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Ceasirius

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About Ceasirius

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    Czech Republic
  • Currently Playing
    War Thunder, EU4
  • Favourite Game
    Sarcasm

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  1. Dist... dis... dis... People keep forgetting to follow good modding practices. Stability really comes down to mods and the how you're able to get them to work together properly. You could have the most stable game engine in the world, but if you're crashing a lot it's because you didn't follow proper modding steps and try to find conflicts. Creating a good and stable mod list takes time and energy. And that is all well and good, but having a stable mod order in an unstable engine will make short work of the overall stability too - which is exactly what happened to Oldrim on account insufficient memory... Which means that if you have two equally well assembled mod-lists, the one on SE will still run better on account of the engine (even if the patches for Oldrim did push the engine beyon its original limit).
  2. In theory you don't need anything. In reality, NMM is the most convenient tool for downloading and managing mods, while LOOT just helps you sorting conflicts with a lot mods, and so is optional. If you make your own mods, [or if specified by a mod] you may need WryeBash to play with masterfiles and bashed patch - the same goes for TESSEdit. If you play with custom textures, NIFscope comes in handy. Personally, I use all of the above, some people use even more, others prefer a differend mod manager to NMM, personally I don't see why but its a personal preference really. in summary - this is the list you may want if you only intend to play (sorted by importance): NMM, Loot, WryeBash, TESSEdit. Hope this helps!
  3. Ahhh I see. In that case I have to admit that I have no idea, but that I would be very much interested in learning how to do this too :)
  4. Emmm so do you mean to say that if you crrl f4 he doesn't look like Balgruf, or that you just want to avoid having to attach facegen data to the mod? ð¤
  5. Hey... what I would do is duplicate him in CK, rename the duplicate - then delete all the packages/factions/scripts from the duplicate, and you should be good to go - edit whatever you want, name and place the character in and call it a day... althou granted there may be an easier way to do that, this is just something that occured to me when I saw the question :)
  6. Well what loot does is ot orderes the plugins, it doesnt enable/disable them. So do I understand things right that download the mod, (see it grey under mods tab in NMM) - install it there (which turns them black and with a green tick), then run loot, it re-orders the mods, and when you turn the NMM back on, then the mods are still black woth green arrow but non - tickes in plugins tab? Or are they grey in the mods section and dont appear at all in the plugin section? Because you could sort the first by manually ticking the ones you want back on (dont bother worh loot again, it sorts even the unchecked ones) - this should fix it. In the second case - i would just avoid loot, and order the nods manually based on the description at the mod pages. Good luck!
  7. I found most of them on youtube, but never searcherd for anything related to new textures/meshes, I still would consider it my main go to though. Also, I know that there are some tutorials in the specific section here on nexus, and quite a few on lovers lab, although I've only ever found those through google.
  8. IMO, any fps that you can still play on is good enough. The moment your combat becomes so stuttered you can land a hit, not to mention blocks, then... well GG.
  9. I've dabbled with the poser a bit (albeit only in Oldrim) - really useful but it takes quite a while to set things right. Also, I was warned not to have it active while playing, and only use it for "posing sessions" as apparently it has a decent chance of currupting your saves...
  10. Ummm this may be a very silly option - but did you double check that the mod you made is enabled? As thats what happened to me a couple of times (they are not enabled by default). Other than that, make sure that the are you place the NPC into has navMesh, otherwise they are likely not to spawn. Good luck!
  11. @sopmac45 Basically iNeed monitors thirst, hunger and fatigue as 3 separate entities, with each ranging from sated to starved - granting you buffs/debuffs as welll as being potentially lethal. When you drink/eat/sleep, you move that particular counter towards the sated, while time does the opposite. The mod also adds water (with re-fillable water-bags) as a convenient way of fighting thirst. There are also special rules for vampire characters, not sure about werewolves - and you can tweak some of the settings in-game, although not as much as used to be possible in Oldrim. As for campfire, I have to agree that its the one I use the least from the 3, simply because of how long it takes to build a campsite - frostfall on the other hand - it makes it quite a challange to travel in the North or in the swamps, as getting wet while somewhere in frozen areas is almost certain death-sentence (unless you can make a campfire and dry off that is) - in general I like these mods as they make me utilise inns/food so much more than I otherwise would :)
  12. Agree with most that was said here. Personally however, I cannot do without the survival mods (Frostfall, Campfire and iNeed) - as they add so much more immersion to the game (initially I thought them useless, but havign tried them once I'd never give them up now) Also, I tend to play with city enhancement (and additional settlment) mods, as the vanilla cities feel small and sometimes the land feels a bit too desolate for how I imagine Skyrim... Anyhow, what I tend to do when looking for new mods is I browse the different categories (ordered by most endorsed) and when I see a mod that catches my eye I open it on a new tab - and once I browse far enough I take a look at each of them, read the description, and if I like the mod and can live with its compatibility requirements, I will just download it with the NMM, and so on until I go through all the open tabs :)
  13. This would probably result in number of authors withdrawing from the site: imagine that you work really hard on something, and then somebody else does a minor tweak, and re-releases it - and the "tweaked" version is the one that sticks for whatever reason - and I don't think that anyone would be overly happy by only being a footnote on the other mods description page - not to mention that in such a circumstance, the original author would no longer have any incentive to develop the mod further, as the "tweaked" version would be the one that people actually download.... As for your situation, I can understand that often these things are frustrating, but I am sure that the author has some reason for his/her behaviour - and while I think that in most cases its just unfortunate for everyone , in some cases its actually understandable.
  14. Quick question to this: If you use too many npc mods doesn't that cause "floating npcs"? Or npcs, that if too many are in an area they just stand there half the time and do nothing or am I wrong? I've used a lot of npc mods before and had these issues. I have had the same issues myself, however what I found out was, that as game-time progressed, these issues started slowly disappearing - not completely, but to a large extent :)
  15. Mhm I was suspecting the same, but I haven't messed with LODs yet... I guess that I'll try giving it a go, cheers!
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