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xorchan

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Everything posted by xorchan

  1. xorchan

    CBBE

    +1 to elvinkun, CBBE looks so horrendously awful that I'd rather play Vanilla without a nude mod than be forced to see it blemishing my screen. I support progress, but saying it's the next HGEC is utter lunacy. Then again, the majority of users like things that look horrendously awful (see FXAA Injector or ENBSeries for proof), so it would come to no surprise if it did end up that way. Personally, I'd rather wait for the CK and get something nice like HGEC or TYPE3 or all those nice things than jump on a terrible bandwagon now.
  2. Just going to spoil it for you, “Master” difficulty isn't really harder than “Adept”. In fact, there's hardly a difference between “Novice” and “Master”. Don't set your expectations too high, or you'll end up doing a lot of planning only to realize the game is easy as pie. That being said, 1. Doesn't matter, there's no spell effectiveness. The only difference is the enchantment. Robes often have useful enchants like +75% Magicka Regeneration, so it makes sense to use them until your Enchanting is high enough to make decent armor enchantments. 2. No. The only difference is perks like the one in Alteration which gives you extra armor rating if you're wearing all cloth, but other than that there's no real difference. 3. Doesn't matter, just pump Destruction and Restoration. I advise getting Alchemy and Enchanting also, and Smithing is a must-have if you're wearing armor. Fortunately, smithing is easy as pie to level. 4. None that I know of, but it basically sums up to “kill, don't get killed”. 5. No
  3. Yeah, we'll probably get a series of nice combat overhauls like Deadly Reflex for TES4. Some of the changes in that topic (eg. the improved weapon damage and block/dodge requirements) sound nice, but the vast majority sound awful. Having to eat/sleep? No thanks, I can do that in real life if I want to. Perhaps the only change we need is to make armor value much, much less useful (for the player).
  4. That problem is inherent to a post processing mod, in that it has no information about the source scene (oh, the things I could do with a scanner that allowed me to analyze the scene average), there will always be some scenes that are too red or too blue. The “whitepoint” setting is a compromise in that it allows you to adjust the target white point along the Planckian locus: It's not perfect though, and a fine hue specification would require two components. Also, the choice of the source white point (the “Skyrim constant”) is a bit biased towards the blue scenes, with the reasoning being that a slightly red scene will feel more natural than a slightly blue scene, it's also a compromise in this regard. Ideally, the source white point would have to be varied with the scene, or it could be possible to manually vary the source white point along a similar hue distribution curve, but adding a second parameter like this would probably create such a multitude of different compromise solutions that it would be impossible to find a result one is happy with. Finally, every monitor is different, which also affects the results greatly, in addition to the brain perceiving hues differently according to the ambient white point. It is reasoned that a D65 on an assumed sRGB monitor will create a hue the user is, at the very least, familiar with (as it's equal to the 255/255/255 hue on the same monitor), even if the monitor is in fact not sRGB at all - so while the actual hue may be more red than real life, the user will be used to his “more red” monitor. Ps. The mod was deleted by the Nexus staff because the user “nandchan” who had uploaded it was banned. You may still find a copy on his github page.
  5. +1 for this, Master is too easy even without “perfect” weapons/armor, my regularly crafted armor at 100 Smithing is enough to make me take next to no damage from all but dual wielding bandit leaders or other bosses, and my Nord passive + 66% resist fire/lightning enchants make even the hardiest casters easy as pie (and I have a few dozen 30% resist frost/fire/lightning). I would love a mod which makes the game harder than Master, but without changing the mechanics - just adjusting the stats. I've seen a few hardcore mods out there that nerf every aspect of your character, but I'd like to keep the mechanics (sneak, perks etc) untouched.
  6. What error does it get when you launch the game? Perhaps that issue can be resolved.
  7. BOSS categorizes every mod into a certain category, then figures out the correct loading order for you automatically. It also keeps a database of “dirty” mods and mod combinations which conflict with each other. Nexus Mod Manager is just an automated tool for the nexus web site, it doesn't really add an awful lot of logic on its own. It can automatically download and unpack mods for you, and it acts as a front-end for the nexus tracking service to notify you of mod changes. Wrye Bash is without a doubt *the* most powerful out of these, but also the hardest to learn. It is a very complex management program for all TES games, and can be used for everything from installing/uninstalling mods, detecting conflicts, managing and editing your save games, screenshots, working with esp/ems, tweaking aspects of the game directly, .ini tweaking and much more. My recommendation: If you have the time and technological aptitude for it, learn Wrye Bash and never look back. If you just want a quick and dirty solution to automatically install mods for you, use the NMM. I have not used BOSS so I cannot comment on it.
  8. What I was saying is to put the FXAA Injector in the same folder as Skyrim 4GB.
  9. FXAA injector is just a modification of d3d9.dll. As long as the dll is in the same folder as the .exe, it will be used, since the .exe itself looks for the .dll and loads that.
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