's Skyrim and the latest release of USLEEP which results in a crash upon entering Windhelm.. The problem is not present for users of JK's Cities - Lite and Superlite.

The USLEEP team doesn't consider this to be their responsibility to fix, and has provided no way for users to downgrade to an older version where this issue was not present. For the moment, the two mods should be considered incompatible.

I hate to take Arthmoor's side on anything, but it really isn't the USLEEP team's problem.

bloodclot posted:

Not to begrudge the effort put into the OP, but there are a few ill-advised suggestions that I feel need to be addressed. The misinformation on ENB has already been mentioned, though to reiterate; changing presets during a playthrough will not corrupt your save. In fact, ENB presets are probably some of the safest mods to add and remove freely, so long as you're thorough. Even switching weather and lighting mods is unlikely to do anything more than mess up your weather and lighting, though the safest option will always be to stick to presets created for the mods you already have installed.

The other thing that stands out to me is your recommendation to use Deadly Combat, which uses a locational damage system known to cause save bloat (which can eventually corrupt your save). If you insist on mentioning it you should at the very least include a warning to turn off that feature, but I'd recommend avoiding that mess altogether and listing some more lightweight mods, like Combat Evolved (as recommended by the author of Vigor), Grimy Combat Patcher (this one requires some additional effort), or Wildcat's own behaviour adjustments.

I actually don't use deadly combat, but I've become quite fond of Wildcat, for the same reason I like iNeed: It adds depth without adding tedium.

Now, Gunner, an OP edit suggestion of my own: You can remove my warning on Personalized Music about the College of Winterhold plugin. The newest version is an all-in-one merged version and works perfectly. It's great hearing this as I search for Tolfdir's Alembic:

https://www.youtube.com/watch?v=_-j5MtQvHEE

And can anyone recommend a nice Thalmor Robe retexture?

Agents are GO!
Dec 29, 2004

Lt. Lizard posted:

On the other hand, the more I add mods that give me ~wonderful toys~ (Thunderchild, Apocalypse, etc...) the more I tend to gravitate towards those silly hardcore mods that make enemies massive HP sponges with ridiculous damage output because really: why would you cast beacon that will cause massive damage to everyone too close to in 10 seconds, a curse that is harmless but will explode if cursed target takes frost damage, spell that will cause frost damage if its target is staggered or knocked and then use unrelenting shout to precisely knock the whole group of bandits into beacon just as it explodes, setting up super wombo-combo that does MILLION BILLION damage, when realistically, every non-boss, non-dragon enemy dies to 5 firebolts and every enemy group to 3 fireballs? Same for defensive spells/abilities when you wear fully enhanced and improved daedric armor and nothing can really touch you anyway.

Adding 700 cool and exciting spells and abilities, only to realize that there is no point in using 698 of them outside of novelty sake feels bad.

Thats why you run ASIS, rather than 3 enemies with 20000 HP, it's 30 enemies with 2000HP.

Seriously though, the reason you set up those combos is because casting fireball fireball fireball is loving boring.

However, the real fun is using the non-Destruction spells and abilities, Evil Twin, Reave, Splinter Twins, the shout in Thunderchild which turns your archery into divine artillery strikes, that's the good poo poo.

Or just use all three words of The Conqueror from thunderchild and explode the sun.

Agents are GO!
Dec 29, 2004

Im pretty sure familliar faces requires you to have had Racemenu and FF installed on the saves you're importing as well as your new game.

Both SPERG and Ordinator make playing a mage much better than vanilla.

Be sure to grab Apocalypse, Spectraverse, and Dwemertech if you're playing a mage.

My two favorite house mods - Fyr Manor and Clockwork - are both very mage friendly.

Fun tip: Grab apocalypse and play a sneaky vampire illusionist.

Agents are GO!
Dec 29, 2004

Midig posted:

I have wanted to try it, but i have heard it does not work for DLC content which ruins it for me. I want to use it across all characters to get less hassle and i want it to be refreshing across the board.

It works just fine with the DLC. Why wouldn't it work with the DLC? :psyduck:

Agents are GO!
Dec 29, 2004

Falkreath more like Failkreath amirite? :smug:

Seriously, that does look nice but I like the tundra look original whiterun. Id love the see what that looks like with Skysight installed though.

Agents are GO!
Dec 29, 2004

Foxhound posted:

These CTDs are starting to get annoying now. Not becuase they happen really - it's to be expected after a certain amount of mods have been installed - but because they're so inconsistent. Half the time it's on area load, but other times it could be literally anything: Trying to do alchemy, looting a body, finding a new location. At one point it crashed when I picked up an item off the floor. And it could happen after 1½ hours or after 15 minutes. The only thing the papyrus log spits out is usually the VM thawing/frozen thing sometimes interspersed with USKP things. I almost feel like giving in and waiting for the Special Edition and restart then.

Do you have crash fixes installed?

Agents are GO!
Dec 29, 2004

Max Wilco posted:

Sorry about that, I'm a little tired.

Right now, Mod Organizer is installed under Program Files (x86)/Skyrim Mod Organizer/mods/SPERG. In the OP, the install instructions for SPERG says:


I found the SKSE_Elys_Uncapper.ini, but I'm not sure where to move it, as it says it needs to be under data/SKSE/plugins, which makes it sound like it needs to be in the same directory as SKSE, rather than with SPERG. I don't know whether I need to do this via MO, or if it needs to be done via Windows Explorer. In the OP, it says not to install Mod Organizer under Program Files x86, but I did just that, which I think may be part of the problem.

I downloaded SKSE through Steam, and while I have it as an option when starting the game via MO, there's no directory for it under the mods folder; SKSE is located in the main Skryim folder, under Program Files (x86)\Steam\steamapps\common\Skyrim.

I found what I think are the patches for the add-ons (SPERG-DB.esp; SPERG-DG.esp), but there was no 'Optional' folder.

EDIT: I should also point out that I haven't activated most of the mods I've installed. Looking through the Data tab in MO, I see there's an 'Optional Files' directory, and some of the files for the mods I've activated are there, so maybe I need to activate the mods and organize them from there.

In the SPERG folder in the Mod Organizer Mods folder, you need to make sure that:

A.) The uncapper ini is in
(MO Mods Folder)\SPERG - Skyrim Perk Enhancements and Rebalanced Gameplay\SKSE\Plugins
not
(MO Mods Folder)\SPERG - Skyrim Perk Enhancements and Rebalanced Gameplay\SPERG\SKSE\Plugins.
The installer just places it a folder too deep.
B.) Make sure that the SPERG-DB and SPERG-DG files are in the same folder as SPERG.ESM and SPERG.ESP

Also, yes, move your MO folder out of Program Files. You should be able to just cut and paste it.

Foxhound posted:

No, never seen it before but I found it now. Does it actually work?

Yes, it has increased stability in my game quite a bit. Make sure to follow the instructions in the description to use the alternate memory allocation scheme.

The other posters telling you about this were vicious horrible liars mistaken in regards to Win10 (which is what I'm on.) Basically the alternate memory scheme changes how Skyrim allocates memory to a much more stable scheme, but doesn't increase the amount of memory it can use.

Crash Fixes also pinpoints a bunch of other ways Skyrim loves to poo poo the bed and forces it not to poo poo the bed.

Section Z posted:

While I'm definitely not a good source of proper info, I can at least say that while I had installed MO into program files, my SPERG works just fine for me (Though I had to fix up the uncapper settings).

:sigh: Why does there always have to be some motherfucker chiming in with this?

The point is not that having stuff in Program Files will mess up your game, its that having stuff in Program Files can mess up your game, and it's almost impossible to troubleshoot because of the varied and subtle problems it can cause, and that it's a bigger pain in the rear end to fix the more things you have installed.

Agents are GO! fucked around with this message at 06:08 on Sep 20, 2016

Agents are GO!
Dec 29, 2004

Max Wilco posted:

Okay, I think I see what the issue is. There's no SKSE folder under(MO Mods Folder)\SPERG - Skyrim Perk Enhancements and Rebalanced Gameplay\. Do I copy and paste the entire SKSE folder from (MO Mods Folder)\SPERG - Skyrim Perk Enhancements and Rebalanced Gameplay\SPERG\

That should work.

GunnerJ posted:

Hey, I resemble that remark!

Don't. :smug:

So the New Vegas modding thread has:
in the OP. (NVAC does basically the same things as Crash Fixes.)
Can we get something similar in the OP saying "USE CRASH FIXES"!

Agents are GO! fucked around with this message at 06:50 on Sep 20, 2016

Agents are GO!
Dec 29, 2004

I dislike STEP, but it's a decent enough guide. Cutting and pasting your MO folder to a location outside program files is sufficient - I've done it. The annoying bit is fixing your shortcuts.

Agents are GO!
Dec 29, 2004

Im impatient and every guide Ive looked at there I found it nearly impossible to find the point. TLDR basically.

Agents are GO!
Dec 29, 2004

Kerning Chameleon posted:

God forbid you have Windows 10, making that whole section worthless.
Not entirely worthless, ENBoost's optimizations can still net you a precious few FPS.

Kerning Chameleon posted:

No, I'm not bitter that Skyrim SE will be 64-bit but my precious New Vegas never will be, shut up.

:smith::respek::smith:

I've begun to understand how hardcore Morrowind fans feel about Oblivion and Skyrim.

Agents are GO!
Dec 29, 2004

It is, but I'm actually surprised by how little they use it even compared to Oblivion. It's like in Fallout 3 they realized how buggy it is, so they seriously cut back until skyrim.

Go to the UESP and look at random NPC schedules, NPCs have whole weeks planned out "Spends tuesday at the pub, sunday at church, makes a monthly trip to see mother."

Agents are GO!
Dec 29, 2004

Midig posted:

DoF can be really neat to hide the ugly of Skyrim LODs. However i tried DoF of NVLA and i really dislike the overly strong blur on some ENB presets. I want to see if i can find a good standalone DoF that doesnt suck or i might see if i can tweak its settings.

Dynavision.

Agents are GO!
Dec 29, 2004

Then we have a very different definition of "Dynamic", my friend. I also recommend SkySight - Simply Bigger Trees as a method of hiding LOD.

Or, you know, not looking closely at LOD.

Agents are GO!
Dec 29, 2004

Midig posted:

Not sure how you can argue that Dynavision is dynamic using its regular definition. It does not change the DoF much no matter what your camera is focusing at. So yes we have a different opinion of what dynamic is.

Yeah, actually it totally does, that's the whole point. Are you sure you have DoF set up correctly in your INIs?

(I don't even like DoF effects, I just don't like people being like, wrong.)

Agents are GO!
Dec 29, 2004

It can really be said that for now, at least, Skyrim Modding is mostly a written book - there'll probably be some neat new mods (Talos-willing my Last of the Dwemer will be finished someday) but not nearly at the pace of when the game was newer - a lot of modders haved moved on to Fallout 4.

The release of Skyrim Remastered might jolt some new stuff out of the community.

Adbot
ADBOT LOVES YOU

Agents are GO!
Dec 29, 2004

ThaumPenguin posted:

Go to your Account Options, click "Block Content" and then select what you want to remove from view.

The relevant ones I chose for this was "CBBE Bodybase", "UNP Bodybase", "UNPB Bodybase", "Sexy/Skimpy", "Nudity", and "Anime".

It worked fairly well.

This should be in the OP.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply