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Spinfx

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Everything posted by Spinfx

  1. Things get messy when you have a significant update, i.e. the actual game. Have you checked whether the mods you are using are still supported in this latest version? Since you're starting a new game it might be a good idea to fully uninstall all mods and Skyrim, then do a clean install.
  2. Man, this sounds great. Imagine if you disturbed them and their spell backfired and summoned something nobody expected, like Cthulu.
  3. Head pat? Ass grope? :/ Fine, I'll settle for being able to kiss too. *walks up to cute vendor girl* *SQUEEZE* BOUNTY +50
  4. Thanks for the replies! Hehe, having actually written mods for other games (mostly stat balancing and scripting stuff like quests/dialog/AI, I leave modelling & texturing to the creative guys) I've seen first hand how easy it is to fubar and kill weeks of hard work :laugh: Would also rather "get things over with" in one shot, so to speak, rather than add new mods later only to find out I have to restart a new character each time. About Warzones though, I want those extra fights - vanilla Skyrim is so underpopulated. If I just go ahead and have ASIS load last (as it says to), what am I looking at, potentially? Warzone NPCs standing around confused due to script conflicts? Yeah, as mentioned in my first post I bought both Skyrim and Dawnguard. Was gonna wait even longer (for a nice all-in-one GOTY package, perhaps), but I had nothing else on my plate >__> Hmm, Better Magic hasn't been updated for Dawnguard? Empowered it is then. There's an issue with permanent familiars in the discussions though. Hmm. I suppose I could just avoid using them or make sure they get killed so they won't be a problem. Sure, why not? New area mods are fine in my book since they get along with pretty much everything else right? Let's see... Whiterun Thane's Castle by Triaxx2, here we go ( http://skyrim.nexusmods.com/mods/21895 ). Oh dear, I don't know these acronyms yet (UFO, EFF-AFT). Only one version 1.5 download though so I assume NMM can take care of it. I hear you about the fighting, will probably wait until my new character is up to speed. I tend to play a stealth hit-and-run bow mage, with summons as bait and indiscriminate aoe spell use (which explains why I prefer soloing because friendly fire makes people angry, and angry NPCs usually means having to reload a lot). Cramped close quarters fights are really not my cup of tea, heh. Read your article too, didn't realise making caves was such a pain - no wonder it took them so long to make the game considering how many caves there are in it :P Alright, I think that about covers everything. If there's no explicit advice to the contrary, I'll go ahead and plug in ASIS with Warzones and see what happens. With my luck it'll probably mean a weekend spent troubleshooting error messages and reinstalling stuff >__>
  5. This is way out there - I have no idea about Skyrim modding since I just started playing - but I've modded other games before; does Skyrim need sounds in any particular format? E.g. there was this one game where if you put in stereo sounds it would crash, it would only take mono sounds (was obvious in hindsight, since the game engine would handle sound positioning itself, d'oh). Good luck.
  6. That's okay, a challenge is what I'm looking for; I don't mind retreating to save my hide when necessary :) Being forced to detour around a tough battle is fine, it wouldn't be realistic to expect to win every skirmish, not to mention it might be a good idea not to stir up trouble with either faction early in the game. Now that I've looked through more of the mods listed, I was thinking of throwing these in as well: - Conjure Rideable Ethereal Horse Spell ( http://skyrim.nexusmods.com/mods/9534 ) - (a series of spells from the same author, dunno why he didn't just package them...): Earth Prison (http://skyrim.nexusmods.com/mods/14629 ), Summon Meteor ( http://skyrim.nexusmods.com/mods/12441 ), Summon Ice Wall ( http://skyrim.nexusmods.com/mods/13130 ), Summon Ball Lightning ( http://skyrim.nexusmods.com/mods/13971 ) Looked at the various spell packs, but their comment threads have me concerned about stability, so perhaps I'll settle for a mod that merely fixes the existing spells rather than swap new ones in. Ended up looking at 2 mutually-incompatible mods so I'll have to pick one of the two, not sure which to get. Both have well-written descriptions and don't seem to have any outstanding better/worse points so the choice could go either way. - Empowered Magic ( http://skyrim.nexusmods.com/mods/11139 ) -or- Better Magic ( http://skyrim.nexusmods.com/mods/4374 ) While I'm not interested in new areas just yet (I doubt I've covered even a fifth of the original areas), the following house mod sounds interesting, especially the imprison feature: - Dawnspire ( http://skyrim.nexusmods.com/mods/20751 ) Looks like I've got a lot already covered: monsters, spells, a new house... hmm, nothing AI-wise yet. ASIS sounds quite comprehensive: - ASIS ( http://skyrim.nexusmods.com/mods/18436 ) I'm worried whether it will affect the Warzone NPCs and new monsters in the Monster Mod though. Anyone tried ASIS with those two mods? - Automatic Variants ( http://skyrim.nexusmods.com/mods/21377 ) Great concept, no more picking which texture pack to use, just throw them all in. I like the sound of that. But again, I wonder if it'll play nice with Monster Mod. Not getting any companion mods; I'm more of a lone wolf kind of guy. They'd only get in the way of sneaking and combat (kinda careless with my spell aiming), plus I'd end up wasting time micromanaging my followers instead of enjoying the game :/ I'd say that covers everything plus the kitchen sink, but then again I've seen sample mod load lists that import like >100 mods so I'm really just a dabbler. I'm going to do a clean reinstall of Skyrim first though, so if anything goes wrong I can not blame it on a broken save. One last thing... I hear we should create a "clean" save game with no mods immediately after installing Skyrim, before activating any downloaded mods and playing?
  7. Hi all, I have an SSD drive like many of you do, and the load screens are shown too fast - they disappear before I can manage to read more than a couple words of the flavour text. Searching around tells me that making the game wait for a keypress might not be feasible, so how about extending the load screen time? Does this particular snippet from the ini files do anything? "fPostLoadUpdateTimeMS" I was thinking if I could up the time to 5-7 seconds that would be plenty fast enough for whenever I didn't feel like reading, yet give enough time if I did want to.
  8. Yeah, I've seen Wrye Bash and BOSS. There's heaps of info on their description pages and their doc links though, kind of a bit much to take in. I think I'll give them a pass for now, see what happens. Have decided to toss in Warzones ( http://skyrim.nexusmods.com/mods/9494 ), now trying to figure out which decorative clothing mod to try.
  9. Thanks for the response! I'd been reading the mod descriptions and checking their discussions this past hour; I think I can get number 12 (Monster Mod) in if I use it with the lore-friendly version available here: ( http://skyrim.nexusmods.com/mods/16411 ). This still leaves me without the last 3, which are additions to the Monster Mod. Making Monster Mod lore-friendly means I lose Monster Wars, and after some thought I guess I can ditch the other two as well (Conjuration, New Items): I've seen some spell mods that might do the job of the former, as for the latter I confess I'm not much of a crafter type player anyway so I can do without. Will update later with progress.
  10. I thought this would have been addressed, given that SSDs have been around for a good long while now - I can't believe so few of us read the loading screen text? A mod for this feature would be greatly appreciated.
  11. Hi all, not having any problems yet but I wanted to ask about compatibility and the troubleshooting forum seemed appropriate. I'm looking to see if the following mods can coexist, because their descriptions - while mostly clear - still raise a few questions. I have the latest version of Skyrim and also bought the Dawnguard DLC. I've already installed the following 6 mods and the game works just fine: 1. USP ( http://skyrim.nexusmods.com/mods/19 ) 2. UDP ( http://skyrim.nexusmods.com/mods/23491 ) 3. SkyUI ( http://skyrim.nexusmods.com/mods/3863 ) 4. Project Reality: Climates of Tamriel ( http://skyrim.nexusmods.com/mods/17802 ) 5. Guard Dialogue Overhaul ( http://skyrim.nexusmods.com/mods/23390 ) 6. Coloured Map Markers - Updated ( http://skyrim.nexusmods.com/mods/19023/ ) As you can see it was mostly fixes, with the climate thing thrown in because it looked too good to resist. So far so good. Now I want to add the following: 7. Weapons and Armor Fixes ( http://skyrim.nexusmods.com/mods/4719 ) 8. Smithing Perks Overhaul ( http://skyrim.nexusmods.com/mods/6047 ) 9. Complete Crafting Overhaul ( http://skyrim.nexusmods.com/mods/8003 ) All 3 by the same guy (Headbomb) and the description in WaF says it should be compatible with the USP, so I'm guessing these 3 mods should be no problem, right? Next: 10. Unread Books Glow ( http://skyrim.nexusmods.com/mods/10012 ) - Because, seriously, I'm sick of clicking every single book yet don't want to miss new titles. 11. The Dance of Death ( http://skyrim.nexusmods.com/mods/10906 ) - More killmoves, what's not to like Okay, I'm actually not worried about those two either since they only touch specific things (books, killmoves). Now I'm worried about the next few: 12. Skyrim Monster Mod ( http://skyrim.nexusmods.com/mods/9694 ) 13. Monster Wars V5 ( http://skyrim.nexusmods.com/mods/18997 ) - red flag here, it says it adds new items, crafting recipes, etc 14. Skyrim Monster Mod Additions - Conjuration V5 ( http://skyrim.nexusmods.com/mods/15011 ) - red flag possibly, since it adds spell tomes and they're buyable (which means edited shop lists right?) 15. Skyrim Monster Mod Additions - New Items V6 ( http://skyrim.nexusmods.com/mods/14767 ) - red flag, new items, new recipes My worries about these 4 are the new items, recipes, etc they add - do they work fine in tandem with the changes done in Headbomb's 3 mods (7,8,9)? Thanks!
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