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Enojitothebrave

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  1. I'm curious, in step 7 of 05 Patching, you instruct us to remove Leveled Item from the Merged Patch, but nothing else, and I was wondering why? Also, I left an observation on the posts on the page that directed me here, and now notice that comment section doesn't get much use. So, I'll note here that in step 5 we're supposed to run SSEEdit on the whole list (minus the bashed patch). I found I needed a second copy of SSEEdit without the command line for quick auto clean in order to do that. Edit-I was looking through the posts for iNeed, and apparently there's a version that's still being updated here: https://www.nexusmods.com/skyrimspecialedition/mods/19390?tab=description Edit2-This sounds like a better fix for the flora respawn issue-I'm going to try it and thought it might be of interest (I've been using Flora Respawn Fix for ages in Oldrim, but this seems current and more useful) https://www.nexusmods.com/skyrimspecialedition/mods/27781?tab=description
  2. Thank you for the response. I actually had that mod installed on the suggestion of a comment on your smooth attribute scaling mod (that one is the best thing since sliced bread, by the way!), but it's not what I'm looking for. Advancement is still linked to the general stats, and that's part of my mild complaint with SXP-I'm not looking for something that reinvents the wheel, just redistributes the skill xp that Skyrim already assigns.
  3. I have looked at SkyXP and am currently using SXP, though with no real technical know-how myself, I'm not sure how that handles skills over 100 (due to uncapper), as it merely says the costs continue to grow exponentially. I'm generally happy with it, I'm just wondering if (and if not, as I suspect, this is a suggestion) there was a mod that just used the existing skill xp system, just letting you assign whatever you accumulate. In spirit, what I have in mind would intercept skill xp as it's awarded, put in a pool, and spent through the MCM (like SXP does) using the xp costs already set in the vanilla game. Alternatively, and it might be simpler, a mod might simply grab any skill xp above the minimum needed for the current level every few seconds to put in the pool. Such a system would still allow the occasional natural skill up when single awards are enough to do so, but that would go away after the early game. Barring that, I was wondering if there was something like SXP that's being kept current as some of the comments suggest that being out of synch with SkyUI and SKSE is causing problems (I haven't noticed any myself aside from the fact it doesn't seem to be noticing locks picked).
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