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anjenthedog

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Posts posted by anjenthedog

  1. At a guess, and solely based on where the water layer is located in that image, did you add some some mod that provides content to the space *below* that layer, maybe a Whiterun expansion or something? It's *possible that the mod adds that layer (to provide for some added water feature like a pond for a player home) or displaces some existing water feature... but misplaced it?

    Point being, if you did add some mod that alters that area (pretty much in any way, tbh), you might check it. I have no idea why that'd be there otherwise for a more vanilla skyrim/whiterun/whiterun-area. 

  2. Afaik, the only locations that show up on my map on creating a new game are the main cities. I use Atlas Map Markers and basically the default settings.

    I think  the only way it deviates from how you're suggesting is that NPC mentions (ex: Rando NPC/Guard - "Don't go near such-and-such cave/ruins, it's rilly scary!" will also cause a location to pop up (unidentified with no flag) 

    Everything else doesn't get displayed until triggered by a quest, radiant or main, initiates it, or of course, you discover it "questless" while wandering.

  3. 1) No need to apologize for using cheats. This is a GAME, not real life. Lots and lots of people use "cheats" using myriad opportunities, be they employing elevated weapons, over-charged buffs,  website hints, maps, mod additions that provide some sort of bonus, etc.

    I routinely boost my stats a bit when starting a new character. I didn't buy Skyrim so I could experience level 1, peasant death repeatedly. I bought it for the environment and graphics. I also use a bits and pieces approach to my "grab" to maximize the number of items I'm, wearing so each can be buffed independently. I also stopped wasting time fabbing arrows. Just download em 50 or 100 at a time using add-item. I went the "tediously build everything route by grind" for a couple years and got tired of the time wasting it is specifically designed to encourage by the gaming industry. And I do so unapologetically.

    FWIW, if you install the mod add-item (as opposed to struggling with console-required item ids), you can gab pretty much any "item" that any mod offers, with the overt exception of quest related items, which are referenced not only by their item id, but also by their specific instantiation id (not the proper term but hopefully you get my point), so just downloading a copy of the item (via console add-item OR mod add-item) won't solve the query made for a quest stage "Got item <insert name>?"

    At a guess, the item you want is buried inside an esp or other similar (ex: BSA) file, but I'd try using the mod additem and checking using it instead of console. 

  4. Thanks for the link Scorrp10. I'm running 1.5.97, and last update for the linked mod is Nov '22, so it seems like a possibility. Will check out later tonight/tomorrow

  5. Cool mod, but I'm not suggesting the regular view "zoomed in" using the wheel, I mean when you hit the map key, then click another hotkey to show a supposedly very up close, two-color, pointillist view of your surroundings, within ~idk 50 maybe 100 ft (that's ~15-30-ish meters for any unit-challenged world citizens... 😉

    But yes, the lack of zoom in the godmode view is a bit lacking too.

  6. So... some post or YT entry or mod listing triggered the thought I've want to express pretty much since opening the game for the first time...is the closeup view when you open a map (afaik default is "l" key to toggle wide and closeup) intentionally so unclear as to be almost functionally useless?

    Not so much outdoors, but in caves and ruins, the view is barely equivalent with a toddlers' crayon drawing... nay, not "drawing", scribbling

  7. Vortex provides a note (a "textarea") in the right panel popup for a mod. double click an entry to open the right hand panel. scroll down. The mod name column can also be edited for in-your-face notices. (ex: I marked several mods as "do not update!" by appending that statement to their mod names)

  8. 11 hours ago, InDarkestNight said:

    Biggest problem is that my character is barefoot because there's no mage boots in the games, at least none with a useful enchant to actually make them worth wearing.

    None? None whatsoever? Muffle doesn't help you? Carry weight increases don't help you? Sneak improvement don't help you? various armor buffs don't help you? (contrary to popular belief, even mages need armor)

  9. I suppose I could also see that for people who are into battle animation mods and battle "flair" or related mechanics, vanilla 3rd person might be dull or pointless. 

    But for people like me, who spent more time on foot walking the wilds than anything else, I find it a useful view mode. I also find 1st person useful. which one? Both. situationally. (I generally don't fight in 3rd person for instance)

  10. IME, even vanilla armor/weapon assets, when buffed using conventional means, (smithing, enchanting) are sufficient to provide protection, when combined with others (like potions and conventionally enchanted baubles... rings and such). IME, armor mods do little more than provide additional fit & fashion choices. Not that that's bad. I have a dozen or so installed to use various bits and pieces to create my "custom" armor sets (fashion). Just sayin, you don't need Placeboes SuperDooper Etched Ebony Armor of The Gawds (now with blue and red glowy bits!) to be a Skyrim superhero, although I can't argue that using the real versions exemplified by the fictional mod noted above is a "wrong" path either, if you're inclined to playing someone else's game using their rules... It boils down to fashion.

  11. Whatever floats your boat, LilRedMonster. Different strokes for different objectives, since you just spent two posts speaking to me and denigrating a proven engineering method of reducing degrees of freedom in an effort, not advising the OP.

    Personally, I haven't seen a collection I'd want to play under, or said another way, I don't want to play *your* game, or Sarah's game, or Roberto's game. I want to create *my* game. I presume, to some degree, that's what the OP wants as well. 

    Even those who create collections have to do some sensible stuff to create the collections. It doesn't just magically happen on its own.

  12. Not sure. someone else will have to explain the technicalities. All I know is what my eyes see. ENB pops in a way I can't achieve using presets (via mods or via fiddling with imaginator settings.

    As I think I noted when I first replied, no, it's not the same, but utilizing something like imaginator (and/or various shader presets) seems to produce something *closer to photo realistic than when settling for the vanilla handler alone, so, since I don't use ENB, it's my next best bet.

  13. Alchemy sure helps my players, no matter which role I've chosen. So does enchanting. We all wear clothes of one sort or another and we all can stand from buffs and weapon boosts. (admittedly I don't play in pure mage roles, so I'm dismissing their particular issues offhand)

    I grind the skills in bursts over time to make it a little less painful. I suppose there are ways around that too, if you're not a purist.

  14. Let's put it this way, why install an Ebony Warrior mod when you're nowhere near level 80? It seems a brain dead move to worry about an Ebony Warrior mod when you're nowhere near level 80 and likely won't' be for a long time, especially since he won't appear til you reach level 80, Kapiche?

  15. Imaginator's primary tools (imo) are the color, brightness, contrast  controls. oh and saturation. They do what brightness color tone and contrast do in any application (and saturation). they affect the color values, scene brightness, and to some degree sharpness (via contrast) of the field of view. saturation determines the weighting of all color upon your scene. Any others idk off hand.

    BTW< if you don't understand how color tone works, do some googling on the subject. best I can say is that blue white feels different than a rosey white or yellow white. little shifts in color can change the whole appearance of a scene, but best imo (for learning)  to personally experience the shifts by self exploration. (corny but true)

    If you have it, I'd suggest playing around with those basic tools (contrast, brightness and color tone) to get the feel. you can always reset values.  try some of its presets too (there's sub section that has presets). If it makes you feel any better I didn't know how to use it either, when I first started using it.

    ... Subtle adjustments to avoid the garish look.

  16. obviously, not all mods fall into the category of "easy to test". Many most seem to though. in cases where they're going to be complicated, ime there are usually subtle or even overt notices in the requirements, description, and/or length/complexity of installation steps, as well as finding a lot of "can't get this mod to work" kinds of "user" posts, or even the existence of ancillary, third party patch mods.

    Not to say I don't get your point. Idk, some mods you have to pay more attention and do more to make sure every nitty gritty is working. Can't help those. But "a lot of mods" becomes maybe a handful or even dozens, but not hundreds.

    Almost every single instance of major game meltdown for me, (the kind that requires a lot of debugging and effort to put it back to working condition), has started after I was rushing installations without intermediary testing. "ooh, let's install this, looks shiny, ooh install that. Ooh, and they both need dependencies, gotta install those ... hey while I'm at it I'll install this other - unrelated but nifty - one too, and heck all of its addons too... it'll go MUCH faster this way man.... ... ...  oh F game is borked". And I even live in a glass house, since I still do it on occasion when I get careless and overconfident, but correct method is still correct method nonetheless. 

    If I were going to use a mod specifically geared towards level 60 and above play, I might consider waiting to install it until I was at least near to my target level.

    idk, play vanilla or invest some mental elbow grease to tailor your game. I still think that most mod installations require little more than proving the game and a save file (or new game) still correctly loads and there's *some evidence of a mod doing it's thing. It's a pita, yes, since loading games and saves is tedium personified, often taking several minutes each time. 

    I'm not really interested in being an apostle of the Holy Church of Single Mod Installation, but it's principle's efficacy is proven every time I see another thread where someone complains their game is totally fecked, then they panic and totally reinstall the game, of course making the same gd mistakes they made last time and whining about how they're going to rage quit Skyrim unless someone plays the hero and spoon fixes their game waaaaa. (not that I'm suggesting this characterization applies to you at all.. I'm not, but I've seen hundreds and hundreds and hundreds over the past 4 years that do)

    Bottom line, you will almost certainly save time in the long run by at least quickly checking the game in between mod installations, even if it seems like you're not because there's so much thumb twiddling while deployments take place and game loads occur..

    BTW, this method predates gaming. 

    in any case good luck. I get your frustrations, just trying to offer some "stoic" advise. Not every installation will allow easy testing to gain confidence it's working properly. c'est la vie

     

     

  17. Also, note that one is not limited to a *pair* of source normals maps, nor the direction in which they travel. For instance, you could as well start with a buff physique, then turn it into a fat slob as weight increases, or go from no muscles (0) to muscles (50) then to chubby (100)... Sky's (almost) the limit if you think outside the box AND utilize Shieldmaiden and Bodyslide (and Racemenu) effectively.

  18. If you can't use ENB, perhaps a combo of Imaginator (or similar mod) adjustments might help. ENB seems to be the way to get truly photo realistic gaming (far as I can tell, can't run on my system, graphics card isn't up to it and tbh, I'm not either... seems like too much work for this retired, somewhat burnt out brain), but you can get ~reasonable output using shader sets and tweaking.

  19. test as you go. IMO one shouldn't be flood installing anyway. It's a recipe for disaster, collections or no collections.

    one by one, with a brief in-game test before moving on. If you have a listing of known "good boys" (infrastructure mods like UIExtensions, Better Dialog Controls or  texture sets, for instance, bulk install isn't so bad, but many mods just require a lot of massaging due to subtle contentions that often go un-mentioned befor ehand and are only revealed in the multitude of "it don't work" threads that result.

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