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CONTRABARDUS

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Everything posted by CONTRABARDUS

  1. With a lot of mods, install order does matter a little. This is mainly due to compatibility patches, which will sometimes ovewrite stuff in other mods. Especially if using an automated installer, as it will often check off patches related to other mods automatically. You can do this manually, but it's easy to miss something and that may cause problems. For example, you probably want to install any sorting mods near to last. They tend to require a lot of compatibility patches, and will usually check off what you need for you if you're using an automated installer. The same goes for update patches. You want to install those after the main part of the mod. Basically, UI elements and compatibility patch packs [such as Radrose's] should be installed last. It's doesn't hurt to install texture packs near to last as well. They're generally fine no matter where you put them, but installing them last ensures that they overwrite anything you want them to take priority over. If you know a mod is going to want to install a bunch of patches to work with other mods, you'll want that towards the end of your install list as well. Keywords, Valdicil's Sorting, stuff like Calibur, Armorsmith, Weaponsmith, and that sort of thing. Generally I install in this order: ENB and/or Reshade, script extender, Overhaul Mods, UI mods, Body Mods [CBBE or something similar], animation/physics, lighting and FX, Weapon and items additions, quest mods, creatures, gameplay tweaks, textures, and then finally item sorting and patches. I also tend to plan what order I install texture mods in, so I can prioritize which ones I want to handle the bulk of the work. I usually start with a larger texture pack as a base, such as Vivid Fallout, and then add on individual things I want to tweak after that. Then I use Loot. Then xEdit, Smashed, or Wrye Bash. Which also inform me of anything redundant or conflicting that I need to tweak or pare down. It may be fine for the most part to just toss everything in, but I like the results I get with this system and it seems to me as if those results are more consistent.
  2. EDIT: It's definitely something that impacts spawn rates, but it hasn't killed them completely. I had to travel to a wealthy economy to get anything to spawn, and it's still far fewer than it's ever been in any other playthrough. One appeared almost immediately, and it took another twenty minutes for another to appear. They only seem to be landing one at a time. In anything but a wealthy system, they don't seem to spawn to land on my ship at all. I'm okay with this, because it means I can buy more ships, which was my problem really. I only cheated money for troubleshooting purposes and backed up my original saves first. So I can't fill up my bay with ships in one go anyway. It is less than optimal as it means I have to buy whatever appears there and then grind for money for a bit and then go to a port on a planet to wait for a spawn for something I actually want. This is a grindy game anyway, so that's not a huge deal. So, consider this mostly solved. /EDIT I've had six different freighters, and no ships land on them. I used the save editor to give myself enough cash buy several trying to figure out whether it was just the type of Freighter I was using, but it's the same across all types. They land on planets, in space stations, but never on my freighter. Not a single ship for my entire game, across multiple systems and economies. No idea what is going on. I've tried disabling several of these mods, mostly the ones relating to ships and freighters, one at a time, and still I get no visitors to my freighter no matter how long I wait. This is annoying because this is the only way to buy multiple ships. My Mod List: Parts of Space Adventure: Dogfights Alternate SClass Birds Chrome Ships Civilization Alien Worlds More Biomes Fantastic Beasts EXO alt for all three land vehicles New Hud Less Icons Other Mods: Asteroid Fields Asteroid Hits Better Asteroid Explosion Better Galactic Map Lines Better Ship Seat Eclipsis 1.1+Darker Nights Floodlights Atmosphere Effects ConstrructsAR Core Armada Core and SafesafeSpawner ScavangR Buildings Atmosphere Effects Virak NPCs Ship range scanners flashlight Multipass No attack Icons No Seizure Scanner Nofade FPS Nyxara Dialogue Fix + Shorter Tech Names Ocean Life Ringed Planets Scuba Tank Space Dream 1.3 Station Ventilation Space Station Upgrade Useful Freighter NPCs TrueClouds TrueWater Darconia Asteroids Althernate Fighters/Freighters/Scientist/Shuttles spaceships MorShips More Objects Interactions Spacewhales Subnautic Darconia's Base Pak. Darc.Morships V3 Spawn Spacewhales+Constructs patch for Darconian. Darc.Flight These all seem to be working well together except for this one issue. Any ideas about the culprit?
  3. I don't think I am. For starters, that is anecdotal. One individual example does not represent the whole. The most common bug I see posts/comments about on the whole for Follower mods is "Help! Followername isn't showing up/spwaning/has disappeared/has vanished and I can't find". That doesn't mean there aren't more reports of other types of bugs for any single mod, or that an individual mod necessarily has any comments regarding this type of bug, just that it seems to be the most common single type bug for this type of mod as a whole. It's also worth pointing out that this information is also useful for troubleshooting and fixing other types of bugs. "Follower is stuck in scenery, unclickable, etc..." There really isn't a good reason to not include it in documentation, it really isn't any extra work as it's probably less than a paragraph in most cases, and will reduce [but not eliminate] instances of support requests for things that can be easily fixed by a "moveto Player" command when a bug occurs where you can't necessarily click on them to get their RefID. It just seems counter productive to not include it.
  4. Again, why dump this on the end user? This also assumes that the first encounter occurs in the first place, or that a quest is involved. There is no good reason to not simply include this information in a line of text in the description or faq. It's not really any extra effort on the modder's end, and honestly, doing things like this for every follower mod, and every follower someone might be using included in a mod, is expecting too much from the end user's side. Most end users don't expect bugs to happen and won't think of it until it does, nor will it happen for the majority of mods they install, and a simple troubleshooting element like this should be included anyway, just due to the frequency of this particular type of bug. Again, this would actually save a fair amount of effort on their end as they don't have to deal with as many messages from users who encounter these types of bugs, as they'll be able to troubleshoot for themselves without extra tools or more advanced console commands that novice users aren't going to have a clue about. The resistance against this kind of perplexes me. It anticipates a common bug that the engine itself is known for, is an easy no-effort solution to help with troubleshooting and reducing support request comments, is a suitable solution for even low skill end users, and is just good programming etiquette to include this kind of information if it can't be easily accessed in the standard UI troubleshooting interface [in this case, the in game console]. A good programmer will do their best to anticipate common engine related bugs and provide a simple solution if possible in documentation. That's not simply to be altruistic, but because it creates less work for them in the long run.
  5. Why shove it off on the enduser though? I could do that, but I'm not confident a lot of end users would have any clue how to go about that. SSEEdit doesn't exactly have the most user friendly interface, and fapping about with it can mess up your game if you don't know what you're doing. It's not extremely complicated, but is a bit beyond novice modding, not to the point of being "advanced". Even a novice can handle simple console commands if they have the information available. It's not really what I'd call "additional work" for a modder to add a line of text to the description with this information. It's not like it's something they'd have to go digging for when working on a mod or updating something, it's information that is easily accessible in the files they would already be working with. If anything it would create less "work" on the modder's end as it would lessen the amount of comments asking about how to troubleshoot things a "moveto player" command could easily fix that aren't really their fault to begin with. It seems counter productive to not include it in a faq or description to help with basic troubleshooting actually. Especially considering it's not information the basic "help" console command will provide like it would with items added by a mod and is a fairly common bug for follower mods in general.
  6. I love you guys, really. You do great work and a good follower mod can do a lot to breathe new life into Skyrim... ...but hardly any of you include refids for your followers to help us lowly end users with troubleshooting when things go wrong and they disappear. This is more Bethesda's fault than yours, I know. Still, this has been something that frequently would have saved me, and I'm sure many other users, a lot of time trying to troubleshoot when the game swallows them up or they don't spawn where they're supposed to be. The refid's first two characters are found easily enough with just a "Help Followername" command. However, this doesn't get you the proper refid to force spawn them. "Save Funclist 1" is also somewhat useful, provided you've already interacted with the follower, and know how to navigate that huge text file it generates and what to look for. Just adding a line with the refid, and a quick line about "moveto player" and using it as a last resort would make troubleshooting that much easier. Please include this information somewhere in the description or faq. Vanilla NPCs can be looked up with the various wikis in case troubleshooting is needed, but follower mod refids aren't listed on sites like that. It makes things difficult when they aren't being cooperative because Bethesda's engine decides it doesn't feel like spawning them when it should. While I'm sure it won't completely eliminate all the "Help! Followername isn't appearing where they should!" or "Followername has disappeared, what do?!" comments, it would probably reduce them a bit, so it's a win-win for all of us. Please include this information for your follower or followers somewhere in the documentation.
  7. Do you have the latest update? You can customize the recipes now in the config file, so you actually can do that if you want. Though I'm not sure if you can set it up to use more than two ingredients. So one Reginald and one whatever can make a food block. You can even name it whatever you want. You can also change the food/water values, so you can make something that is exactly the same as the Nutrient Bock if that is your preference, or you can make a cheat food item that completely fills both your food and water. I used it to make Melon and Lantern Fruit Juice and set it to 50/50 for food and water. It saves a lot of inventory space as I'm using a single slot for both food and water and it makes farming even more useful as the juices and cakes don't spoil so you don't have to eat them right away. I also have it set up to make Reginald Cakes as well as using Large Filtered Water from my filter machine for the juices.
  8. I've found an interesting way to play Skyrim using a pretty simple mod that has breathed a little new life into the game and made it more engaging. That mod is "Unlimited Rings and Amulets". It's not as overpowered as it sounds. You can only wear one of each level of each enchantment for rings and amulets. For example, you can have Regen Health I, II, and III rings, and Regen Health I, II, and III in necklaces, but only one of each can be used. The thing that makes it interesting is that you only use found items. No Smithing, Alchemy, or Enchanting. No armor of "That Enchanted Daedric Sword Tickles", no "Butter Knife of Finger of God", while fun for a bit, using such items gets boring fast. This makes progression as you level much smoother instead of a huge spike into Godhood once you max out Smithing, Enchanting, and Alchemy, all of which can be power leveled right away. I highly recommend Ordinator Perks for this as it helps that progression even more. I wouldn't go higher than expert difficulty unless you're looking for a serious challenge. Expert is just about right for this, but Master is completely doable as well if you want a real challenge. I wouldn't try it with Legendary unless you're a gaming sadist who wants a punishing experience. Enchanting and Smithing are overpowered, especially when you through Alchemy into the mix, and they make the Daedric quest and unique items pretty useless. This fixes that, and is an alternative that provides a nice challenge without breaking the game either way. This makes the enchanted gear you find more valuable, and doing the quest to get the unique items a lot more rewarding. It also makes exploration more rewarding, and high level enemies, dragons, and bosses dangerous, without making it so that you're too underpowered to handle them. If things are too hard, and you don't want to play on adept or lower, you can level and put perk points in smithing, but can only use it for upgrading gear. You can only use workbenches and the grinding wheel. So no power leveling the skill and crafting Daedric armor or weapons, you have to find them as loot or buy them from merchants if you want them. As you won't have any perks in enchant or alchemy, you won't be able to create god armor and one hit kill weapons by exploiting them. Found enchanted gear would be better anyway as you won't be able to enchant anything you make. If you want things to be a little tougher, no merchants. You can only use what you find as loot. You can only use gathered crafting materials to upgrade things, and only potions and items you find as you explore. Suddenly those daedric quest items and unique items are a lot more appealing and worth getting, enchanted loot is more valuable and interesting, you have more options for roleplaying a lot of builds as you don't need to dump perk points in smithing, alchemy, and enchanting to handle the endgame, exploring is more rewarding, you'll be plenty powerful enough to handle the late game without being an invincible god, and progression is more natural as you play as you'll be relying on leveled loot. Think of getting rings and necklaces as similar to leveling individual skills and attributes in Morrowind or Oblivion. I've done my last three playthroughs this way, and it makes the game a lot more interesting and engaging than when I was grinding those three skills and putting half my perk points into them. It's funny how a small simple mod like this can have such a big impact on the game and how you play it. This greatly expands roleplaying options, as you now have 2-3 trees worth of perk points you can put elsewhere, making for more interesting builds. Seriously try this out. It turns Skyrim into a much more interesting game. EDIT: I also highly recommend Apocalypse Magic for this. Without the addon that gives you all the chests in Riverwood, this kind of playthrough works better if you find them as leveled loot. Especially if you're using a mage character. Be sure to nab the compatibility patch for Ordinator as well.
  9. Since it started after you installed a group of new mods, it shouldn't be that hard to narrow down what mod is the problem. Assuming it wasn't a mod that was dormant until this cropped up. More than likely, it is caused by something you recently installed. First, back up your saves. Just in case removing mods breaks them further. They might not be viable anymore already, but you may be able to salvage your game. Disable bashed patch, and then disable the new mods one at a time and keep trying to load your saves by unchecking them in whatever mod manager you're using. Be sure to uncheck any related patches as well. Should be easy as pretty much any Mod Manager or Loot will tell you which patches are missing a master. Just click OK on the warning when you try to load the save and ignore it. You should also try just disabling your Bashed Patch and loading the saves just without that. Your BP isn't a master for anything, so the game should load and run if you don't have it activated. I had an issue where Bashed Patch would cause a CTD on the loading screen if I had it activated. It could be that one of the mods you've installed is an Oldrim mod that wasn't saved properly, and your bashed patch doesn't like it. It was Enhanced Vanilla Trees in my case. Something that loaded immediately, but it might not happen until a mod becomes active once you "discover" what was modded in the game. I just had to uncheck it from my Merged list when I rebuilt the patch and everything runs fine. If everything runs and loads without Bashed Patch. Keep rebuilding patches, start by completely unchecking all of them, build the patch, and see if Skyrim loads. Then build the patch while activating 5 or so at a time. This is faster than doing individual mods. Once you find a group that crashes the game when you load a save, deactivate those five mods, activate them one at a time until it stops working, and once you isolate the problem mod, either uninstall it, or just leave it unchecked when you build the patch. Continue checking groups of mods to make sure there isn't more than one problem mod until you've checked them all and either uninstall or leave them unchecked when you build the patch. As a last resort, try disabling all your mods and trying to load your saves. If it works, enable them a few at a time until it stops working, then try to pinpoint which among the group is causing the problem as outlined above. If you're hell bent on trying to salvage your game and that doesn't work, it's time to activate all your mods, and disable them individually and try to launch the game with one mod disabled at a time. Don't forget to disable any related patches as you do this. This is tedious and time consuming, but when all else fails it's the only option you have left. Once you pinpoint the problem mod you can just uninstall it, or you can try uninstalling it, downloading it again, and reinstalling it as it may have been a corrupted download. If that doesn't work it's probably time for a fresh install and modding it from scratch. You should also probably delete those saves at that point. This is why you should always back up your Skyrim folder without any mods installed. I usually install the ENB base, ReShade base, SKSE, SkyUI, and the Unofficial Patch, then back up my Skyrim folder before I do anything else just in case I overmod and break the game. I always install those and it saves me a few steps and some time if I have to go back to a fresh install. You can also try using FallrimTools Script Cleaner, which I highly recommend using any time you uninstall anything.
  10. Decided to post this as I've run into this a few times, and I've seen a lot of unanswered posts about it. So, for the sake of future Google searches... When you first enter Winterhold and there is a random attack, the pair will bug and just stand there staring at each other. Nothing you can do to them in the game will fix this, aside from reloading before you entered town and hoping there isn't a bandit or dragon attack triggered when you get there, which happens a lot. This is especially bad if you have mods in that increase the number of hostile NPCs and attacks. Dragon mods that increase spawns or mods that increase the amount of bandits. It's annoying because Birna never goes into the shop and you can't trade with her. Just open the console with "`/~" and type "startscene B2175", which will restart the scene between the two. Once it completes they will both go on their way and start their daily routines. If Ranmir is dead and she's still standing there, just use stopquest 000b2174. This will return her to her daily routine and she should start manning the shop. When he dies, sometimes the quest doesn't end because they never had the conversation, so she just stands there in front of the shop. You can't complete this quest without Ranmir anyway, so you're not missing anything. If you're on a console, I'm afraid your only option is to go to an earlier save and "arrive" in Winterhold until there isn't an attack when you get there. Saving often is very important in Skyrim, not only because of crashes, but because of bugs like this one. Also, even if she is outside, you should still be able to talk to her and get the claw at least. Sometimes she bugs and the option to buy it won't appear, but you should be able to just talk to her again and it should show up.
  11. I like being a Vampire, but feeding is a pain sometimes. After a bit it feels like busywork as you have to do it so often to stay at stage 4. Trying to get the feed animation as a Vampire Lord is unreliable. I tend to not use that form much anyway, occasionally, but I try to use it sparingly as a sort of trump card. I know you don't have to feed as a Vampire Lord, but this is something that would be a convenience and quality of life thing for those of us who don't want to stay at stage 1 all the time or constantly break into homes to feed on sleeping residents, use the seduction power all the time, or use the vampire lord form all the time. As a vampire I like to roleplay as being somewhat secretive about it, and don't want everyone terrified of me because the whole nine holds knows about it because I'm tearing across all of Skyrim in that form. I also tend to prefer stealth as a combat method and like it if I can go undetected through a dungeon. This is especially true later in the game, even more so on higher difficulty levels, when enemies usually outlevel seduction, and your weapons are far better than your claws and the life drain spell the Vampire Lord has is severely underpowered. It'd be nice to be able to just enchant a weapon that feeds you blood as you use it. It wouldn't need to fill you up every time you hit something, just "on death" would be best, kind of like how Soul Trap works. It would also be nice if it only worked on humanoid NPCs. This really wouldn't be lore unfriendly given the effects of some of the other weapons in the game. I'd put it on a low level dagger, iron, and make it so that it can be destroyed for the enchantment at an enchanting table and added to other weapons. I'd put it in a chest somewhere in Dimhollow Crypt. It's not something that would need to be added to the leveled list so that bandits would be carrying them around, and really shouldn't be a common item. Maybe add them as a rare drop for higher level Vampires at most? Bethesda kind of dropped the ball by not making it easier to eat enemies. Say allowing players to interact with them using E once their health was low enough to feed on them in either form. Maybe only against single opponents or with the last enemy standing. At any rate, this would basically eliminate the most boring and tedious part of playing as a vampire in Skyrim, make up for it not being easier to eat enemy NPCs, and really wouldn't be unfriendly lore wise.
  12. I've done this kind of playthrough before. You don't need this kind of mod for it. You can just RP as a young Witcher that wandered into Skyrim and got caught along with the Stormcloaks by the Empire [to explain why they don't have some of their powers yet and have lost their gear]. Or you can use Skyrim Unbound and set up a custom start wherever you like. It even lets you set up some of your gear and powers. You can even turn off being Dragonborn if you want, but you can't finish the main quest if you're not. Skyrim Unbound is probably the best way to do this kind of RP as you can set yourself up as a Witcher right away. I recommend leaving being Dragonborn on, as some of the powers work as replacements for signs. You don't have to go through the trials or anything, just assume your character is already a Witcher. That wouldn't be unusual given most of them are relatively young when they become Witchers. It also wouldn't really conflict with them being Dragonborn if you still want to do the main quest. Go with a human race. It's not only more lore friendly, but they have the best traits for Witchers. Redguards have poison resist, Imperials have a pacify power, Brenton's are good at magic. Nords have a power that casts Fear. Any of them will do, depending on your build. I'd go with a Brenton as they have a bonus to magic and make good alchemists. Divine Elegance has a bunch of clothes from the Witcher games ported into Skyrim. It drops a shop near Old Hroldan along the southern most river that ends near Markarth near the eastern border of the Reach southwest of Rorikstead in the valley beyond the mountains. I assume you'd already know to find a silver sword and a steel one, or you could just console them in. Dawnguard adds crossbows, but you can also mod in Witcher weapons if you like. Though, you shouldn't join any factions if you're doing a Witcher playthrough. This can be a bit of a pain, as one part of the main quest wants you to talk to someone in the Mage's Guild and to do so you have to join them, but you can skip the guild and go straight to the person it wants you to talk to, but you'll have to find them without the quest marker to do it. Several Daedric quests are also a no go for a Witcher. Some of them require you to do things that any Witcher worth their salt wouldn't do. Particularly quests that require you to murder people in cold blood. Boethiah, Molag Bal, Peryite, and Vaermina [bad end], are a definite no go if you want to RP a proper Witcher. Most of the rest you can justify as a Witcher, and some could even be seen as the sort of jobs Witchers would take, Namira, Meridia, Hircine, Malacath, Azura, Clavicus Vile, Sanguine, Sheogorath, Mephala, and Vaermina [good end]. You'll also probably want to level up Alchemy, and restrict yourself to the basic fire spell [ignis], unrelenting force [Aard], wards [Quen], frenzy and calm [Axii], Slow Time [Heliotrope], and Ash Rune is probably the closest thing to Yrden in Skyrim. Ash Rune immobilizes targets, but they can't be attacked while stunned. You could go with Frost Rune as an alternate, as it applies a slow effect. You can also add a mod like Apocalypse spells to help with this. Pretty sure it has a spell that will work for a Yirden replacement. I also wouldn't take the perk that negates negative effects in potions, and try to make potions that have both, but won't kill you outright, to simulate the toxicity issue Witchers face. If you're doing the main quest, you can probably justify the rest of the shouts as well as they tie into that and being Dragonborn.
  13. I also don't use the default arms once I have the upgrades. So it's usually not an option for me anyway unless I want to switch out arms. There's a mod that makes that easier as you can do it from inside the prawn, but it's still a pain for this sort of use. It's more trouble than it's worth to try to grab the item after breaking a node with the prawn's default arm anyway. Especially if it's on an incline or wall. The default arm is fine for picking up bare resources, but anything in a node tends to roll or float off and is a huge pain to catch in a prawn. I usually just hop out of the prawn to break and grab small resource nodes, but it would be very nice if the drill arm could be used to drill and grab the materials from small nodes like it does with the big ones and store them in the prawn's inventory. I'm not sure why the devs didn't make that the way it works to begin with. In fact, if anything it would make more sense. It seems to vacuum up the ores from the big nodes, so why not from the smaller ones, and even the exposed resources not in nodes? There doesn't need to be a use for the default arms once you've upgraded after all. I would love to see this mod happen as well.
  14. You can use customizeable storage. It won't auto sort to your storage, but you can make the Water Purifiers [and most other in game containers, including your carry storage and vehicle storage] an 8X10 grid. Just edit the config file for the mod. You can also adjust how much salt to water it creates. So you can have it create a small amount of salt and tons of water, no salt at all, or keep it balanced between the two. With a grid that size, you can just use the filter machine itself as your water storage and not bother with creating another locker for water.
  15. This exists now. Sort of. Custom Food. You can change the config file to make the value of the "cakes" match the Nutrient bars, or even make them better. They can be adjusted any way you like really. So you can make it a cheat that fills your water and food values, or something that is more reasonable that fits in with the game.
  16. So we don't have to build a separate room between them if we want more than one. Like, say, one for Reginalds, another for amp eels, another for Bladderfish, etc... Would be nice if it was compatible with mods like Advanced Alien containment, or even an addon to that. For an example of how this might be useful, let's say we want a tank for amp eels to generate power with a mod, and another to farm reginalds, and another for bladderfish for water if we don't want to have the power drain of filtration. It wold be even better if it was a separate construction from the regular alien containment. So we could build larger tanks if we wanted. A big one for amp eels and bone sharks, and a smaller one for breeding food and water sources.
  17. This is a really old post, but just to clear things up for anyone who Googles their way here... It doesn't have anything to do with Dawnguard, they aren't vampires. Chances are they are supposed to be hostile and it's not a bug. If you do enough of the Daedric quests they become hostile. You do not need to have any of the weapons on you, just completing a certain number of the Daedric quests triggers it. I don't know exactly how many it is, but I usually get most of the Daedric weapons and they always become hostile after a bit. It's more than two or three I think. If you loot the bodies you'll probably find a bounty note on one of them that says you're an "unrepentant worshiper of Daedric Princes" and should be killed on sight.
  18. I have interesting NPCs already, and that's basically what it is. Not every NPC it adds is a follower, but it adds a bunch, plus new marriage options if that is your thing. I'm definitely not lacking with available followers. Though, I tend to not install them as individuals unless they are fully voiced with unique dialogue. Quests and other extras are nice too, It makes them more interesting if they don't have the same lines, personality, and behaviors as every other follower in the game. Having them interact with each other is just an extra bonus. I currently have Sofia, Inigo, Recorder, Song of the Green [Auri], Ambriel, and Vilja installed in addition to interesting NPCs.
  19. Cool, checking that out for sure. I let Vilja run off to Cyrodil to make room and just picked her up for my party. I also dismissed Recorder for now so I can do Dawnguard and grab Serana. I may or may not get Recorder back after I finish. I haven't decided yet. I've done her available quest, so I might not. Five is my limit as any more and they get in the way more than help. Even with that many they tend to be an annoyance sometimes, but it's not too bad. I liked Vilja, but she doesn't fit my character very well and I wasn't planning on romancing her anyway. She's a bit too nice for the DB stuff. I'll probably keep her installed for when I decide to do another Paragon playthrough. Unloaded Ambriel as well for the same reason. She's still installed, but I doubt I'll use her much. Plus, there's a bit too much Star Wars in that mod and it gets super cheesy. It was cute as a one time thing, but I doubt I'll keep her installed because of it.
  20. I've found four that will interact like this. This seems to be unique dialogue specific to putting certain follower mods together, not just the usual comments the vanilla followers will make. Unfortunately, Sofia isn't one of them as far as I know, at least not with the followers I have installed. I've only got five installed currently, and Sofia is the only one that doesn't directly interact with the others. Inigo and Vija will talk to each other a bit. Ambriel, Viga, and Recorder all talk to each other with unique dialogue as well. Recorder and Ambriel in particular. Makes sense as they are voiced by the same person. There's no mention of this on the mod pages that I saw, but it is a cool touch. Are there any other Follower Mods for Special Edition that do this? And if so, what other followers do they interact with like this?
  21. Pro tips for stealth characters who want to use Night Eye with an ENB: If you want Night Eye in the game with any ENB, the easiest way is to download night eye ring mod. https://www.nexusmods.com/skyrimspecialedition/mods/3683 It doesn't work on its own, but read on to get it working. You'll find stupid amounts of them in chests, and they are worth 5k gold. The description says "it's hidden in a dungeon somewhere..." but it's actually tied to a particular type of chest as loot. This can be a good and bad thing, but you don't have to sell them or pick them up once you have one if you don't want to be drowning in gold due to a cheat. You may need to also install Realistic Night Eye if you're using something like ELE or ELFX, or some other mod that affects lighting. https://www.nexusmods.com/skyrimspecialedition/mods/1678 This does not fix it for the ENB, but it doesn't really need to. Here's the part that will have people kicking themselves over the obvious solution that they just didn't think of... Favorite the ring and bind it to a hotkey, then go into the ENB settings and set the same hotkey to the enable/disable ENB. This can sometimes fall out of sync, usually if you're taking it on and off frequently. If this happens, just manually take off the ring in your inventory and put it on again once you have the ENB off. A more reliable method involves macros, particularly multi-key presets. Say a keyboard or mouse with macro keys or a Steam controller. You can set up a macro that presses the enable/disable and hotkey for the ring at the same time or one after the other. A cycle binding also works if that is an option. This seems to fall out of sync less frequently, but still does occasionally. This is the most reliable method for doing this I've found. If you want to use a spell, simply disable the ENB whenever you activate the spell using the hotkey. The Night Eye effect washes everything out anyway and messes with the shaders to begin with, so it doesn't look any worse even without the ENB than it would with it and still functions the same way. No need to mess with the ENB settings aside from the disable/enable hotkey when you use it. The ring method is the easiest and isn't much of a cheat. Particularly if you're playing as a character that has it as a racial bonus. If you want to be a purist just go with the other method and just tap the hotkey whenever you use a spell and then enable it again once Night Eye ends. Be sure it use Realistic Night Eye if you've got another lighting mod that messes with it. This is less convenient, but will let you use the spell without mucking about with ENB's settings and will look pretty much the same since the spell effect visuals would pretty much overpower the ENB stuff anyway. EDIT: You don't actually need a dual binding if you're using Predator Vision or the Night Eye ring. Just equip the ring or turn on night eye via Predator Vision and just turn the ENB on or off to activate it. The ENB completely negates the Night Eye effect, so there's no need to toggle the effect on and off on its own as far as I can tell, it doesn't look any worse or do anything to the ENB visuals, doesn't seem to affect performance, and completely eliminates the possibility of the night eye and ENB getting out of sync.
  22. Edit: Sorry I couldn't get back to this sooner, but I had a busy holiday and not much time for gaming. Started a new game and played through using the new .ini settings. The texture loading bug issue is improved by doing this, but still happens more frequently than with the old modding ini edits. Did the bare minimum to make my way to the Prydwen and FEV Labs. Confirmed, the game still crashes attempting to enter both of the same locations with the new ini settings even from a new game, but both load fine if I go back the old .ini settings for modding. The new edits are less stable and reliable than the old method, but reduce load times. Whatever it does to reduce load times it does so at the cost of stability. Textures load slower and less reliably in game, and it causes CTD in specific areas when trying to load them.
  23. +1 on this idea. Though, I gotta say that the helmet makes or breaks this one. Joseph Dredd doesn't drokking take it off. The shoulder pads would be nice, but the helmet is what would make this work or not. An assortment of 10mm pistols with legendary effects modded on would totally work as a Lawgiver. Make one with an automatic receiver, and several single shot versions for two shot, explosive, incendiary, plasma, and rad damage and put them all on different hotkeys and you're ready to bring law and order to the wasteland. I'd probably also tweak the damage values a little for the pistol. Nothing god mode level, but enough that it's still useful at endgame levels. Would be nice if the helmet came with recon and targeting flavors, but that's not make or break here as there are workarounds for that if not. I've already got Frank Castle running around the wasteland as it is and it's an amazingly fun roleplay. Frank really only fits in with the Minutemen though, he wouldn't side with any other faction in the games because of his ideals. I'm actually a little surprised how well it fits the Fallout main plot overall, especially if you like the angry negative response tree. Sometimes it's still not appropriate, but often it just works for Frank. Pic of my Punisher Character, complete with armor Used this mod for the armor. Joseph Dredd is BoS material all the way. I totally want to bring justice and order to the wasteland as a Judge after I'm done punishing the bastards that killed my wife and stole my son and any other bastard who would hurt innocents along the way. I don't have the skill to do this myself, so I'm seconding the request here that someone to does pleas do so.
  24. Started a couple of new games for testing purposes and spent about six hours with each over the past day and a half, definite improvement with the new method in doing so, but it still has issues with some textures that the other method does not. The characters are virtually identical and they all have the same items and I did all the same quests, mostly just the starting stuff and visiting various places on the map with different biomes. The new ini edit particularly has issues with ground textures, especially concrete and certain road textures, tires are also another problem area, with lesser issues regarding piles of rubble and debris. These are not super high res textures and all of my ground textures are 2k at most. Texture loading is slower with the new method in general and when the texture bug does crop up, it takes longer to clear itself up, considerably so in fact. Either way, if I run the game too long the texture loading issue crops up, but it happens faster with the new ini method. I can go for 3-4 hours with the old method before it really becomes noticeable, but 2 hours sets it off with the new ini edits. Either way, taking a short break from the game and turning it off for a bit clears it up again for another few hours, so not a huge deal. Still don't know about whether I can enter the problem areas without a crash or not. I have to get a good way into the story to have access to any of the areas that were giving me problems. I did not have any CTDs with the new method while I was running around, but that was basically how it behaved right up until I tried to get into those places initially, so I'm still unsure. I don't know why, but the old ini method is better optimized for loading textures. I have a lot of textures in, basically everything in the game has been retextured with few exceptions and that probably contributes to it. Still, the old method seems to handle the load better, at the cost of increased load times. In my case it's a slight difference, so I think the old method is the better option and I think I'm going to stick with it for now. I'll check back and try again as the game is updated and patched in the future, but with my current mod set and version of the game, I'm personally better off just sticking with the old ini edits.
  25. Haven't tried a new save yet. I'm near the end of my current playthrough, and the workaround is doing well enough for now. I definitely will try a new save in the near future, but seeing as I'm so close to finishing the current playthrough I might as well stick it out. I did try removing all mods by moving the folders, but that was an attempt to fix the CTD issue. It worked and I was able to get into the areas in question. All that really told me is that the problem was probably caused by something I had installed and wasn't just the latest patch from Bethesda doing it. There's no difference between the two INI edits with no modded textures in as far as I could tell. I wasn't really looking for that at the time, but I didn't really notice any difference outside of the vanilla textures being the ones displayed at the time. I didn't see any instance of the low res texture bug, but I also wasn't jumping around from place to place, so I'm not sure if one version or the other makes that issue worse if just the vanilla textures are in use. As for the texture loading. I was aware of it prior to this happening. EnBoost fixed it for me actually. It's not something I've just recently noticed and I've been running with maxed out settings since the game launched. I have been well aware of that issue as it's kind of hard to miss. ENB is probably the best thing I've added to the game just because it clears that up so well. It's worth pointing out that I've noticed a difference switching back and forth between the old method and the new method. There is a distinct difference in the textures that load and how they load, as well as the low texture issue getting worse. The problem is consistent and I can reproduce it by switching between the two INI settings. When I use the new method, my mod textures don't load properly. I end up with vanilla textures on a lot of surfaces, and again, that's consistent between the two. They work with one, but not with the other. I do sometimes have texture pop in using the old edit. It's extremely rare and short lived though. As I said, the latest version of ENB fixes that problem for the most part. It also gets noticeably worse using the new edit. A lot more objects end up with the low rez texture bug, and it doesn't just go away like it does using the old edit. Its a clear difference between which version of the INI edit I'm using. With the old way, all my texture files load properly and the low rez texture bug is pretty much non existent. When I do see those textures pop up, they are short lived and usually only limited to a single surface. With the new edit many of my textures just don't load, I get consistent CTDs in specific areas, and the low res texture bug is more frequent, present on more objects when it does happen, and tends to linger a lot longer and sometimes just stays the low rez texture and never pops in. Even when I was initially playing before I modded anything or had the ENB fix, it wasn't as bad as it is with the new INI edit in place. I'll see what happens with a new game later on, but it probably won't be until tomorrow. I won't be able to just run over to any of the areas and check immediately to see if it still CTDs with a new game though, as both areas are in places that can't be accessed until later in the game. It's not a huge deal, as the old method is an effective workaround anyway, and I don't notice a significant change in load times either way. I'm currently having issues with my laptop that are beyond the ability of Startup Repair and Restore to fix, and I'm having to troubleshoot boot failure on it. I don't know what happened exactly, but my laptop HDD has apparently become a huge mess somehow. Pretty sure it's not a virus or malware as I have Virus protection and scan frequently for viruses, malware, adware and such. Something went wrong though, so I'm in cmd windows troubleshooting right now and running disk scans. I think it was a combination of file corruption and a bad Windows Update. I'm not playing on the laptop btw. It's not new or a gaming laptop and couldn't dream of running Fallout 4. This is a separate thing going on, but it's kind of got my attention for the moment as I kind of need the laptop for more serious work than playing games.
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