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TheMalazan

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Everything posted by TheMalazan

  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.
  16. I thought I'd follow up with my resolution for this problem. Contrary to my original statement, I was not as thorough as I originally thought and was finally able to determine the effect was originating from wearing the "Regretful Cowl" which is included in Judgment Wenches (a really nice group of mods including Hateful Wenches, etc). The author of that mod had attached the Frost Atronach visual effect to the cowl which was activated 'oncombat'. Thanks to xEdit, that effect was replaced with Null and like magic, no longer bothers me when playing.
  17. I would second the previous advice about MO. Just make sure it's MO 2.1.*. The current functions are basically the same as what's in the GamerPoets tutorial. There are other tutorials out there as well--Gopher's is a good one. Under the 'Modder's Resource and Tutorial' section you'll find a few load order and installation guides. I don't follow any one of them 100%, but after studying them for a while you'll pick up some important basics that will save you a lot of grief in the future. I would recommend you learn how to use two very important utilities. First, MatorSmash. A MatorSmash patch is superior to a Wrye Bash patch, imo. Also, given your current predicament, I would advise you to download and install Fallrim Tools. Once installed, run ReSaver and clear out any unattached scripts. Again, there are tutorials on YouTube which will guide you in how to use the utility. It's pretty basic, though, and you should be able to grasp its use in less than 10 minutes.
  18. Thanks for the reply. I misnamed the "Active Effects" window in my original post by using the term "Magic Effects". So, yes, I've looked there both before, during and after combat and cannot find the culprit. I am going to do some Papyrus logging and should be able to figure things out...maybe.
  19. A couple of things: 1. That would not be my load order and for several reasons I don't use LOOT. I have 450+ mods in my current playthrough which took about 3 weeks to fine tune. 2. Learn how to use MatorSmash. It's quite easy and there are several tutorials on how to use it. It will help resolve numerous issues for you. 3. Most importantly, using MO (I'm assuming you are using MO 2.1.*) back off most of your mods and start a playthrough. Travel around a bit. See any problems? If everything is cool then add a couple of mods. Repeat. If you start having problems you'll quickly know which one is to blame. Then it's a question of incompatibility or load/install order. No way I'd play this game without MO, so you've got a good foundation. 4. Look at some of the mod guides posted in the 'modder's resources' section. It may be confusing at first, but with enough patience you'll start seeing a pattern on how to build a solid group of mods.
  20. Do with them as Fore suggested (he is the author of the mod, after all). Replace the ones you don't want with duplicates of the ones you do. Delete 3, 4 and 6, replace those with copies of 1, 2, 5 and toggle off 7, 8, 9. Problem solved.
  21. These are two screenshots of a visual effect that is considerably irritating. In one, how it appears in third person; in the other, first person (which I play 99.9% of the time). The effect occurs each time I go into combat mode and persists until combat is complete. It happens regardless of the environment and whether or not I have any followers tagging along. Different armor has no effect. It's not so bad outdoors or in well-lit areas, but in high contrast situations such as crypts or caves, the 'fog' often makes it difficult to see/aim. Furthermore, the visual effect does not correspond with any perk or buff that I can see when reviewing the magic effects window. As I have 450+ mods in this playthrough and are locked in with numerous merges and a MatorSmash patch, I'm reluctant to start switching mods off/on. I would be able to edit the effect, though, if I can find the offending mod. Potential culprits--several, but at the top of the list: Apocalypse, Ordinator, Summermyst.
  22. I realize this post is several years late in the making, but I nevertheless want anyone who is currently creating a mod with custom voice acting/talent to know that I will offer my services of mastering the audio for you. Most of the custom voiced mods I've played have been acceptable and some, such as Caesia, have been quite good (both in terms of voice talent and quality of audio). Others--not so good. Case in point...I'm playing a large mod (both in terms of size and number of different actors used) and some of the audio is just plain awful. I realize these things are labors of love and much of the talent is voluntary in nature, so my apologies for stepping on toes. But bad mics and voices ill-suited for reproduction can really reduce the quality of a mod that overall deserves better. Here are a few tips that you may find beneficial (professionals are excused--they already know these things): - If you're a voice actor and are submitting work for a mod: Block all extraneous noise in the room. If you have a $10 mic you're going to deliver $10 sound. Get the best mic you can afford. (A Rode NT-USB mic is a good desktop mic at $170. The Blue Snowball mic isn't bad for under $100. Add a pop filter for less than $10.) A headset mic is almost always a fail as it's too close to your mouth. I don't want to hear air whistling through your nasal passages as you speak. - If you don't have a pop filter, place some type of fabric (not too thick) between you and the mic. Puffs of air into the mic are really bad. - Speak from the back of the throat. This may sound strange, but nasally voices just don't cut it. Voice actors sound good for a reason--they know how to project. - Don't use an unnatural affectation when speaking. You may think your voice is mundane and needs to be changed, but you'll only screw it up unless you're trained and practiced at that skill. 90% of the voice acting in this game is done by actors using their everyday voice. - If you're in charge, be in charge. Politely reject voice samples from someone who sounds like a 16 y/o female when you're trying to fill the role of a mature woman. I understand your need to have volunteers, but one or two silly sounding voices can really torpedo the experience. - Whoever masters the mod MUST balance the decibel levels, presence, etc. It is really irritating to reach for the receiver volume to crank up the decibel level because someone's recorded a part at half the level of everyone else. The mod I'm referring to has a lot of this and it's a real problem. Some voices are barely audible. Anyway...enough of that. Like I said, I'd be happy to attempt to improve your mod if you have need of my services. I edit video for a living and know my way around Audition. Although I can't make chicken salad out of chicken poo, I think I can probably improve most mods. Toss a PM (or whatever they're called on here) my way and we can discuss.
  23. To resurrect an old thread with a SSE twist (I assume everything will be the same)... TL;DR ---> Biped slot change = CTD I have a mod that I like that assigns a back object to the amulet slot (have no idea why). Needless to say, I'd like to keep the amulet slot for amulets. So, I opened SSEEdit and changed the Armor and Armor Addon slots to 47 then saved the .esp. I then opened the mesh file (mod has loose files, not a bsa) in Nifskope, changed the value to 47 then saved. I opened my load order in SSEEdit and checked for conflicts (none), recreated the merged patch through SSEEdit, recreated my Bashed Patch (WB) and started the game. Screen loads ok, but when I try to load my last saved game I get a CTD. I can replaced the modified files with the originals and everything works. What did I do wrong to cause the crash? Thanks. **UPDATE** There's one sure way to fix a problem--post about it first. The problem was in Nifskope. I was using 2.0 PA-5 which was causing an error in the .nif files for SSE. Switching to 2.0 PA-6 solved the problem and everything is hunky-dory.
  24. Whew...good. I'm glad others have reported their problems so I don't have to mention all the 502, 403, 404, 504, "you are not authorized...", "you are not premium", errors I've received over the past few days.
  25. Thanks for the reply! I tried the reboot and reviewed all the Event Viewer messages for the past 24 hours. I couldn't find anything pointing towards something system related. I have also checked the integrity of the files through Steam. Given that I can create a new game, save, then re-open that save, I am doubting it is anything related to system or base files. SKSE is not generating a crashdump, although it bugs me that I can't seem to find an explanation of what the different 'message types' mean in the skse.log file (e.g., sending message type 8 to plugin 12). Given that every save file I have with my current mix won't load, I'm thinking that a plugin has become corrupted. None of the methods I've used reports a missing plugin, so corruption seems like a reasonable explanation. I guess I will try manually replacing files and see what happens.
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