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ArtMurder

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Everything posted by ArtMurder

  1. so you want your women to be armless and jiggly!? O__O and did you make sur eyou installed the XP32 last? I'm pretty sure if you don't install it last those other two mods will overwrite it. I know it supports BB, but I dunno about Deadly mutilation... The author of deadly mutilation kinda vanished from what I heard, so people can't release patches for it and other mods anymore. =[
  2. this is not true... In fact most mods do have a problem with not working with requiem, unless it just does something aesthetic. Requiem touches almost everything in the game, and is probably the mod with the single longest list of incompatibilities on the nexus! lol Not trying to down talk it or anything, I love Requiem, and play styles based around it are very stable BECAUSE of this.
  3. LOD stands for Level of Detail and it refers to distant terrain you see in game, like far off trees and cities. ^_^
  4. Here, I'll give you my L/O so you can get a general idea of a good requiem modset. I personally use Warbugs paper map with the no cursor option and iHUD to disable the compass/crosshair/enemy stats. Also, long last smelters or a similar mod is a most for s smith in requiem, especially if your use RND and Frostfall, it makes going to another city just to smelt some ingots a PAIN and it's dumb that cities like Solitude don't have a smelter when there are bandit camps with smelters! Active Mod Files:
  5. all of the mods I listed are stable and compatible (with the right patches) And Requiem is much harder then SkyRe! More more immersive and realistic too. seach the word 'requiem" for some of the patches and options you will need, I personally use the reweighted potions and "hard times" options. YOu can also greatly mod the difficulty of requim in game, in fact it has about 30~50 things you can turn on/off and turn up/down, including damage delt and dmaage inflicted, I suggest keeping these at the same amount, but you can crank them both up to say, 200%, and battles become super intense as it only takes one or two hits to kill you, but if you block and dodge you can kill 5 enemies in a row without taking a single hit. As long as your aren't fighting the undead... haha! Which reminds me, you might want to avoid combining it with Immersive Creatures if the idea of your gaming being full of insanely powerful undead enemies upsets you. Undead tombs become an endless nightmare of countless horrible horrible enemies, all of which you are pretty much helpless against without being level 35, with specialized silver or fire damage weapons, plenty of heavy armor, and a couple dozen torches. I once tried to run through one, just to snag some item and the end, I was maybe level 9 and was just barely strong enough to even kill the weakest draugr with my giant warhammer. I got all the way to the final chamber, it was maybe, 100 yards across, about 1/10th the length of the entire dungeon. There was probably a total of... 25 druagr in there? including one that looked like the god of death himself that blinded in with the darkness of the room to spring out and 1-hit me with his giant scythe. it was like some kind of nightmare. lol I couldn't imagine actually trying to FIGHT them! I couldn't even run through them!
  6. There aren't really any "mod packs" on the nexus, that's not really how this site works... I can tell you for a hardcore gameplay mechanics, and a totally different feel for skyrim, and combat itself, Requiem is a great overhaul. I can tell you that most mods don't work with Requiem, but the ones that do work very well with it. I personally suggest Frostfall, Immersive Creatures, Immersive Armors, Immersive Weapons, Locational Damage, Dynamic Things, and Revenge of the Enemies for even more insaneness. Some of these needs patches, and all of these together might be to much for you.
  7. Requiem does a pretty good job of making you suck at skills you aren't good at! ^_^ It can prevent you from using them all together unless you have at laast one perk.
  8. I am pretty decent at textures, and can recolor things very well, so I suppose I can be of some help? I am working on the patch for Requiem and Skyrim Redone now, so I can't promise it will be my top priority. lol
  9. I play with Requiem, and I find I suck quite hard quite often. Wonder into a dungeon fill of draugr by accident and your not level 35+? You are about to become some zombie nord's pinata. Requiem has a totally unleveled world, which means enemies levels are static, not dynamically changed to the player's level so that you can always win with enough effort, and it removes the player from the center of the universe, so that nasty enemies like dragons are IMPOSSIBLE to battle at lower levels, but once you are level 50+ and have master the ways of skyrim, you can do battle with them.
  10. A lot of people swear by ENBs, because they do make the game look fantastic... when they work right. I personally don't like them very much, so I will let someone else suggest ENBs, and I'll suggest alternatives. I suggest Ultimate Lighting Overhaul as your SweetFX mod it is very realistic in it's design. To get a very ENB like look with a SweetFX mod is possible, bet hard. Download Climates of Tamriel and Enhanced Lights and FX - These two together alter the lighting of the world to be super realistic and breath takingly well designed. Finally, Dynavision gives the DoF of ENB, I suggest setting it to "static" as this serves to blur our just very distant things, and doesn't have the nasty "snap" visuals of most DoF you find in ENBs. Also, I have a preset for ULO, that makes nights a bit darker, that is designed around these mods. I am actually mostly just linking you this for the screenshots, as it shows all these mentioned mods in action. ULO - Dramatic Cinematic And one last thing, if your shadows bug you, then look into this mod. It's actually an edit to your ini file, not a mod, but it's not to challenging. Improved Skyrim Shadows has many options from low end to high end. For textures I use 2k Textures and Book of Silence. In addition to several other random single off texture replacers that those things miss. Avoid files that are to big if possible, as it can cause memory CTDs. I still sometimes get CTDs from memory issues, but it's always after my game has been running 3+ hours, the lower res your textures are the longer you can play without CTDs. In addition, to help avoid CTDs I suggest getting Safety Load which helps stop infinite loading screens and CTDs on entering big cells. That being said the official HD DLC are very high res, yet not actually THAT great looking, so I suggest avoiding it. ^_^ In addition if you don't download the unoffical patch for it off the nexus you will find some bright purple missing textures in the HD DLC. Removing the HD DLC is kinda tricky actually. You have to delete all the associated files in your Data folder. Then go to Documents/MyGames/Skyrim and open your skyrim.ini, and look for a section that looks like this, but has the HD DLC .bsa's listed, and REMOVE all them from this list so it looks exactly like it does here, then exit and save. If you don't do this, the HD DLC have a bad habit of overwriting any textures you install! [Archive] sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa
  11. Merging them is a very simple task if they have minimal ESPs that barely do anything, just download Wrye Bash and look up a guide on merging esps, you can go nuts merging them together and have waaaaay over 255 mods.
  12. Hmm, I'm having a weird issue with smithing, even though it seems I have SkyRe's first smithing perk set up correctly, and I need the book to get it just like in requiem, I am not getting all the vanilla crafting items I should be getting, all the SkyRe added items are showing up, but not anything vanilla.. It's quite odd.
  13. Currently no, but I am working on a project to add SkyRe's Perk system into Requiem right now actually, it's a pretty massive undertaking as far as patches go though! Here is my WIP thread so you can keep up with my progress. http://forums.nexusmods.com/index.php?/topic/1261650-wip-requiem-redone-skyres-perks-in-requiem/
  14. IO personally avoid any mod that just plops stuff in whiterun, it's very unimmersive and unfun. My favorite followers are not placed in whiterun anyways though.
  15. haha, yeah, a lot of modders with populor mods are probably going to hate me when this is finished! x_x On the bright side only a few mods will actually need totally new patches for the merger, most will only need a patch for Requiem or Skyrim. By the way, I saw you mentioned 'mods with "re" in them' comment in your thread the other day and actually thought about this, because I've been calling it "ReRe" for Requiem Redone. lol
  16. Oh, also, I suggest downloading These modders tools first. BOSS - http://www.nexusmods.com/skyrim/mods/6/? - Load Order Sorting Software - and BUM - http://www.nexusmods.com/skyrim/mods/311/? - BOSS Userlist Manager, to make BOSS sort mods that it doesn't automatically. Wrye Bash - http://www.nexusmods.com/skyrim/mods/1840/? - A very useful program all around to make sure everything in your game is working well and well organized, and can also create a "bashed patch" which allows complex mods to work together smoothly. Even allows you to merge mods easily! TES5Edit - http://www.nexusmods.com/skyrim/mods/25859/? - A more advanced program that allows you to edit mods with ease, you can easily create compatibility patches, cut out parts of mods you don't like, and more!
  17. Legendary Edition should be called "the ultimate modder's addition" as Dawnguard and Dragonborn are actually needed for a lot of really good mods! ^_^
  18. Alright, I am an advent Skyrim modder, but I recently bought Facry 3 on sell on steam, and compared to Farcry 2, which I LOVE farcry 3 is watered down and unfun, the map is hideous to interact with and look at, the way quests works, failing if I walk slightly outside of the quest area is annoying as hell, and the HUD is absolutely atrocious. also, I feel loot is obnoxiously common, even playing on the highest difficulty I am finding $30 and 20 bullets every 30 seconds or so, compared to Farcry 2 this makes surviving child's play. I really don't know anything about the mods for Farcry 3, but I figure there has to be someone out there like me who felt farcry 3 should have been more like farcry 2 xD
  19. I am not sure how well it will work with Immersive Armors, Immersive weapons, and other weapon/armor mods. I INTEND for you to be able to use Reproccer to instantly make any weapons/armor work with this mod though! No promises that it will work that way though. Anything that adds/edits bows needs to be made compatible with requiem or enemies won't use ammo and it can't be broken in combat, and Reproccer doesn't fix that. I would like to see if it's possible to make it do that. lol If not, I can make a simple guide to making the edit in TES5Edit! As of right now, SkyRe is "in charge" of potions, magic, weapons, armor, and the perk trees, anything that specifically mods those areas will need to a patch for SkyRe, anything that mods pretty much ANYTHING ELSE, including leveled lists, enemies, stats, skills, races, standing stones, etc will need a patch for Requiem. NPCs will likely be the hardest to add, as they will need Requiem stats and SkyRe perks to be "properly" balanced. If they are not a combat based NPC, then neither should matter TO much.
  20. Yes, requiem has control over pretty much everythign else, right now SkyRe handles the weapons, armor, potions, alchemy, and the skill trees, Requiem handles pretty much everything else, like health, stamina, stats, skills, races, and the leveling system. Also, requiems features like poison blur, breaking bows, low stamina disarm, and more are all tested and working already, though some things must be disabled, like "cant pick lockpicks without proper perk" as SkyRe does away with the lockpicking tree, though I will do my best to make these features available in the finished patch. ^_^ But yes, sense this is basically a patch for requiem, it will have requiems compatibility problems, with the exception of magic being a lot easier to mod without trouble, do to SkyRe's handling of the magic system. Also, sense this works with the Reproccer, you can use it just like you would in SkyRe to make all weapons and armor compatible. I MAY even look into seeing if I can get it to edit bows in the game to give them the tags they need to work in requiem. In short, it will actually be a bit more mod friendly then requiem, but not near as much as SkyRe. I may also make patches for each of SkyRe's modules so you can replace one with the other at will, but this is a project for after the main patch is completed. ^_^ I do intend to have this be fully compatible with frostfall and the survivalism module right away though!
  21. That's pretty much how requiem's spell system works... you get new spells when you get new perks, can pick from multiple spells when you get said perks, get more powerful ones as you get higher ranked perks, and etc. It's actually quite well thought out. I am even working on a project that combines SkyRe's perk trees with requiem, that should include a feature like this with SkyRe's spells! lol Anyways, to Penderix; Your magic mods are really cool, different, and interesting, but the reason I never actually use them in a playthrough is because they are highly unbalanced. I think your number one priority should be introducing a balanced way to get all the spells, and effective separation of the more powerful from the weaker spells so the more powerful ones are harder to get. being able to spam out ice atronachs back to back at lvl 1 just aint cool bro. Also, making it harder to change between them would feel a bit more balanced, being an ultimate master of all combinations of all elements just feels cheap, finding/working for each one, and then finding out how to combine them and such would make your mod feel TOTALLY epic. I also think you should have more interesting effects for doubling the same elements, for example fire+fire seems to do about, if not exactly the same as just using fire, when I would think it should create some super-fire move. lolMaybe there is some feature in there like this that I missed, as I said I've never really played around with your mods to much, though I did install and try it out for about an hour or two. I understand what you mean. If you don't cheat and get all the tomes you should be limited by your level as to what spells you can by from the vendor. You can't buy master tomes from the vendor unless your skill level for that particular skill is 100 for example. But I will be working on further balance. I don't honestly think balance is that bad. I will be working on improving it though. Maybe it was an older version of the mod I played, because when I loaded the mod up I started with all the spells already in my magic menu. lol You have a couple pretty similar magic mods, so maybe I'm just getting mixed up with another one or something.
  22. That's pretty much how requiem's spell system works... you get new spells when you get new perks, can pick from multiple spells when you get said perks, get more powerful ones as you get higher ranked perks, and etc. It's actually quite well thought out. I am even working on a project that combines SkyRe's perk trees with requiem, that should include a feature like this with SkyRe's spells! lol Anyways, to Penderix; Your magic mods are really cool, different, and interesting, but the reason I never actually use them in a playthrough is because they are highly unbalanced. I think your number one priority should be introducing a balanced way to get all the spells, and effective separation of the more powerful from the weaker spells so the more powerful ones are harder to get. being able to spam out ice atronachs back to back at lvl 1 just aint cool bro. Also, making it harder to change between them would feel a bit more balanced, being an ultimate master of all combinations of all elements just feels cheap, finding/working for each one, and then finding out how to combine them and such would make your mod feel TOTALLY epic. I also think you should have more interesting effects for doubling the same elements, for example fire+fire seems to do about, if not exactly the same as just using fire, when I would think it should create some super-fire move. lolMaybe there is some feature in there like this that I missed, as I said I've never really played around with your mods to much, though I did install and try it out for about an hour or two.
  23. Really, no one is that interest now? xD When I made thread just knocking around the idea a lot of people seemed interest. xP
  24. Giving this a bump, would like to know if anyone even finds this interesting, or if anyone happens to know how to RIG the mannequin to move. lol
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