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What is the current opinion of PerMa? I watched some review videos but they are pretty old and meanwhile it looks like the mod has been updated until recently.
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# ¿ Jul 10, 2017 02:16 |
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# ¿ May 21, 2024 15:03 |
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Meyers-Briggs Testicle posted:does nothing that other mods haven't done better Which mods do the same things better?
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# ¿ Jul 10, 2017 03:00 |
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docbeard posted:The most often-cited perk mods in this thread are Ordinator and SPERG. I've used SPERG several times and it was an improvement over vanilla but it didn't really do much to address my disappointment with the shallowness of progression in combat abilities (and that's not a knock to it, I don't think it was trying to address that specifically). I'll take a look at Ordinator. Requiem looks like it has the potential to make the progression something enjoyable to me, or it could just make it worse.
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# ¿ Jul 10, 2017 03:54 |
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Gyshall posted:Ordinator is very good, I have changed from SPERG to all of Enai's mods (six total?) and have been pretty happy with it thus far. Fixing the levels of enemies seems in principle like it would be fun because you'd be able to do stuff like strategically go after weaker enemies at lower levels, judge how tough enemies are by what kind of thing they are, and eventually get (permanently) stronger than particular enemy types. That kind of progression is at least fun in other RPGs. Is the start of the game just too much of a grind as a result of the way this is implemented?
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# ¿ Jul 10, 2017 05:24 |
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Gyshall posted:It doesn't have anything to do with level or "zone" scaling, and in fact I'm using Static PermaZones together with the SKSE plugin that lets enemies continue scaling right now. The problem with Requiem is that the lower levels (until about 12-15), the player is extremely weak and you end up having to result to cheese to actually level up and get past it. What are the good static level mods? I didn't see any in the OP.
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# ¿ Jul 10, 2017 19:05 |
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Should I be using the MO from the nexus page or one of the not-yet-released versions from github?
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# ¿ Jul 11, 2017 03:04 |
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Somehow I managed to make my perk tree names in game hex numbers (maybe they are meant to be colors?). Are the various strings in the perk tree diagnosable using just like xedit, or is it some fancy resource thing? e: this fixed it: https://forums.nexusmods.com/index.php?/topic/955584-fffffff-perk-names/ Seashell Salesman fucked around with this message at 06:32 on Jul 12, 2017 |
# ¿ Jul 11, 2017 06:55 |
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A Magical Lamp posted:I really love Requiem and it caught a lot of flak so I'll chime in saying give it a go. It suffers heavily from poor documentation which is the reason for a lot of the hate but it's a hell of a lot more balanced than SPERG, at least in the state it was in when I switched from it. You do need to play by its rules though, you can't treat it like vanilla. If that's not what you're looking for Ordinator is what I'd be using. I'm using Ordinator at the moment and it's pretty good. I like the perks a lot better than Vanilla. I may see if I can finally get the MO profile/backup feature to work right and have a foray into Requiem. On a related note I'm enjoying EnaiSiaion's combat mod, Wildcat. With the "realistic damage" setting combat is so quick and dirty, can't tell if I like it or not. It's a bit like the Warband mod cRPG, when you're starting out at a low level and you just get one-shotted all over the place but it seems fair because when you get lucky you one shot the other guy.
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# ¿ Jul 14, 2017 07:50 |
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Does anyone have a good way to set up an arena type scenario in Skyrim to test combat mods? All I can think of is spawning enemies from the console with ids from the wiki.
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# ¿ Jul 15, 2017 01:09 |
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Another question: Is there any way to disable the shaky/blurry effect that you get when you block an attack? It really annoys me because I like to block and my screen is just forever shaking and blurry.
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# ¿ Jul 15, 2017 02:41 |
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Simon The Digger posted:So, this is my first time playing Skyrim on PC with mods, and even after installing a shitload of them (One hundred and eighty two, by Mod Organizer's count) my game has been incredibly stable. I've only ever had to remove one mod because it was giving me CTDs and that was one that added a Fallout 4-style quick loot menu when you looked at/moused over containers (if the container held too many items, surprise, you get a crash!) However, there is one bug I'm having that I cannot seem to figure out how to fix, and it's the infamous grey face bug. It only seems to affect Redguard NPCs, and even then only some of them (Like Brenuin the beggar and the mercenary guy in Whiterun). I looked up Brenuin's base ID in TES5Edit and the only thing that modifies his record at all is USLEEP, so I don't know why he'd be having the grey face problem. Here's my Modwatch mod list. Any help at all would be greatly appreciated. Crash Fixes (http://www.nexusmods.com/skyrim/mods/72725/) fixed the CTDs from Quick Loot for me, and I'd recommend trying it out because after playing with Quick Loot I find it's beyond tedious to go back to the old style.
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# ¿ Jul 16, 2017 17:19 |
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Maybe stang is idiosyncratic in whichever low-brow area these bandits come from.
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# ¿ Jul 22, 2017 17:51 |
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Does anyone know what could cause the vampire lord (idle?) animations to bug out so that you are stuck in flying mode and unable to raise/lower your hands or use your vampires spells? In my current game I'm stuck like this every time I transform (ever since I transformed the first time in that initial quest bit). I have Enhanced Camera, Customizable Camera, and Archery Gameplay Overhaul (replaces some bow-related animations), which each seem like plausible sources of problems but I can't find anyone else online reporting issues with them.
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# ¿ Jul 24, 2017 07:44 |
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# ¿ May 21, 2024 15:03 |
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When I can't find my kid he's usually pulling all the stuff out of a cupboard, hope this helps.
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# ¿ Jul 28, 2017 03:32 |