Jump to content

Taedus

Supporter
  • Posts

    57
  • Joined

  • Last visited

Nexus Mods Profile

About Taedus

Profile Fields

  • Country
    Sweden
  • Currently Playing
    Skyrim, Hearthstone, Talisman, WoW
  • Favourite Game
    Skyrim, Monkey Island, WoW, King's Bounty

Taedus's Achievements

Enthusiast

Enthusiast (6/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Skyrim SE has a save system that creates a new slot for each new character, which is great in a way, but with racemenu it creates an annoying problem. Every time you use racemenu to change something, the game thinks it's a new character(even if you didn't change the name and creates a new save profile where it starts over from save 1. You only want to change your hairstyle or makeup? Sorry, but it's a new save profile for you! You need to fix a temporary physics issue? New profile! :< Is there a way to have all saves under the same profile regardless of what character it is(like in LE)?
  2. Seen a lot of modders who put the wrong keywords on armor(especially asian modders). I don't get why people do this. It's stupid for several reasons. Requiem will drain your stamina if you're not perked in heavy armor, and there are other mods that take keywords into account for perk effects. I have to admit I don't know for sure if it affects skill, tempering or crafting, but they have made the effort of adding keywords so there must be some idea behind it that I can't see. For me it's just extra work to set the right keywords, and I'm sure there are other people who doesn't like it. When you upload a mod, you do it for the community so please add the right keywords or none at all.
  3. That looks super weird. Could be a defect rock mesh, or you're using textures that your graphics card can't handle. Are you using any mods that adds new rocks or landscape textures? If you're using an ENB you have to disable the game's AA and AF, but you probably figured that out already. Also try to disable hardware AA if you have that enabled.
  4. It's been awhile since I used NMM, but I know that the app store has nothing to do with it. Its just the Windows way of suggesting solutions to apps it can't open. You need to configure your NMM to automatically open the mod files, or download them manually, and then add them as an archive. It would be a good idea to look up a tutorial on how to setup NMM.
  5. Not really sure how stable AFT is, but UFO is outdated so you should remove that. I'm using EFF and it works fine. You should read this discussion: https://www.reddit.com/r/skyrimmods/comments/41klwr/what_is_the_musthave_follower_mod_aft_ufo_eff_etc/. After reading that I decided EFF was a better mod. Also, don't blindly trust LOOT. It just checks what masters your files need and kinda randomizes the rest. You should put all ELFX addons at the bottom, after the main ELFX mod but before the Bashed Patch. Not saying it will help with CTD, but it's the recommended load order.
  6. So you mean if there is a forest fire in Australia I have to go there and put it out? I can't handle that much responsibility. I'm not getting paid enough.
  7. I'm playing with Minor Arcana for Requiem, and instead of Brurid who should replace the bandit boss at the top of Treva's Watch, I'm getting a random generic bandit generated by the same mod. I know it's because I have OBIS installed, but removing OBIS isn't enough. I also have to restart a new game without it to get Brurid to spawn. Will this also be the case with other NPCs added by mods? Is there a way I can force Brurid to spawn without adding him with the console? Edit: Managed to get him to spawn by adding a second copy of him in the CK but now he's level 50 instead of 25 like he should be. Can someone explain this to me?
  8. Up until now I've played with Requiem but I decided to try out Perma and get more freedom with other mods. I decided to do it the right way and create a merged patch for all my mods. Because I have 230 mods with many conflicts, so I need it. That's where the problem started. Many of my NPCs now had dark faces or a totally botched appearance. The reason for this is that the merged patch now handles the NPC data, but the Facegen files is located in a folder with the name of the original mod. To get the right face, the facegen data must be located in a folder with THE SAME NAME as THE LAST MOD that made changes to the NPC. Am I right? So after I've run PaMa, the facegen files must be in a folder called Patchus Maximus, or the game won't be able to find them. Requiem handles this in an elegant fashion by letting you add visual overhauls to a textfile and then the patcher takes care of the rest, but other patchers doesn't come with this luxury. Note that this is a Mod Organizer issue, and the creator of TES5Edit doesn't use it for some reason. The only solution I've found for this is to copy the facegen files from ALL my NPC mods(even if they aren't vanilla) and put them in a new folder under meshes\actors\character\facegen\facegeom\Perkus Maximus and textures in textures\actors\character\facegen\facegeom\Perkus Maximus. I could create a new mod for that or put them in overwrite. It matters little and it should theoretically work. I've also found this solution: https://www.reddit.com/r/skyrimmods/comments/2m3041/guide_avoiding_facegen_bug_when_using_merge/. Basically he tells you to merge all your NPC mods, outside of MO, into the same archive under a new name, but I don't see how that will solve the problem if he doesn't rename the facegen folders(and it's even more work than my method). He also makes a terrible example of using armor mods as they don't work the same way. So what I'm wondering is if my method is legit, or if there is a better/smoother solution?
  9. That's strange since it has to be set to 256 according to the STEP guide. Anyway, I've managed to fix it now. Installed SKSE scripts to MO and put the ini file into that mod folder. The game seem to recognize it now.
  10. SKSE has been working fine but all of a sudden I'm getting this warning when starting the game about SKSE memory patch not being actived. I've tried the suggestions in the message but it only leads to more crashes than before, and adding forcesteamloader(no idea what it does) to the executable didn't help. I'm running SKSE through Mod Manager like I should and I can't figure out what is wrong. My SKSE ini looks like this: [Display] iTintTextureResolution=2048 [General] ClearInvalidRegistrations=1 EnableDiagnostics=1 [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 The ini is located in Skyrim/Data/SKSE and the SKSE files are in the Skyrim root folder.
  11. I'm usually playing with Requiem, because I like the immersion and realism it brings. But since I'm a bit tired of Requiem's incompatibility with other mods, I'm gonna try a setup that gives me a little more modding freedom. I'm going to include these mods for difficulty, enemies and combat: Morrowloot Scarcity Deadly Wenches (I know it's not immersive, but they are sexy xD ) Hateful Wenches Forgotten Wenches OBIS Immersive Creatures Revenge of the Enemies ERSO Enhanced Fauna and Monsters Deadly Dragons Combat Evolved Ultimate Combat PermaZones For perk mods I'm considering either Perma or Ordinator, but I have very limited experience with anything else than Requiem, so I'm unsure what to pick. I want a mod that strikes a good balance between balance and interesting gameplay. Perma seems to have the balance and I agree with the modder's view on RPGs, but its patcher is a bit clumsy, and I seriously doubt if enemies react differently to the different damage types introduced. Skeletons being affected by bleed damage? Lol. Ordinator seems more like vanilla but with more powerful perks at first glance (The damage bonuses seem a bit OP). It adds some interesting game mechanics though, and gives you the option of creating a lot of different playstyles. I'm very divided about this mod. Some perks seem very cool, while some, like doing more damage with a crossbow the further away the enemy is, is just plain unrealistic. With this in mind, which perk mod would work best for the setup I'm currently planning? Which one would give the most interesting gameplay, without being unbalanced? I can change the difficulty slider, but I prefer to avoid it.
  12. Does anyone know where I can get this armor? Edit: Found at http://mitakusaner.blog.fc2.com/blog-entry-1349.html
  13. I want my Skyrim to be an immersive and challenging experience, so I've tried Requiem. It's good for the most part but some enemies are just too powerful, like trolls with instant regeneration(hitting them with fire doesn't help) and steam centurions with 1000+hp(Madanach's men get crushed without help from console commands). I like that my character does higher damage but enemies also hit like a truck and you often get one-shotted, so I'm a bit worried that I won't manage against the tougher enemies, like draugr bosses, vampire bosses and dragons. Dragons are so powerful that you have to stall the main quest until the late 20's somewhere and the game becomes a grind much like an MMO. I don't mind if it takes some time to get there but I got bored from only killing bandits and forsworn until lvl 15 when I finally could take on draugr, but just barely. Then I will have to continue with only draugr until lvl 25 maybe when I can advance to falmer. It's a very linear experience that offers little variation. So I made a new profile with Perkus Maximus, Morrowloot, Revenge of the enemies, Erso Enhanced Fauna, Ultimate Combat, Combat Evolved and Permazones to name a few. Permazones is meant to make dungeons harder by raising the minimum level of enemies and Ulimate Combat increases the overall damage with the hardcore setting. Great I thought. Now my game is almost like Requiem but without the extremely buffed enemies. I go to North Shriekwind Bastion with a lvl 1 character to test it, and kill the first lvl 1 vampire with an iron arrow. The rest of the dungeon is filled with boring lackluster skeletons, so I go to Bloodlet Throne, hoping for something a little more challenging but the hardest enemy is a lvl 20 Vampire Thrall! and the vampires in the same dungeon are lvl 1. The gargoyle is a pushover that dies in two hits. Come on! That's just not fun. It feels like poor game design and none of the mods I installed seem to have any effect, except that you can't just rush in, ignoring all damage like in vanilla. The enemies are still leveled with a few surprises here and there just to mock you and there is nothing wrong with my game. According to what I've read, encounter zones doesn't really do much except make some of the enemies tougher. It's all in the game's mechanics. What I want is a mod setup that makes enemies tougher where they should be tougher, meaning draugr, vampires and dwarven machinery are no pushovers that die from an arrow, but animals like wolves and mudcrabs die from 1-2 hits like they should. Bandits should be lvl 5-20, with bandit bosses being slightly stronger than the average bandit and have better loot. To sum it up, loot should be deleveled and enemies deleveled across the board, not just here and there, but without insanely hard enemies that you have to bring an army to take down. I like playing without a companion but can consider bringing one for certain parts of the game. Is there a setup that can help me achieve this balance with some extent of realism and immersion, or should I grind myself through Requiem in the hopes that I can take on the tougher enemies some day? Is it even possible to kill a dragon priest in that mod without bringing an army or lowering the difficulty?
×
×
  • Create New...