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TheMalazan

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  1. The problem is synergy between these different mods. In the example above, I had no choice but to let two followers do the heavy lifting while I stayed in the back and conjured Dremora Lords, etc. I can't really blame mod authors as there's no way they can realistically make different versions that play nice with other combat mods. However, several of them could incorporate MCM menus that allow tweaking their settings (eg, OBIS and Hateful Wenches). Today, though, I had to cheat a bit as I had a high level Lich spawn through Skyrim Immersive Creatures, which wouldn't have been so bad by itself, but when Know Your Enemy applied its resistances, two followers, me and the Conjured Dremora could not budge the Lich's health. So after 10 minutes of throwing all kinds of stuff at it and seeing messages such as 'Lich resists this' and 'Lich resists that' I got tired of it. The only way I'll use KYE next time is 1) any accompanying mod has an MCM that can be tweaked; or 2) I spend some time in SSEEdit and tweak the values on my own.
  2. For the sake of discussion... Using Combat Evolved with HLE-SIC can seriously damage your health. Don't get me wrong, I endorse both mods and will continue to use them in each playthrough, but there are situations where the two work in tandem to crush you like a bug in a rug. Case in point: I enter South Shriekwind Bastion and encounter a Volkihar Master Vampire, level 75, which More Informative Console reveals has been modded by HLE-SIC. Reviewing those records reveals he has a base damage multiplier of 3 *and* a custom perk applied that gives another 300% damage multiplier to the Thunderbolt spell. With CE installed the base damage has another 50% increase, so for you math heads to chew on, I'm guessing that's about 1000 - 1100 in damage (I admit my math could be way off). On my side of the equation I have health of 670, wear three armor components enchanted with Resist Shock (all in the low 40's) and last but not least, a potion in effect that grants 50% resistance to shock. Despite those stats, it's one shot of Thunderbolt from the vampire and I'm toast. The math shouldn't add up to me being smoked with one strike, nevertheless, that's what happens. Of course there are other factors at play such as overall game difficulty which is currently on Master Level which doubles damage taken so maybe it does add up. But for anyone complaining that the game is too easy, throw those two together along with OBIS, Immersive Wenches and the accompanying Wenches mods and you'll get smacked around worse than Curly on the Three Stooges.
  3. And again...as simple as I can state it: captcha requests are not solely based on cookies or so-called privacy settings. That's a fact.
  4. And you're daft if you think I haven't already attempted this on multiple occasions. The problem is with v2 and whether or not Google slaps an IP with what it sometimes describes as questionable traffic. I went the past year having to enter a reCaptcha request on the Nexus maybe once or twice/month. Now, however, it's every time. Nothing, as is nada, has changed on my end. If Nexus went to version 3 it's likely this wouldn't happen as it runs a java api. But if you think this problem is only user side, then you have obviously not spent 30 seconds doing a google search which results in hundreds and hundreds of complaints across the past few years about this problem. If this is the best you can do...try harder.
  5. (Not surprised to find this large thread devoted to this troublesome issue.) As someone who both builds websites and is a Premium member (for years), I find these incessant reCaptcha requests to be way over the top. Same browser, same machine, same IP should not result in verifying several pictures every time I log in. In reality, Google is simply using your site as a distributed learning node for their neural network. There are other alternatives.
  6. Greetings. Summary: looking for most efficient way to have a custom follower cast a spell or shout. After spending some time looking at various follower mods and reading posts and tutorials, I am still trying to wrap my head around which method may be best (best = cleanest, simplest, script-free, smallest footprint) to have a custom follower cast a spell and/or shout. In this example I want to have a follower that will buff the team upon entering combat. 1. Create a base quest for the follower. 2. Create a package linked to the owner quest. 3. In the package have a condition to monitor for the function: GetCombatState to be run on Subject 4. Have a custom shout attached to the package. 5. Have a spell(s) attached to each word of the shout. For example, when combat is entered, the follower will perform the shout which results in Call To Arms (CallToArmsFortifyHealth100 "Fortify Health", CallToArmsFortifyStamina100 "Fortify Stamina", CallToArmsFortifyArchery100 "Archery") being given to the player and all followers. Do I need all those steps, though? Can I bypass #1 and/or #2 (for example: can I attach the condition and function to the shout and/or spells directly and bypass the quest and/or package)? I know some mods such as Toccata have a fairly complex script system to check and cast spells, but I'd like to stay away from that if possible. Regardless, thanks for taking the time to read. Any insight and opinion is appreciated.
  7. (A periodic repost offering my services) Can assist mod authors and producers with audio content. Can master, filter and balance Voice Acting audio files. Can provide coaching and feedback for voice actors. There are some well-done, quality VA in a few mods. There are also mods which should never been released in their current state. Take pride in how your audio is produced. Send a PM if you think I can assist. Happy to help as best I can.
  8. Summary: Attempting to load any save after my initial visit to Solitude results in CTD The story... :wallbash: I've been modding this game for years and consider myself knowledgeable enough to contribute assistance on several mod pages. I'd rather be writing about the glowing success I had with engineering an XL playlist than communicating my failure, but maybe someone will benefit from my experience. I spent ~3-4 weeks putting together a list of 650+ mods with a total of 336 plugins, my intent being to use this playlist for a few months. Every plugin examined and cleaned (if necessary) with SSEEdit. Every plugin checked for conflicts and custom overrides made for values I wanted to carry forward. Custom navmesh edits made to resolve issues between mods. Hours of testing and checking for problems. Once satisfied, I christened the vessel and set sail. Everything was smooth as silk. No mods were deleted or added. No changes in load order. Regular checks with ReSaver revealed not one problem. No broken quests. No problems with DynDOLOD or ENB. No problems with levelled lists or my bashed patch. After ~ 40 hours of gameplay, I decided to follow a questline which took me to Solitude for my first visit. In the city I went. Watched the execution, dropped by the Winking Skeever, talked to a quest target, headed to the Blue Palace, picked up two quests, fought a vampire that appeared in the streets, exited the gate and went about my business. Didn't see any problems while in the city. So imagine my surprise when I attempted to open save the next day. After a few seconds of typical floating menu tidbits, CTD. Another attempt, same result. Looked at my last quicksave and tried to load--CTD. Autosaves--CTD. Digging deeper I found saves loaded ok if they were made before Solitude. So I went to the last save before Solitude and started tests. I could go inside the gate and immediately exit, save, and reload no problem. But if I went any further into the city, came back out, saved then tried to load--CTD. For three days I examined Papyrus logs (rarely helpful), SKSE and SSE crashdumps. Every log file for every mod that could produce one. Changed settings in mods such as SSE Engine fixes. Reinstalled mods. ReSaver showed no problems. Examined navmesh. yada yada....not one thing could I find. So, splat, it happens. I've started another playlist test, with a few less mods this time. One thing's for certain, I'm heading straight for Solitude.
  9. It's been a few months, but thought I'd post my offer again. If anyone needs audio mastering for their mods, overhauls, quests, etc, feel free to send me a PM. I'll be glad to help as time allows. Will also be glad to review your audio and VA files and give you an opinion.
  10. TS...if you ever drop by, plz say hi.
  11. You watched the GamerPoets series (4 parts starting with this one: )? First, virtualization is implied throughout the entire series. How else could one have multiple profiles and/or multiple variations of mods installed? Have multiple installations of the game folder? I think not. That would be a nightmare. Having a virtualized process allows myriad combinations and allows for precise choice of what loads where. I, for example, have one profile for nothing other than character creation. I have another for testing, and another for gameplay. Secondly, yes, you can install mods or utilities directly into the game's data folder (although there is no good reason to do so). If so, they will appear 'grayed out' in the top left of the MO window. That, as explained in the tutorials, signifies they are present in the game folder but not managed by MO. The correct path to install all mods for Skyrim when using MO is: \\steam\\steamapps\\common\\ModOrganizer\\mods\\...... simple as that. It's unfortunate your experience has proven frustrating. But as someone who has 400+ mods in my current lineup, it would be unbearable to attempt such a thing without MO (with help from MergePlugins and MatorSmash).
  12. The only other thing I know to try is using xEdit to chase down the problem. Otherwise, I'm as lost as a ball in high weeds. I will say this, however, OMB has years of modding experience and help many dozens of folks. He would know far more about this than I..even though he makes himself out to be older than he is. :) Then again, just about everyone is younger than me..... Regardless, I hope you get it worked out.
  13. I posted the following a few days ago. I thought it might be a good idea to park it here. If it's not, let me know and I'll remove it. I'll be happy to assist, consult, etc as time allows.
  14. You might try this, although I'm not sure it will work. In the console, click on the actor and get his refid and write it down. Then (still in console) enter: save funclist 1 Depending on how many mods you have it may take a bit to generate that list. Once it opens (.txt file) you can search for the refid you noted. If it works, then you can match the refid with the base id.
  15. He wouldn't lose his save necessarily, but if he wants to continue playing from that point he'd have to install everything in the same order he had before, which would be tricky. I agree with you on SSE Engine Fixes. Definitely good to have that installed. It works in a couple of ways. First is the more obvious use of cleaning up after removal of a mod. Getting rid of unattached instances and null refs can keep one out of a lot of trouble. The second reason is to gauge how well the install order and compatibility between mods is working. If one continually finds those two problems in each save it means there's a problem which will likely worsen over time.
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