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blattgeist

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Everything posted by blattgeist

  1. First off: I did not follow any forum conversations during these last weeks, so this comment is only about the news here. This essay was a little more than what I expected. You made it sound like the community is working together towards are shared goal but in fact it is not. Everyone has their own things that drive them forward. So telling people to "piss off" or leave the community just because they have a different opinion on things does not sound right to me and it actually surprises me to see such words here on the news section... And no, I don't particularly care about whether mods belong to consoles or not.. or the whole PC vs console war. I just think that it is not OK to tell people to go away just because they have an opinion. I agree about the rest of the essay, mod theft is NOT OK and Bethesda should really do something about it.. and better sooner than later. There are enough douchebags and trolls out there who don't care about morals and rights of other people who worked their asses off to create something that the community enjoys.
  2. I never regretted taking the 1 month of premium membership. Being a supporter for something that is as great as the Nexus and all the people behind it feels really good. Keep going @ Nexus.
  3. I use UNP standard body with "SG female Textures Renewal".
  4. Quote from STEP: "Boris normally recommends setting VideoMemorySizeMb to be equal or a little under your actual amount of VRAM." Quote from STEP: "64-bit systems with >8 GB of system RAM should set this equal to (Total Available Graphics Memory- [170 (for Win7) or 350 (for Win8+)]." Means, simple take your GPU memory and subtract 170 or 350, depending on your operating system. For a 2GB GPU with Windows 10 that would be 2048-350=1698MB.
  5. Try this instead. It saves you the trouble and is good for the health of your fingers :wink: It even has patches for Inconsequential NPCs and Interesting NPCs + no scripts. http://www.nexusmods.com/skyrim/mods/53602/? ETAC has its own patch for my mod on their site. If you still want to do it by hand and only edit a few NPCs it's ofc. doable. Just target an NPC actor entry in Tes5Edit and edit the ACBS actor values, set the flag to essential.
  6. Noone is asking you to buy these DLCs. But if you want to use certain mods you need them. Although Dogs of Skyrim does not require any DLCs. Must be another mod.
  7. In response to post #31815380. #31841755, #31849450, #31850240, #31862285, #31878075, #31878370, #32023345, #32076915 are all replies on the same post. For me mods definitely prolong the lifetime of a game. If I'd stop playing Skyrim because I hate how fast the leveling goes but pick up a mod that slows it down and continue playing that's prolonging the lifetime of a game. If a game's graphics get dated over a 10 year duration and some modders spice it up like they did with morrowind. Then that's also prolonging the lifetime because suddenly it looks nice again and gives me the courage to play it all over again. Well that's my opinion ofc. and you are free to have yours but you stated it like it's some sort of fact for everyone, that's why I felt like replying here. I agree. And I am a modder too.
  8. Simply drag the LNAM's from moreplantables over to eliarrowcrafting, below the already existing formID of that mod. OR merge both of them into a new patch file.
  9. Thank god there are no standards in games, otherwise I'd stop playing. That's one of the few places where you can still do what you want and how you want, without having to render account to some moral apostels. No, modding has not and will never go too far. It's up to you what you put into your game. Mod authors are free to set their ideas in stone and publish them.
  10. Fair enough. I must admit that I've never worn a heavy armor so can't speak of experience. I always thought that they must be somewhat restrictive and clunky.. but oh well. Don't forget spell fizzle chance, if we could bring some D&D rules to the table ;)
  11. I was referring to rolls too, when talking about not implementing for heavier armors. Dodge is fine with all. Well a full plate armor (with helmet, greaves, gauntlets, chest piece) should weight considerably more than 30-50 pounds. With the exception of plate still being heavier and more restraining because it's made out of metal. Yes it needs a competitive equilibrium. And one type being inferior to another with regards to magical damage reduction, the ability to avoid physical attacks or reduce them leads to more variation and player choice for different situations depending on the location. I.ex. if you know that you are facing a lot of heavily armed orcs in a fortress with not many casters then you're gearing up in heavy armor yourself. On the other hand if you are going to eradicate a hagraven camp then it would be wise to gear in light armor that protects you from magic, assuming we take on your approach of light armor being more resistant to magic. It does not mean having to carry around different types of armor. Light armor protects to a certain degree too, not as much as heavy armor... although one could argue that the chinese used paper armor that was almost as effective as plate (according to a colleague of me) but light in comparison. You could as well store them in your home. But we have different opinions there. Who knows what Bethesda will do and what not. We will see. :wink:
  12. Like most things in Dark Souls, I found it to be rubbish. Not TES rubbish, but pretty darn close. To each their own. I'm not trying to convince you. They limit damage forms? Why do you think people in the middle ages used different armor types? We read stories about sneaky thieves, heavily armored knights and monks in robes. They have roots. I can imagine the elements playing a bigger role in future TES games, like fire and ice having a greater effect on lightly armored players, swimming through water or trying to run having a bigger impact on heavily armored ones. It's not all about damage mitigation imo. Ofc. the impact of a weapon is weaker against someone with a strong helmet and chest armor, but it also takes away his stamina and thus making weapon swings slower. The thief on the other hand can move quicker in his leather armor and score more critical hits that way. Yeah. I would like to see that, but not for heavy armor users.
  13. Yeah Dark Souls' armor system is pretty good. How come? What don't you like about it? I think having an enchantment amount cap like max 2-3x magicka boost or only the highest enchantment of that type count leads to more build diversity than having an overall cap that i.ex. caps magicka cost decrease by 90%.
  14. Merging armor is no good imo. It takes away from variation and player choice. I want to have at least 2 different armor types.. 3 would be way better if they are balanced properly. Heavy - good damage absorption but lower movement and attack speed + spell cast failure chance. Light Armor - Flexible movement, swift attacks, very low spell failure chance. Medium armor - well a good medium between heavy and light armor... and no armor or robes for casters and hand to hand combat characters. But to each their own. If something is properly balanced I don't see a reason why it should not be added to the gane. The same goes for belts. It's 1 more slot you can think about, 1 more item type to find. For some people finding the hidden gems in games like these is the real adventure. Sure enchanting has never been in a good spot in the elder scrolls titles... it was even more OP in Daggerfall. The solution would be to add some sort of hard CAP, like "only the highest enchantment counts" or "only 2 enchantments of that type add up, everything else gets ignored". That the player would not be able to run around with zero mana cost, like it is in vanilla Skyrim.
  15. So just because you can't get it to work means that it is a failure? Pardon? It works for tons of people and I never had a problem with it. BOSS is outdated. New mods are not being added to its masterlist anymore. LOOT on the other hand not only has an updated masterlist but also sorts plugins intelligently. There are very few cases where I manually have to reposition a plugin (via my conflict resolution patch) after LOOT did its job. That's why people are advised to use Tes5Edit to check if the proper records have priority.
  16. That's actually inferior in every way to what Fallout already does. Using Fallout's system, applied to armour, you can have vastly more options without the need to manage any more equipment slots. And we're talking, like, orders of magnitude more. Like, 160,000 vs 49. I only know how Oblivion and Skyrim handle equipment and that's not enough. In Morrowind you had: Shirt Pants Skirt Amulet Left Ring Right Ring Mail/Chest Plate Greaves Left Pauldron Right Pauldron Left Gauntlet/glove Right Gauntlet/glove Boots Helmet Belt Robe Weapon (one handed, or two handed with no shield, or bow+arrows in 2 hands) Shield
  17. My first guess is this: Pinkt texture problems can be caused by 3 things: 1 Not enough video memory. But that should not be the case with your GTX. 2. A bad texture path inside the ESP file. Again, unlikely since most mod authors test their creations and deliver properly packed installers. 3. Missing texture or mesh files. Do these pink textures only appear on new items from mods or even on vanilla gear? Install the mod MFConsole http://www.nexusmods.com/skyrim/mods/44596/? Go into the game, check the armor or whatever item that has pink textures. Open the console, click on it. It shows the mod that modified it last. Go into the mod folder and check if there are proper textures and meshes... if it uses vanilla assets then check the actual plugin with Tes5Edit and see if the paths to the textures are correct. Skyrim suffers from poor memory management. Even with a badass GPU you could reach the limit pretty fast. Use the tools ENBoost, SKSE (with inbuild ini memory fix). Don't use too many high resolution textures... I'm talking about all 4-8k here... It's usually better to simply go for 1-2k. I mostly go for 2k textures on stuff where I really want detail, like armors, body and face skin, weapons and ponytails. The rest can be 1k... for all that I care.
  18. In response to post #31815380. The life span of an open world RPG does not end that easily. The modding community prolongs it pretty well. Your statement would be true for the first 2 Witcher games maybe, but even these still have the replay value of making different decisions and finding out what other rewards they bring.
  19. Just changed my passwords for the more important sites. The fun thing is... you can't even set up a password that has more than 20 characters on major sites like PayPal. Sad...
  20. Thanks for telling is the truth upfront. My trust is still not broken. You are very dedicated in what you do here @Dark0ne and I respect that. It wasn't your fault. What I wonder about is why do people target non-profit sites like the Nexus? Anyway.. my password should be safe enough that the hashes alone shouldn't be cracked in no time.. gonna change it today to be on the safe site however. And as GeohoundJason already said, the image is the thing that most companies try to hold up. But telling the people about problems when they occur instead of waiting forever for them to get leaked eventually speaks volumes. Thanks.
  21. 1. A gear system like in morrowind, with lots of separate equipment slots. 2. Scaling enemies, like in Oblivion. I know many hated it, I like it hardcore and challenging throughout the game. 3. Proper shadows, from both close and long range. 4. No more savegame bloating. 5. A powerful script engine that can deal with lots of script heavy mods.
  22. Without taking a deep look at your mod list I'll just give you this advice. Try cutting down your mod list to 1/3 of what it is at the moment. Only keep mods that improve your gaming experience, fix bugs or deal with things that don't feel alright in the vanilla game. Think about it. Do you really need that 1 mod that adds a new weapon, armor or gives one of the merchants a beard? My general rules for sorting out mods are these: -script heavy, known for causing stability problems? --> out -abandoned by the mod author with major bugs left intact --> out -needs tons of compatiblity patches for other mods? --> out -takes away too much plugin space without providing a good amount of content? --> out -reverts many fixes of the Unofficial Skyrim Patches (USLEEP) --> out (I usually end up fixing these things with Tes5Edit if it's not too much work) And one more thing regarding merging plugins. I'd only merge those that are kinda small... and don't contain scripts. Also please make a documentation, where you write down which mods you merged, for later. Modding is science, Skyrim is easy to break :wink:
  23. With Mod Organizer you will see what mod is missing one or more required masters in the right hand panel. Missing masters are usually the source of instant crashes when launching Skyrim.
  24. Really... the thread is more than a year old and you dig it up again?
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