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ArtMurder

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Posts posted by ArtMurder

  1. I know, I’ve never seen a mesh deform for any of the static object animations. I don’t have a problem in creating new meshes, just the animating mesh deform part. I’ll do some more experimenting

    well, from what I know a mesh has to be designed to deform. If you tried to open the current sack mesh you'd be left looking into a see through hole, even if you could get the mesh to be deformed right, you would probably have to build a new mesh, or edit the existing one so there is an interior to the sack for your to see when you open it. ^_^
  2.  

    Why you don't use a combination of both mods. You can use seasons of skyrim - winter edition with the CoT patch for the standard CoT (not CoT winter)! :thumbsup: The patch enables the snow weather from CoT everywhere in skyrim :wink:

    well i'm wondering if there's any reason to use the seasons of skyrim winter instead f the climates of tamriel

     

    well, I wasn't aware of the patch he mentioned, but I personally would never NOT use CoT, so if there is a patch for the winter version of Seasons of Skyrim, I would most certainly use it as well if you plan on using Seasons of Skyrim, there is no reason not to.
  3. From what I know, Inconsequential NPCs shouldn't be causing to many problems, as it adds only a few specific NPCs compared to some which add in tons of random spawning NPCs.

     

    I would keep Interesting NPCs if nothing else, it adds a few high quality NPCs, and has basically no effect on FPS/CTDs.

     

    If I personally had to guess Immersive Patrols could be causing some issues, I got CTDs the one time I tried it. Also, it does the same general thing that populated roads/paths/lands does.

     

    Populated Towns and Villages and Populated Lands and Roads Paths are designed to work together, and are made by the same modder. These two are known to be "less then perfect" and can cause problems for some people, though I've never used them.

     

    I can pretty much promise you you will keep having freezes/CTDs/problems of some kind as long as you have this many NPC mods installed, some people get trouble from just installing Immersive Patrols by itself. If you have a REALLY beast computer it can handle more then most people, but to many NPCs is to many NPCs regardless of what your computer is like. xD

  4. uGridsToLoad at 5 and ExteriorCellbuffer at 36 (guess those are default values maybe lowering that bring more exterior stability xD?) anyway guess is just as you say , to many animals may cause constant CTD even if not particular lag or fps drop (thats what was confusing me)

     

    Its strange though is this stress to the game in general limited by skyrim's design even though my computer could be capable of handling it?

     

    no tweak to improve general stress to game? maybe papyrus settings? this how they are atm:

    [Papyrus]
    fUpdateBudgetMS=4
    fExtraTaskletBudgetMS=4
    fPostLoadUpdateTimeMS=2000.0
    iMinMemoryPageSize=256
    iMaxMemoryPageSize=1024
    iMaxAllocatedMemoryBytes=2097152
    bEnableLogging=1
    bEnableTrace=1
    bLoadDebugInformation=1

     

    do NOOOOT touch those two options. lol increasing ugridstoload is a VERY advanced edit that should not be attempted without tons of know how, and unless your game is already EXTREMELY stable, it's one of the single most problematic tweaks you can make to the game. lol also, I think lowering it would butcher the 'pop in rate' of things, they would literally start popping in like, 20 feet from you... Some mods that claim to "fix" this issue have become populor here lately and it's made a lot of less-experienced modders think of trying it, and this is just a bad idea. I've been playing Skyrim since day one, modding for about a year, reinstalled it about 20 different times, and I have never actually successfully edited ugridstoload without getting CTDs every 5 minutes, even with using all of the suggested tweaks and mods available on the nexus that claim to make it stable.

     

    also, papyrus settings should be left at vanilla. I tried a tweak once to increase mine, it did nothing at first, but as time passed it made my scripts start misfiring. =[ Generally, unless you know EXACTLY what you are doing, tweaking the ini is like defusing a bomb, one wrong move and BOOM. I'm not trying to say you aren't a skilled modder or anything, editing inis can just cause lots of CTDs and other issues with the tiniest incorrect edit, and generally if you knew exactly what you were doing, you probably wouldn't be asking me about it! lol

     

     

     

    there is a tweak right in there that can add stability to your outdoor cells. Just add this into your skyrim.ini [General] section

     

    bPreemptivelyUnloadCells=1

     

    it's location in the [General] section probably doesn't matter, but I put it right under "uExterior Cell Buffer=36"

     

    What this does is unloads cells behind you as walk, if your turn around the world will have to pop back into existence like before, but it helps keep your game from CTDing when wondering around outside for a long time. It probably won't fix your specific issue though... As I said, it's probably best to remove some of the mods I suggest one by one until the game stabilizes. ^_^

  5.  

     

     

    I've never had any of those problems with ASIS or Locational Damage. :blink: They are both very stable, high quality mods that go amazingly with Requiem and SkyRe. if you installed them wrong, or simply didn't like the mod itself, that is no reason to suggest people avoid them. Locational Damage makes the game a lot harder, there is no denying that, but it works very well, I have heard some reports of errors like you described, but this is usually caused by mod conflict or a it being installed on top of a TON of other other SUPER script heavy mods, which is just a bad idea... if you install it into a stable install of skyrim with minimal scripts running, it works flawlessly. Also, I'm not even sure where you are getting that idea regarding ASIS, it may not be updated very often, but is still very stable and works very well, and again, only messes up if installed into a very chaotic, script heavy install of skyrim anyways, in these cases it's not the mod that is messing the game up, but the game that is messing the mod up, and that is no reason to suggest people to avoid extreme high quality mods. ^_^

     

    Also, the "unbalanced" aspect of Locational Damage can be EASILY fixed by removing the crosshair with. iHUD Also, I get nailed in the head with arrows pretty often without the NPCs "trying" to, if every NPC in the game AIMED at your head, LD would be totally unplayable, because everything in the game would one hit kill you, because NPCs can be programmed to be FAR better at aiming then a PC could ever be. Just play any random shooter on insane difficulty, every enemy you come across shoots you in the head and one shot kills you.

     

    The point of LD is so that when you do manage to nail an enemy in the head, they don't just keep running at you with an arrow jutting out of their face, something I find dishearteningly unrealistic.

     

    I agree with the fact that they are very well made mods. What I was implying is that there are other mods that accomplish what ASIS does a generally remains stable after hours of gameplay. Unfortunately back in the day when I used about 80 mods including SkyRe and ASIS, I had issues with spawns themselves; they would either spawn and there would be a lot of them, or they didn't spawn at all which was weird. I settled for adding more encounter zones and more NPC's until I discovered UDE.

     

    Concerning LD... two words: custom animations. The havok was different because the body moved different and attacked differently so I could never land a location bonus. This was when I used PCEA. Also, it was weird but when I loaded a save game, I would just die after 2 seconds. I know the fix was to enable immortal mode and even then, my character stayed in the "death cam" state so I couldn't see what I was doing at all. Unfortunately the mod caused more problems for me then it was worth but I found worthy alternatives. Also I never use script heavy mods at the same time anymore such as footprints and PTAI. I stopped using wet and cold until it was more stable.

     

    I've never had a problem using ASIS for perks, potions and spells alongside SkyRe and in fact find the combination on Master a great challenge even after level 50 (provided you don't godmode yourself and give 10 perks/level with the Uncapper or something ridiculous).

     

    I genuinely hate it when people call SkyRe 'easy'. It certainly has a gentler learning curve than Requiem, but it's only easy in the general sense if you want it to be.

     

    And there aren't any 'problems' with it. The creator isn't updating it because he considers this version final. Modders aren't trying to 'fix it' other than maybe to make it compatible with this mod or that, but that's doubly true of Requiem.

    I assume you are talking about SkyRe. When I said problems, I meant bugs. The author has realized this and has even linked to other mods that address it or tweak it in some way. There are other issues that need to be addressed, many people say so on the forum. However, I still use SkyRe as it is an excellent mod and adds a lot to the game.

     

    I've been looking for some mods... Now that we're talking about mods to use with skyRE, and I've got your attention, do you know if any of these exist?

     

     

    A mod that adds large battles of forsworn, imperials and stormcloaks. Something to replace Warzones CIVIL unrest, which is unplayable ATM.

    A mod that replaces the "Downed" npc animation (When an essential is "killed") by an Incapacitated or unconscious state. In a "dead" ragdoll position on the ground, but after a bit, said NPC rises back up.

    A mod that only allows you to craft something if you obtain recipes.

    A mod that makes the slow time shout as slow as the "Master of time and space" slow time spell.

    A mod that makes NPCs in town non-hostile. I don't want to see a whole town running after a thief in riften, and such.

     

    I'd be grateful if any of you could give exemples of such mods, thanks :tongue:

     

     

    http://www.nodiatis.com/pub/16.jpg

     

    1. Civil War Overhaul + Immersive Patrols

    2. Death Alternative: Your money or your life does something like this. Also look at Essential Player. Sneak Tools also has a knockout option.

    3. I'm not sure if lorecraft did this or not, I am unsure if any other mod might have done this.

    4. I do not think there is one because I believe that can be done manually without making another small esp.

    5. Try NPC Overhaul, When vampires attack, and Run for your lives. Usually saves a few morons for NPC's from death lol

     

    Well, that is a mod conflict and has nothing to do with the mod itself, and is not a reason to suggest other users to avoid it. it is a very stable mod, and I use animation replacers as well and never have any problems with it. ^_^

     

    Also, if you don't use WryeBash to make a bashed patch with ASIS and any other leveled list mods, you will get a lot of spawn problems! I personally don't blame you for swapping though, as I personally gave up on ASIS do to the "wonkiness" of it's spawns some time ago... The fact that mathematically the ratio of "5 additional spawns" should come out to about 1/250, and yet I get 5 additional spawns about 1/5th of the time, and even with the other 4 options, which all got an even split of happening 1/5th of the time regardless of the options I picked, just made about half of it's options feel like useless ways of making it feel customizable when it's not. With mods like Requiem, spawning 5 additional anything is instant death. XD

  6.  

    I've never had any of those problems with ASIS or Locational Damage. :blink: They are both very stable, high quality mods that go amazingly with Requiem and SkyRe. if you installed them wrong, or simply didn't like the mod itself, that is no reason to suggest people avoid them. Locational Damage makes the game a lot harder, there is no denying that, but it works very well, I have heard some reports of errors like you described, but this is usually caused by mod conflict or a it being installed on top of a TON of other other SUPER script heavy mods, which is just a bad idea... if you install it into a stable install of skyrim with minimal scripts running, it works flawlessly. Also, I'm not even sure where you are getting that idea regarding ASIS, it may not be updated very often, but is still very stable and works very well, and again, only messes up if installed into a very chaotic, script heavy install of skyrim anyways, in these cases it's not the mod that is messing the game up, but the game that is messing the mod up, and that is no reason to suggest people to avoid extreme high quality mods. ^_^

     

    Also, the "unbalanced" aspect of Locational Damage can be EASILY fixed by removing the crosshair with. iHUD Also, I get nailed in the head with arrows pretty often without the NPCs "trying" to, if every NPC in the game AIMED at your head, LD would be totally unplayable, because everything in the game would one hit kill you, because NPCs can be programmed to be FAR better at aiming then a PC could ever be. Just play any random shooter on insane difficulty, every enemy you come across shoots you in the head and one shot kills you.

     

    The point of LD is so that when you do manage to nail an enemy in the head, they don't just keep running at you with an arrow jutting out of their face, something I find dishearteningly unrealistic.

  7.  

     

     

    Yes, use Wrye Bash and make a Bashed Patch, any number of mods that alter cells/leveled lists can work together, make sure the 'leveled list' option is checked, and that no other option you don't want is checked!

     

    Though, your CTDs are coming from sheer number of NPCs, which can cause LOTS of stress, I personally suggest removing about half of these mods, even if you use wryebash;

    Inconsequential Npcs

    Interesting Npcs

    Immersive Patrols

    Populated Towns and Villages

    Populated Lands and Roads Paths

     

    These mods are all great, but using them all together will result in stress-CTDs that can not be avoided.

    Does stress CTD comes with low fps? constant stutterer? or mini freeze? tried em all out with wyre bash , boss , cleaned and patched...average fps 40 , no stutter at all , ram usage around 2gb , no overheat from gpu or cpu and got sudden random ctd by just wandering around (around 5min of stepping outside not on the same spot the ctd)

     

    pd: using latest mod organizer.

     

    They can, but they don't always. Skyrim has a lot of 'ceilings', one of them is an 'NPC ceiling', every NPC in the game fires scripts, has textures, and lots of other stuff constantly, a good way to test it is go into a really populated area and just stand there. If it CTDs after a while, then it's probably the cause, then go to an unpopulated area, and stand there for a while, and if there is no CTD then it pretty much proves it.

     

    Sadly, it is basically impossible to stably use that many NPC mods at once. I usually stick two a max of two NPC mods and one creature mod (like SIC) but it's because I favor stability over tons of stuff in the world. In my opinion, skyrim is suppose to be semi-dead and lifeless. lol But that's just me!

     

    Well the random ctd are only exclusively happening outdoors with or without many npcs , ive been standing with perhaps 3 times the amount of npc on screen and fighting inside of riften and no ctd in comparison to outdoors...

     

    Do you have uGridsToLoad edited? If so, that is a very bad idea if you are using mods that add lots of animals NPC and will cause constant CTDs outdoors. It will also no create any lag or FPS drop at all like you described.

     

    also, when you are outdoors it puts a lot of stress on the game in general, adding in more then a few extra NPCs will cause it to crash, where as you can bein an indoor cell with TONs of NPCs and never get a crash, because the game can focus on the NPCs more.

  8. Things like this exist for a lot of things, but as that sort of animation would be very hard I don't see it happening to soon. You would need to basically build an entirely new mesh from scratch of the opened sack. I think the open barrel animations for SMIM work by making the barrel and the lid two separate meshes, and just moving the lid mesh, but something like this would not be possible with the sack mesh as it would have to involve changing the entire shape and look of the mesh itself.
  9. This is a really great idea in theory and I wish you luck in your personal quest for SkyRequiemRedone and will be interested in seeing the results when/if you post them, but I don't ever see a version that's as well balanced as either of these are on their own (in very different ways obviously), nor do I see either author permitting such a thing after all the work they've poured into creating separate mods that, as it stands, are opposed to one another.

     

    I just feel like you'd have to seriously nerf a lot of SkyRe's perks in order to keep Requiem's feel which just sorta defeats the purpose, doesn't it?

    Well, the thing is when it comes to the perks, a lot of the more "interesting" ones would be safe I would mainly be nerfing perks that make major changes to your stats and such, like i know the heavy armor skill tree has some options that start to make you immune to certain types of weapons and magic, which is just very unrealistic and would clash with requiem a lot. But on the other hand, Ones that just ad interesting things for you to do really won't be touched at all, because the idea behind this is having options to survive, but never being able to have an edge over the world around you.

     

    And if the modders behind these respective mods don't allow me to upload it, then I guess I"ll just have a one of a kind mod for me and my close friends. lol

  10.  

    Yes, use Wrye Bash and make a Bashed Patch, any number of mods that alter cells/leveled lists can work together, make sure the 'leveled list' option is checked, and that no other option you don't want is checked!

     

    Though, your CTDs are coming from sheer number of NPCs, which can cause LOTS of stress, I personally suggest removing about half of these mods, even if you use wryebash;

    Inconsequential Npcs

    Interesting Npcs

    Immersive Patrols

    Populated Towns and Villages

    Populated Lands and Roads Paths

     

    These mods are all great, but using them all together will result in stress-CTDs that can not be avoided.

    Does stress CTD comes with low fps? constant stutterer? or mini freeze? tried em all out with wyre bash , boss , cleaned and patched...average fps 40 , no stutter at all , ram usage around 2gb , no overheat from gpu or cpu and got sudden random ctd by just wandering around (around 5min of stepping outside not on the same spot the ctd)

     

    pd: using latest mod organizer.

     

    They can, but they don't always. Skyrim has a lot of 'ceilings', one of them is an 'NPC ceiling', every NPC in the game fires scripts, has textures, and lots of other stuff constantly, a good way to test it is go into a really populated area and just stand there. If it CTDs after a while, then it's probably the cause, then go to an unpopulated area, and stand there for a while, and if there is no CTD then it pretty much proves it.

     

    Sadly, it is basically impossible to stably use that many NPC mods at once. I usually stick two a max of two NPC mods and one creature mod (like SIC) but it's because I favor stability over tons of stuff in the world. In my opinion, skyrim is suppose to be semi-dead and lifeless. lol But that's just me!

  11. Yes, use Wrye Bash and make a Bashed Patch, any number of mods that alter cells/leveled lists can work together, make sure the 'leveled list' option is checked, and that no other option you don't want is checked!

     

    Though, your CTDs are coming from sheer number of NPCs, which can cause LOTS of stress, I personally suggest removing about half of these mods, even if you use wryebash;

    Inconsequential Npcs

    Interesting Npcs

    Immersive Patrols

    Populated Towns and Villages

    Populated Lands and Roads Paths

     

    These mods are all great, but using them all together will result in stress-CTDs that can not be avoided.

  12. Thanks for the input guys! A few general response points;

     

    I don't just want a "harder" skyre, I have played with skyre for a looong time and I know it very well and how to make it harder, but I have never found a mod that gives the combat and the survival that special feel that requiem has.

     

    I would nerf a lot of SkyRe's perks to stop them from "blowing up" the balance.

     

    This mix of the two would be much more compatible then requiem when it comes to somethings likes spells, and considering requiem makes magic almost useless the magic is one area of it I PERSONALLY won't miss being totally removed, while keeping the melee combat 99% intact. It will however, probably not be modular, since my test for the most part is just Using Requiem's ESP and SkyRe's Main ESP (plus survivalism)

     

    I personally don't think that the users behind these mods would want to even bother with a patch between the two, for one it would be large amounts of effort they could just put into there own mod, and for two, if you've already put that much effort into an overhaul mod you probably don't want to help make a hybrid child between it and different overhaul.

     

     

     

    The main purpose behind this would be to add in SkyRe's "toolbox" to requiem's hardcore atmosphere, while I would make the new perks take the kind of effort it takes in requiem to get them, do to SkyRe's massive variety you no longer HAVE to play a ranger type character, like Requiem pretty much forces you to do. In Requiem, if you don't have at least two of; Archery, Alchemy, Restoration - You have no hope. The idea behind this would be so that no matter what character you want to make, if you put enough effort into it you can make it work.

     

    And while I say using SkyRes perk system, I really just mean using the perks themselves, but done in the same manner as requiems, so you start at 5 of everything, and have to scratch your way up to the useful perks. I will also likely make some edits to the very first perk in each skill so that it has more of the "if you have NO perks in that skill you can't use that skill at all" type thing.... I wish I knew how to add in Requiem's effect of giving spells when you get certain perks, but sadly that is one thing I am totally clueless on.

     

     

     

    Anyways, today I plan on running some more "see how badly these two try and rip each other apart" tests, and if I get a crude patch working I may upload some videos! SO far it seems like getting these two to work together without exploding won't be that hard, balancing them out however, will take some time. I am very OCD, and a stickler for balance, so I hope that I'll be good enough to balance it myself! xP

  13. The eyes look kinda like the ones from the Naruto Overhaul, it adds a lot of really bright colorful "anime style" eyes like that. maybe not those EXACT eyes, but pretty close.

     

    I know the site that is from, and I know that most of the mods featured and used on it are not allowed to be on the nexus, so odds are you won't be able to find the exact mods.

     

    EDIT;, Skyrim Modtype is a Japanese site, so odds are unless you speak Japanese you will not be able to get any help from the uploader of that image! =P

  14. Assume for the sake of this discussion, I can manage to get permission from the two modders behind this to upload something like this, what kind of input can you give on combining these two mods? My basic idea, is to replace Requiem's Perk system with Skyrim Redone's, yet leave pretty much everything else that does not reflect directly to the perk system intact. Keeping in mind since I am a very advent supporter of frostfall, and the survivalism tree is one of the main reasons I am doign this that this will be incorporated, if such a project starts.

     

    I "crudely" slapped the two together with a few tiny edits, and my game didn't explode. lol I got the SkyRe perks, but most everything else looked requiem. I have yet to go into serious editing or play testing, because I want some input before continuing.

  15. Try Skyrim Installation Swapper (though I think it might blow up when used with NMM, I personally use WryeBash instead so I'm not sure)

    http://www.nexusmods.com/skyrim/mods/19034/?

     

    You can try requiem and skyre, and swap between the two, and have totally separate save files, inis, textures, pretty much anything, and swapping them is as simple as clicking a button and waiting (it can take a while if you have a lot of HQ textures and stuff) And I personally wouldn't add new magic mods to requim besides midas magic, because requiem changes magic so much, you get spells differently, you use them differently, it's so... different. Midas magic is very different as well, and needing a gold ingot for every spell is pretty balanced, though you can forge a gold ingot with 200 gold pieces, but I am pretty sure it removes the transmute spell which lets you turn your 50 iron ingots into a ton of alteration EXP and gold ingots! XD

     

    I personally say, if you are torn, SkyRe may be your better choice. I like Requiem a lot better myself, because the balance is so... 'beautiful' lol so much effort went into making everything feel fair, balanced, and insanely hard. SkyRe is deeply costumizable, and you can get your exactly experience with enough effort, but I reinstalled it probably 8 times before I found one I like enough to stick with it. SkyRe is a lot more "do it yourself, and fix your own problems" and Requiem is a lot more "plug and play" I just got tired of dealing with problems and weirdness, and requiem has basically zero glitches, abnormalities, or missed issues. Every aspect is crafted to fit with every other. Which is why nothing is compatible with it, unless it just adds more variety to it. lol I can say, you can't really ever make one feel like the other. You can make SkyRe hard AS requiem, but it won't feel ANYTHING like it. You can't really make Requiem feel anything like SkyRe either. XD

     

    I've actually been knocking an idea around, about trying to move SkyRe's perk system into Requiem's game design (sense the actually perks themselves for Requiem aren't that interesting) Though the work that would need to go into that sounds insane, and I doubt that the modders behind the two biggest rival overhauls would be super keen on them being sploshed together by an amateur. XD!

  16.  

    oh, that's cool, it's been like, a year since it's been updated so I just got use to telling people that. lol I'll have to check it out.

     

    It's not about being a "purist" in the slightest, it's about knowing what you want to fix before you try and fix it. All the problems you mentioned are very legitimate problems, and if you hadn't played the game, you wouldn't know what to fix.

     

    If you don't play vanilla skyrim, you have no frame of reference for modding, this is why I suggest playing through vanilla skyrim first, instead of picking mods totally and random without any clue of what you like or don't likw about the vanilla game, and what does and doesn't need to be changed. Outside of things like SkyUI, the USKP, and maybe a few simple mods like Frostfall Imersive creatures/armors/weapons, and RND that add tons to the game without changing or removing anything about the vanilla game, I think it's pretty silly to just install mods blindly before playing the game. It's like, making changes to a cake's recipe before you ever try the cake. Yes, the cake is so much better once you make the changes to it the packaged version is totally obsolete, but odds are if you try changing it before you try the packaged version the result could be much worse then the pre-packaged version, leaving in some of the faults, adding in new ones, and having no idea what is modded and what's not is just a general unpleasant experience, it has nothing to do with "purism" at all. I like my game to feel generally pretty lore friendly, but I am by no means a "purist", just look at the mods I've uploaded if you don't believe me, i don't think any of them could be consider remotely "purist" mods. lol

    Heh, I only know because when I came back to Skyrim I had just gotten done testing the other two and then realized UFO had gotten an update while I was doing that. I was a bit peeved to be honest because it meant more testing, LOL.

     

    I think you and I actually share a similar philosophy from the way you've explained it here. I don't think it's necessarily a bad idea, particularly when you're new to both the game AND modding, to be a bit conservative. I would not start off with a crafting overhaul or anything like that in my first playthrough, but I agree that immersion mods are solid choices for a first playthrough (I too prefer lore-friendly, minus my sparkle-lips for my orc gals LOL)

     

     

    I don't get purists who suggest that the game is somehow better vanilla, or should be tried vanilla. While there are certainly things you won't know you dislike until you play, just looking at screenshots is enough to know whether you feel your game will be improved by a lot of mods, or reading the description. I mean, did I need to experience vanilla to have known that I'd love to see NPCs put on hoods in the rain/seek shelter in bad weather? Nope. Did I need to experience vanilla Skyrim to know that pitiful farmer NPCs look stupid fighting dragons instead of running? Nope. That I wanted better hairstyles? Nope, not past the character creation screen anyways.

     

    As someone who has a lot of patience and who had gotten experience modding Oblivion, I would absolutely have modded my game up before playing the first time if I'd had that option. I also just know some people aren't that confident about installing mods or are simply too impatient to start playing, and that's fine too -- so that's why when you asked me if you should mod, I said, "It depends.". But my personal opinion is mod your first playthrough, even if you do so conservatively. I've enjoyed my subsequent ones SO much more when mods were available.

    Yeah, it's not about being a purist. I LIKE the stock game. And I wanted to be sure I knew it inside and out before I started adding a bunch of mods with no real idea what they do. Even simple aesthetic mods like you mentioned often have little quests or changes to add the new armors to the game.

     

    Like I tried to say the first time, adding mods for me wasn't about changing Skyrim, it was about adding to it.

     

    I honestly can't think of too many aesthetic mods that add quests. I'm not saying they're not out there, but 99% of the ones I've considered (I don't actually use very many) just add armor to crafting tables or occasionally stick them in a box somewhere to pick up. Good ones like Winter is Coming pop them into loot tables seamlessly. (Black Sacrament armor being an exception, it does have a quest.) Lighting/weather mods don't add quests, houses the most "quest" you get is picking up a key somewhere or buying the lease. I'm just not seeing your objection, based on that. Nobody's advocating "adding a bunch of mods with no real idea what they do." I know very well what a mod like Wet and Cold will do, and all it changes is to make NPCs act more like real people. Again, I don't need to play vanilla to know I'll like that better, or somehow dislike vanilla Skyrim to want to change that.

     

    I'm all for adding to Skyrim, just bought the DLCs and while I haven't done the official quests I'm enjoying the random vampire attacks etc. and look forward to starting them soon.

     

    I feel like maybe we're talking about different things. I'm not saying overhaul magic, crafting, dragon combat, difficulty, archery etc. right when you start off. Those I'd agree you DO need to experience some vanilla to know what you find lacking. But adding craftable armor? Yeah, don't need to have seen vanilla for that.

     

    Yeah, anything overhauls aren't that great in a first play through, I mean, why overhaul something till you know you don't like it? XD

     

    Though Frostfall is technically an overhaul type mod, I guess I just have a bias fondness for frostfall! I have recently! I couldn't and wouldn't ever consider playing without it! I recently fell in love with "Dynamic Things", allowing me to actually wack trees with my axe to gather wood! XD

  17. Wow, thanks for that amazing answer! :D

    Some of the mods you listed were already on my must get list.

    I have further questions about mod compatibility with requiem.

    Do spell mods work with requiem? Is there a mod that adds the great variety of new weapon types in skyRE's perk system to requiem? Can I use mods like Amazing follower tweaks, Convenient horses, Duel combat realism, Trade and Barter, mods that change the leveled list in some way, and crafting mods like melt down everything or deadly mutilation?

     

    At the end of the day I just want more and MORE content, but still with hardcore difficulty. Thanks :tongue:

     

     

     

    http://www.nodiatis.com/pub/16.jpg

     

    most of the weapons in SkyRe are already in Requiem, or can be added in through Immersive Weapons (which is the source of SkyRes new weapons if I am not mistaken)

     

    Also, I don't think magic mods work that well with requiem, it totally redoes how magic works to the core, most spells are change drastically, even down to how you cast them, for example a healing spell doesn't heal you actively while you hold it down, but instead heals you slowly over time while active, and reduces your incoming damage slightly (I think, it does something like that) Mostly, it makes it so you can't spam spells in battle, it makes a "pure mage" character very hard, however... For the most part, if you avoid spells that add powerful attack based spells, you might be alright, really all you can do is do a test a run and if they feel to broken then don't use them. ^_^ I think some, like Midas Magic, should be somewhat fair.

     

    Also, I personally find requiems "patch and forget" method of adding mods, as oppose to SkyRe's dynamically creating a new patch anytime you do anything more convenient. Requiem will never be as widely compatible with mods as SkyRe, it's just how it is. ^_^

     

    I do have to say, ESRO does add a lot to SkyRe, but it just makes it feel more like "Every enemy is GOD" I made an install absed around the two of them, and it took me two hours to kill the first dragon I encountered. lol Requiem is not about just making the game hard as hell. If you do want hard as hell, SkyRe + ESRO maximum difficulty options + Locational Damage on legendary difficult is probably the single most insanely difficult mod set up imaginable, but having to spend 20 minutes to kill two bandits is just not my idea of what "enjoyable hard" should be. =[ Requiem is hard, but 90% of battles are over in seconds, so even if you do a dozen times, it's not tedious. Better two die and have to repeat 30 seconds a dozen times then die and repeat 30 minutes 4-5 times! XD Just my opinion though, I hate having to redo stuff over and over.

  18. It depends largely on what kind of games you like and what kind of mods you like. I use a program for multiple skyrim installs, and have one of both requiem and SkyRe running, and I can give you a few pointers.

     

    Requiem is more of "specialist" overhaul, it limits the choices you can make in the game through sheer challenge, if you want to survive in skyrim you have to learn the ways of skyrim and adapt to it. SkyRe is the exact opposite, it's all about choices, and adapting the entire game around you and your choices. You can do almost anything in SkyRe and always manage to have an edge on any enemy you fight at any level in the game. Requiem is nothing like this, if you make bad choices, the game will punish the hell out of you for them, and if you fight the wrong enemy with the wrong gear at the wrong level, you has literally impossible odds. But Requiem has this beautiful reward system, not anything direct and AMAZING, but it has this simple realistic way of rewarding you for your hard work, if you put a lot of effort into a skill that doesn't help you much at the start, it can pay you back by being super helpful late in the game. In addition the raw powers of weapons and armor plays far more into the game. In SkyRe, almost all weapons and armor feel identical, they are all very balanced, and no matter what class of weapon or armor you pick, with the right perks you can get your characters stats up to be very similar. In Requiem having a great set of armor can give you an edge over most any other human enemy, and having a great weapon can give you insane damage output, as long as you have the one perk in the perk tree.

     

    Requiem and SkyRe have vastly different ways of doing the perks as well. Requiem basically prevents you from using a skill unless you put at least one perk into a skill tree, it also starts all your skills that your race isn't specialized in at 5 instead of 15. It does have a great system of balancing this though. You start with no spells at all, but one you get a perk in a spell skill tree, it gives you a spell(s) with the perk atomically. It also gives you 3 perk points at the start of the game, instead of starting you with none, so you can pick which skills you wan to start with. SkyRe is basically a candy store, it has TONS of crazy, weird, useful, and overpowered perks for you to choose form in every single skill tree, no matter what you do you can't miss. Every other perk gives you some near-game breaking ability that's fun as hell to use. Though the result of this is, unless you totally avoid getting any game breaking perks at all, by 8 hours into the game on legendary, you are level 30 and can kill anything in the entire game without much trouble at all.

     

    As for modding, SkyRe is very customizable and highly compatible with a lot of mods, it's patching system Reproccer says it can patch any weapon or armor to fit the game, but the result ends up usually being overpowered or underpowered, and rarely feels balanced with the game, though as I said, a few armor poitns actually means very little at all in skyre anyways.

     

    Requiem is again, the total opposite. It's very set in it's ways, it's not modular at all, and despite being very costumizable through it's in game menu is incompatible with a LOT of mods. Basically any mod that adds/edits anything that plays a physical part in the gameplay itself. If it adds edits NPCs/armor/weapons/combat/almost anything it will clash because requiem edits almost EVERYTHING in the entire game. However, some of the mods that go best with requiem are compatible or have a patch, so in the end you only NEED a few mods anyways. The result of this is a MUCH more stable game, in nearly 10 hours of gameplay on my most recent character I only ever had one crash while actually playing, and it was after Skyrim had been on for like, 4-5 hours straight.

     

    Some highlights of mods you can use with Requiem

    Immersive Creatures, Immersive Weapons, Immersive Armor - these three mods all have patches for requiem, and add a ton to the game, and in the case of SIC, adding additional difficulty.

    Frostfall, Realistic Needs and Diseases, Dynamic Stuff - This lot overhaul the feel of the world. Frostfall and RND make the world feel harsh and unforgiving, and really go well with Requiem's ultra realistic way of handling everything else int he world (in fact, requiem feels a bit dry without these two) Dynamic Stuff does a lot of fun little changes that make the world feel more alive, one of the best being it make sit so training dummies and targets can give you a modifiable amount of EXP, which is a GREAT for low levels in requiem. It does a lot of other stuff which goes WONDERFULLY with frostfall, like dynamically cutting down trees and bushes for firewood! It also makes a lot of things that should be containers in the game actually containers, like barrels, creates, woodpiles, and more.

    iHUD, warburgs map(no player marker option) and Locational Damage - These two may seem randomly slapped together, but they aren't really. Warburgs map has such a rustic realistic feel to it, and if you take off the player marker is very immersive and adds tons to the feel of requiem. Combine this with iHUD to disable the compass and crosshairs and suddenly "adventuring" takes on a whole new meaning. Lastly, Locational Damage makes combat way quicker in the game by making hitting certian body parts do certian things, shooting someone in the head with an arrow for example, will probably kill them. Shooting someone in the foot probably won't, but they won't be getting away from youa s fast. But it unbalances things a little, since you can aim at enemies and they don't have any clue how to aim at certain parts of you. iHUD fixes that with the disabled crosshair, now you have to guess about your shot just as much as your enemies!

     

    Also, I recently made a beta patch for Organized Bandits In Skyrim and Requiem, these two go well together too!

     

    Other then that, visual, aesthetic mods, lighting and weather mods all are 100% compatible with requiem. I personally use Climates of Tamriel, Supreme Storms, Enhanced Lighting and FX, Ultimate Lighting Overhaul, and Minty's Lighting for the atmosphere, combined with Dynavision to blur out the distance so I don't have the mess with any of those glitch methods of improving distant terrain (though I do swear by that distant animate waterfalls mod!)I also use AMBs book of silence, and 2k textures. This has nothing to do with requiem, but I find a super realistic looking world that's as stable as requiem itself is helps to compliment the world beautifully.

  19. I remember a mod for oblivion, called something like "heaven and hell". It was very awesome, when you died, you either appear in this beautiful island, which had a gate that let you back to the imperial city, or you would just appear a plane of oblivion if your character had a very hi infamy, and you would have to fight your way out to appear back in the world.

     

    I find something like this would be awesome, rather then "dead is dead" because of the mods I like I die a LOT, if I did "dead is dead" I would have to basically play a merchant character to not die, and just never ever fight.

  20. I really don't think you can get easily get what you are going for with SkyRe, it is to close to the original game to be "truly" masochistic, no matter what you add into the game, SkyRe is a gamers toolbox, which, while fun, means that no matter what challenge you face SkyRe has a fun little solution to make it not challenging anymore. While some players like this, I like it when game worlds don't revolve around the player, changing dynamically toy our skills and levels, which WTF attempts to fix for skyre, but the result is more of "f*** you dice" then a true decentralization of the world.

     

    Let me give you an idea of my current build.

     

    Requiem is the base instead of SkyRe, now requiem is my choice because it unlevels the world, certain groups of enemies are always, and will always be in certain general level areas. if you fight a group of bandits at level 6 and have moderate trouble taking them out, you should not have the exact same amount of trouble taking out a very similar group of bandits at level 30. Also, a draugr that proves to be almost impossible to kill at level 30 should not even be physically possible to fight at level 6. Requiem works under this concept, certain enemies are a certain way and you can expect them to always be that certain way, rather then changing randomly or scaling with your level. In addition to this, it "humbles" everything in the game, and adds a gritty realism to it. if you walk around with no armor, you will get one hit kill with almost any weapon in the game, if you hold up a shield you can block almost any weapon in the game, you have to think about things very realistically. If you put yourself in your characters shoes, if you were level 3, just fresh off the boat in skyrim with some crappy iron armor you clobbered together literally out of pots and clothes irons, do you really want to try your luck fighting a troll? Or worse, a dark dungeon full of ancient, unfeeling walking corpses covered in heavy armor? Requiem also balances combat, almost any two human enemies can kill one another given the right chance, it's purely armor, weapons, and skill that decide who wins, not obnoxious levels or dumping tons of perk points into one weapon skill. IN addition, health potions are kind of like how you describe, you can't spam them in combat, since they do not heal you all at once, but instead activate a passive healing bonus that heals you slowly over time and does not stack with other health potions, so if you drink two back to back, you just waste one.

     

    To add to this I use Immersive creatures, Immersive Armors, and Immersive Weapons, these not only add in a lot of variety to the game, they increase the difficulty, in some cases just uping the chances of enemies having some nasty gear, or in the case of SIC, adding in tons of powerful enemies with new and unexpected features.

     

    I also use Frostfall and Realistic Needs and Diseases, these two make the world of skyrim feel like an enemy itself, and making traveling all that much harder.

     

    The final mod I use is the ultimate compliment to Requiem, Locational Damage. it makes it so that where you hit an enemy not only changes the damage, but can apply certain short term effects. For example, shooting someone in the head with an arrow can always result in a kill shot, but hitting someone in the ankle with one may not be a kill shot, but will lower the speed considerably. Due to Requiem making stamina the fuel of battle, making the battles WAY shorter makes it feel more balanced. it's fair to use up a third of your stamina in one swing if that one swing will probably kill the enemy if you plant it in there fast or chest like a pro. I also play with my crosshair disabled, as it's unfair that you can aim at your enemies with precision and they don't aim at all. lol

  21.  

     

    I would definitly use all Amidianborn armor retextures, SkyUI, SKSE, all unoficial patches (for the ones you have: Skyrim, heartfire, high resolution, dawnguard, dragonborn), Static Mesh Improvement mod (trust me, this mod makes a HUGE difference), UFO (ultimate follower overhaul) and convenient horses.

     

    All these mods are super lore-friendly, and they make the game a lot more enjoyable.

    I agree

     

    Except I would avoid UFO at all costs, and I don't get why people still suggest it. It's badly outdated

     

    UFO just got an update at the end of November. That said, having tried it, EFF and AFT, I much prefer AFT and it seems to be compatible with more of the mod companions right out of the box.

     

    I know you posted in my thread too OP but my two coppers as someone who played Skyrim when about the only mods available were some face retextures and a mod to make the stupid dogs not bark every 3 seconds (and bless whoever made THAT), I didn't come close to finishing even the main story because things were buggy, clunky and not that pretty. Horses were so much of a pain I bought one and then never used it, companions would randomly disappear and wouldn't even be where their "home' supposedly was, they blundered through traps and died all the time etc.

     

    I don't get purists who suggest that the game is somehow better vanilla, or should be tried vanilla. While there are certainly things you won't know you dislike until you play, just looking at screenshots is enough to know whether you feel your game will be improved by a lot of mods, or reading the description. I mean, did I need to experience vanilla to have known that I'd love to see NPCs put on hoods in the rain/seek shelter in bad weather? Nope. Did I need to experience vanilla Skyrim to know that pitiful farmer NPCs look stupid fighting dragons instead of running? Nope. That I wanted better hairstyles? Nope, not past the character creation screen anyways.

     

    As someone who has a lot of patience and who had gotten experience modding Oblivion, I would absolutely have modded my game up before playing the first time if I'd had that option. I also just know some people aren't that confident about installing mods or are simply too impatient to start playing, and that's fine too -- so that's why when you asked me if you should mod, I said, "It depends.". But my personal opinion is mod your first playthrough, even if you do so conservatively. I've enjoyed my subsequent ones SO much more when mods were available.

     

    oh, that's cool, it's been like, a year since it's been updated so I just got use to telling people that. lol I'll have to check it out.

     

    It's not about being a "purist" in the slightest, it's about knowing what you want to fix before you try and fix it. All the problems you mentioned are very legitimate problems, and if you hadn't played the game, you wouldn't know what to fix.

     

    If you don't play vanilla skyrim, you have no frame of reference for modding, this is why I suggest playing through vanilla skyrim first, instead of picking mods totally and random without any clue of what you like or don't likw about the vanilla game, and what does and doesn't need to be changed. Outside of things like SkyUI, the USKP, and maybe a few simple mods like Frostfall Imersive creatures/armors/weapons, and RND that add tons to the game without changing or removing anything about the vanilla game, I think it's pretty silly to just install mods blindly before playing the game. It's like, making changes to a cake's recipe before you ever try the cake. Yes, the cake is so much better once you make the changes to it the packaged version is totally obsolete, but odds are if you try changing it before you try the packaged version the result could be much worse then the pre-packaged version, leaving in some of the faults, adding in new ones, and having no idea what is modded and what's not is just a general unpleasant experience, it has nothing to do with "purism" at all. I like my game to feel generally pretty lore friendly, but I am by no means a "purist", just look at the mods I've uploaded if you don't believe me, i don't think any of them could be consider remotely "purist" mods. lol

  22. I would definitly use all Amidianborn armor retextures, SkyUI, SKSE, all unoficial patches (for the ones you have: Skyrim, heartfire, high resolution, dawnguard, dragonborn), Static Mesh Improvement mod (trust me, this mod makes a HUGE difference), UFO (ultimate follower overhaul) and convenient horses.

     

    All these mods are super lore-friendly, and they make the game a lot more enjoyable.

    I agree

     

    Except I would avoid UFO at all costs, and I don't get why people still suggest it. It's badly outdated, and even installed with no other mods causes a lot of glitches do to it being incompatible with the newest skyrim official patch, the modder who created it abandoned it, so despite it being an AMAZING mod it's not one you want to download, considering there are better alternatives available that do not conflict with the most recent skyrim update, like Amazing Follower Tweaks.

     

    I also suggest the mod Tamriel Reloaded if you have a low end computer, and/or 2k textures if you have a better computer. I use all AMB textures, Tamriel Reloaded, overwritten by 2k textures lite (this allows TR to still add in it's really great looking grass and stuff, I personally only like the building/road textures and the grass textures for it)

     

    EDIT; also, I do not suggest installing SKSE until you install a mod that needs it. A LOT of mods do need it, but there is no need to install it if there is, well, no need to install it lol it does nothing on it's own, and likely will cause no problems if you do, but it is a bit more complicated then a run of the mill mod to install, as you have to go offsite to download it, and install it differently the normal mods.

  23. Hello fellow Nexus users, I was wondering if anyone knows of a mod that allows you to blend in eith certain factions if your wearing their armour/clothing? If you don't understand. I mean a mod that makes groups/factions such as the Forsworn act friendly towards you if you're wearing Forsworn gear. I'm sure such a mod would exist at this point, I just have trouble finding it.

     

    If anyone can direct me to any such mod, it would be much appreciated.

    Skyrim Redone and Requiem both have perks that let you do this in the speech skill tree as well, if I am correct.
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