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GGUNIT

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    Currently modding !

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  1. Hi, I'm trying to slightly optimize Hearthfire houses lighting and I was planning to use a lightswitch script (with trigger box and xMarker). Problem is that (almost) all light bulbs are child refs and are already linked to events since the whole house is a buildable kit. Is there a way to add a lightswitch script to such bulbs ? Since I'm planning to switch multiple lights on and off at once I guess I can't do that without a xMarker.
  2. Well, cleaning Masters isn't doing the job and I'm pretty sure that references can't be removed since the mods are adding new cells. So I end with a merge patch with 6 dependencies. I must find a way to replace them with the merge plugin but I have no clue about how to do that... Edit. Since the merge version of the mod doesn't share the same FormIDs I think that merging won't be possible. I already overwrite vanilla cells with changes from my patches but I'm stuck with new cells. Is there a way to import items from on cell to another since they aren't sharing the same ID anymore, or am I just screwed (and most certainly will have to rework the whole cells again) ?
  3. I'm not quite familiar with the merge procedure, I'll check some tutorials first and see how it is going on. ^ ^ I didn't think it would be as simple as using the Clean Masters function, since my plugins only have light bulbs and perhaps a clutter or two it shouldn't have annoying refs, I guess.
  4. Hi, I'm currently working on a lighting mod and I've created some patches for various Great cities contents. So far everything works fine but now I have to create a patch for the Great Cities merged mod, which is a merge of 6 different plugins. Anyone knows how can I merge my own patches to create a single patch with Great Cities and my main plugin only as masters ?
  5. I was wondering if such thing would be possible or already does exist. I've found myself using enb light (spellcasting hands for instance) a lot to be able to see a damn thing in pitch black environments and since torches/lanterns may overload some meshes with additional light, would it be possible to replace torches vanilla light with enb's for the first person only ?
  6. I thought the CE wasn't able to handle more than 4 shadow casting light sources in interior spaces. That's what most people are saying, including Bethesda staff member and i also experienced that numerous times. Then i'm editing Treva's watch and there are 12 shadow casting lights all around so i'm really confused. Thanks.
  7. Hi, i'm currently modding with the creation kit and have some issues with other mods editing (for instance, i'm trying to edit JK's Skyrim cells interiors lights). Is there any way to change another mod without being able to add it as a master (if not esm) ? I'm always ending with null references and basically no change when i'm playing the game afterward.
  8. Converting mods into ESPFE also saves space and doesn't prevent you from later modifications/updates. And it's damn quickier. If something went wrong, just convert it back, problem solved. XEdit or Wrye Bash are telling you which one can be converted too, it also saves times.
  9. If there are NPCs around maybe you're experimenting a NPC mod conflict since you have some. Try to deactivate them all and see if you still have CTDs. One must be really serious when it comes to NPCs mods load & install order.
  10. Check https://www.nexusmods.com/skyrimspecialedition/mods/28177.
  11. LH's HD Dirtcliff remaster and Better Dirtcliffs & Alphas make cliffs blend better if that's what you're looking for.
  12. If by ultimate you mean not using SMIM, 3D items nor implementing such things as ENB Lights or parallax, i don't get what you're trying to do here. Even immersive mods such as Camping come with updated graphics. Having shields on your back makes Skyrim more "ultimate" than improving dated meshes ? I don't think that modding shouldn't be treated in any other way than as a whole tbh.
  13. To answer your second question, you can easily tweak ReShade to get easy visuals such as a grim and dark mood. Or try Ominous ENB, it's pretty much what you're looking for i guess.
  14. JK's skyrim and Skyland are totally different. Skyland is a texture overhaul, JK's Skyrim isn't. A complete texture pack is helping a lot since we can (and i did) download hundreds of textures here and there - easier and faster. Content mods aren't an issue since they aren't active unless we're starting them, it costs no memory either. I don't see why forgotten City could be an issue if one is installing it at start or not tbh. As long as one is having enough disk space, so be it. Birds mods is a tough choice, there are tons of incompatibility and conflicts, as far as i'm concerned i don't install them. There are better mods to add immersion, even better sounds mods are wiser candidates. Environment mods are pretty much survival mods, since Creation Club survival mod is utter garbage, we'd better use Camping, Wet/Cold, INeed, FrostFall instead, they're more complete, work better but cost a lot of RAM. Really blended roads, better dynamic mountain/snow, Better water (Cathedral water does an incredible job while keeping Ineed compatible at a really low memory cost - One can also use ENB water with really nice fx but no compatibility), Complete snow mods (fluffy snow for better compatibility), better ice (RiS ice only, glacierLab/Arctic/Refracting ice/ice debris/icicles along with ice parallax is awesome when playing a lot in the North), 3DTrees and Fantasy Forest Overhaul are doing a great job at making great landscapes too. And i don't even talk about cities improvement or houses, Obscure College of Winterhold is a good example of a great improvement if one wants to learn magic in the North. If one is using a decent ENB, particles patch with ENB light (EmberHD/Fireplaces/Inferno as extra) are improving lights to a next level after ELFx or ELE. Some mods really improve the game too, Hunterborn (new ressources and hunt), Immersive patrols/OBIS (encounters), Convenient Horses (better horse gameplay), Sacrosanct/Moontales (Werewolf/Vampire gameplay), Notice board for additional quests. Character overhaul needs a few mods only, Ordinator (better skills), CACO (better alchemy), Ars Metalllica (improved smithing), Racemenu along with XPMSE bring a lot of customisation (faces, body, combat style, animations etc.) with a few mods only. A few mods to improve weapons and armors can be great too since vanilla game is quite poor in that department. Immersive armors, apachii divine elegance Store, Gigaduex, even TAWOBA or legendary DeserterX for a bit of sexyness and lots of customization (quite ironically we can still wear lots of legendary bikini pieces along with fully covered gear ^ ^). AmidianBorn Book of silence is pretty much mandatory, especially since a lot of mods rely upon its weapons and armors textures. I would skip immersive weapons (really bad compilation) but JaySus swords, Lore Weapon Expansion or Hammerfell armor are all great weapon mods. As a bonus outfit integration or lazy bikini mods make enemis actually wear and use some additional gear mods. Girl's heavy armor is a nice replacer if one wants to play with more feminine vanilla armors. Special mention to the quite awesome Guards armor replacer mod that adds tons of lorewise well polished armors/weapons and new faction gear. Frankly HD Imperial will do a great job at improving imperial faction. I'm pretty sure OP could cut down again to even less mods, i don't see many that useful mods but to each their own. I don't think that starting with tons of various mods is a good idea, better start with mandatory or complete mods, frenetically downloading everything never helps. :smile:
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