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Deleted7922709User

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Everything posted by Deleted7922709User

  1. Usually I run a very heavy load order. For the most part, Skyrim is extremely stable, with one major exception: the areas around Whiterun, south from around Pelagia Farm and east to the bridge crossing over the White River. The worst spot by far is the pathway that leads up the hill towards Riverwood. No other area in the game world gives me these problems, not even infamously resource-hungry areas like the Windhelm Docks. Although I haven't been able to replicate the crash without any mods, I have determined through various tests that no single mod is responsible for it. Even without mods, the cell transitions in this Whiterun exterior area result in temporary stutters, whether I'm moving quickly or slowly across the borders (using the tb console command makes it obvious that's exactly where the stuttering happens). And I don't think it's a hardware problem because other games don't give me any issues and if I load up SSE and run that, I don't get any stutter on transitions in the same places. And even with a collection of mods such as Realvision, ELFX, CoT, SkyrimHD, ETAC and the like, other areas in the game are non-issues. Any way to offset this? Prevent this? I think the mod crashes are 100% related to this stutter but I don't know how to fix it.
  2. I'm looking for something that deals with the relative strength of different enemy types. Low level bandits are far too weak. High level bandits are far too strong. Same goes with Forsworn. Draugr are alright. Falmer seem mostly balanced. Mages are far too durable for only wearing robes and no armor.
  3. I'm kind of late through a playthrough, I don't want to kill it by a mod maybe messing up the load order. Skytweak is definitely interesting, I've looked at it before and I'll probably be using it on my next game for sure. My problem with archery is that archery is better for the AI to use in melee combat than two handed or one handed weapons, since at least swords and axes and whatnot can be blocked (arrows go right through the shield if you're up in their face). That feels so broken. Really, really broken.
  4. Archery is a really strong skill. It should be. It gives you the ability to fire on dragons without getting up close and risking being eaten in one hit. So here's the thing with bows: they aren't perfect weapons. Contrary to what the NPCs in Skyrim may make you think, a bow is a bad weapon for close quarters due to the difficulty in using something so complicated in an enclosed space, and the fact that you'd be trying to fire an arrow at someone when they're in your face with a weapon swinging at your head. A lot of the game's difficulty overhauls are nice. Unfortunately, I consider most of them broken because sadly, AI archery is insanely OP. Nothing takes me out of a fight (figuratively and literally) more quickly than dramatically pushing through a group of sword-and-buckler or two-handers...only to die in one hit to a high leveled enemy who's using iron arrows and a longbow. ...which leads me to the following suggestions for a mod: 1. Major penalties for use in CQC: No archer, no matter how tough, has a near 100 percent chance of stagger and a nearly as high chance of disarmament (via shield bash) when the bow is equipped. It's almost impossible to draw a bow when someone is trying to knock the bow out of your hands. This would force enemy archers to fight in melee with melee weapons if confronted so closely. 2. Bleed damage: I know this has been done, but the main strength of archery should be DoT rather than damage up front. It should do damage up front, but it should be reduced overall. But lodged arrows cause bleed damage regardless of armor, when they hit. Damage which of course would stack. 3. Reduced up front damage against heavy armor: IRL, arrows from bows aren't the best thing against a heavily armored foe. They shouldn't be useless, but heavy armor should probably resist 50 percent or so of any arrow's immediate damage, to reflect the fact that plate armor and the like are substantially tougher to break through than leather, hide or cloth.
  5. I like difficulty mods. I play many difficulty mods. One thing I despise is how silly overpowered bandits are. They're stronger than Forsworn, stronger than Falmer, stronger than mages, stronger than dragons (even with Deadly Dragons installed). I would like for this to be different. I do not know how. If someone could be so kind as to instruct me how to tweak them or release a tweak that lessens their lameness, I would be very appreciative. Thank you.
  6. The easy thing to do is to just avoid going with the cheese options and keep your character within some bounds of normalcy, but of course that means that you're going to get one-shotted by a lot of enemies. That's what I do, and boss enemies can be frustrating, but regular enemies feel balanced. The trouble is finding balanced enemies.
  7. Well I know what I'll be downloading next time I get the chance. Thank you OP for requesting this, and thank you Windwhistle for making the mod. Simple, but great.
  8. I was playing on Master with Skyre dungeon scaling, Ace, Duel, and ASIS with the Uncapper. Right now I'm on level 19. I had to turn it down to Expert because half the enemies could 1-shot me and took a ridiculous amount of time to kill, especially since shield bash was more or less useless. I don't mind higher level enemies, but a higher level enemy shouldn't drop me in 1 hit when it's a non-boss. I agree about dragons. Even with Deadly Dragons on, dragons are still easier to kill than say, a Falmer nightstalker or whatnot. Why? Because dragons roughly scale with the player. Occasionally you get caught off-guard and have to fight a frost dragon or something before you hit level 20, but those kinds of encounters are rare rather than being the norm. I think the dungeon scaling has the most to do with it because I don't think T3ndo had
  9. I'm a big fan of mods that increase the difficulty of the game. In vanilla, enemies were simply to easy to stomp on, and the only way to make it harder was arbitrarily making the DB weaker and making all enemies tougher/stronger. So a lot of the difficulty mods cause level-scaled enemies to show up earlier, or bring in new high level enemies, but they hold something in common: higher level enemies always have way, way more HP and do way, way more damage. An enemy that one-shots me takes 40 sword swings to kill? Seriously? Meanwhile an enemy from a lower level I can kill in one or two hits does almost no damage, even if the Dragonborn isn't wearing any armor. That seems really silly. I feel like all human NPCs should be roughly as durable. A level 1 bandit may be a level 1 character, but he's still a human. He shouldn't be exponentially less durable than a level 30 bandit. He also shouldn't do exponentially less damage. On the other side of the same coin, a level 30 bandit shouldn't be able to one-shot my level 19 character and take 40 sword swings to kill. He's a bandit, not a demigod. But of course, a level 30 bandit should still be stronger overall than a level 1 bandit. He should do more damage, have better HP and equipment, but maybe he shouldn't have 600 HP while his earlier equivalent has less than 50? No healthy adult human is six times as resilient to swords and fire than any other healthy human. If anyone wants to take this project on or can point my towards something that sort of addresses this, I'd be really grateful!
  10. Thanks! Installed this and it works splendidly.
  11. I invest a lot in "immersion" mods for Skyrim. Realistic needs. DUEL. Skyre. Community uncapper. Etc. But one thing that continues to happen and really takes me out of the game is the slide dodge. I ask that someone could be so kind as to introduce something that totally eliminates it. I know Skytweak does, but I run a lot of mods and I don't want to install in the middle of a game and maybe ruin everything. Something smaller would be much appreciated. Thanks!
  12. Bumping this for potential answers/help/blabber/andsoforth.
  13. I love the Unofficial Skyrim patch, but one thing it does that I don't enjoy is that it causes poor Heimskr to get locked up in prison if you don't side with the Stormcloaks. Many people find him annoying, but personally, I enjoy having a self-proclaimed Assman like Heimskr spreading the word of Talos to the good folks of Whiterun. Considering that the player can get out of jail for murder by paying 1000 gold, why not throw something in that lets us pay a hefty bribe to the Whiterun guards in exchange for not enforcing the White-Gold treaty? Once paid, he can proselytize once again.
  14. Here's the idea: every faction has a very specific way of behaving in combat. Some factions are very aggressive. Others are more passive. Others are a mix in-between depending on the circumstances they face. Let me give some examples of what I have in mind: -Predatory animals: very aggressive to the player and other characters, like in vanilla. If seriously wounded (i.e. <60% of health) will retreat from combat. If on death's door ( <25% of health) will turn back and fight to the death. -Prey animals: passive as in vanilla. Will avoid combat, but if injured (<60% of health), will fight to the death. -Bandits and mages: highly aggressive and opportunistic. Will chase down the player and are as aggressive as predators, but if badly wounded will flee. If in a group and some of their allies drop in rapid succession, will scatter. -Professional soldiers (Stormcloaks, Imperials, Guards, Mercenaries, Hirelings, Thanes, Thalmor infantry, Dawnguard): almost always will fight to the death. Very, VERY rarely will flee from battle. -Civilians: Will seek safety ASAP to avoid combat. If badly wounded, will fight. Don't know how easy or difficult this would be to include, but since we have a ton of AI-related mods I don't see why it wouldn't be possible to do.
  15. I know there's no dynamic season, that's why I want to use a seasonal mod. But I'm running low on things to do and don't want to get stuck with the winter textures forever, but I would like to use them. What about year? Can I increase the year by one and then change the months too?
  16. I am still looking for something on this. If it's not a mod, I guess I may as well ask that someone make one, because I have no idea how.
  17. Nope. I'd like to start the game in another month. You know how the game starts off at the end of summer? I'd like to start it off in the dead of winter. That way when I pick up a seasonal texture mod it makes sense, and that I can shift it appropriately as the seasons change.
  18. Still waiting on any information for this. If anyone would please come forward with some help, thanks.
  19. Sorry, not a fan of bumping. Just not heard anything on this and would really appreciate some info.
  20. The game starts at the end of summer and with all there is to do with it, quickly goes into winter. I'd like to use some of the Summer texture mods out there without it conflicting with the game's start date, so is there something I could use that'd let me start off in spring or summer to continue on?
  21. I like this idea. Maybe include "cult" trees for each divine that a character can invest in?
  22. Thanks, after doing some research, SkyRe is indeed the mod that I'm going to be using as a cornerstone for improving the experience. Also going to use some elements of Skyrim Unleashed (items), ACE, ASIS, and the community uncapper. ERSO is impressive but it seems very complicated. It's fully customizable, right?
  23. Can't see the screenies except for the last two that are linked, but my guess is that you're not using an ENB, or didn't install it correctly. It's a little complicated, since you have to install the base files off of the ENB website, but if you follow it correctly, shouldn't be an issue.
  24. Do you know what your system specs are? If you could post RAM, GPU, etc. that will tell us who are more experienced with visual mods what your computer should and shouldn't be able to run. As far as werewolves go, I'd suggest Moonlight Tales. I started using that this summer and haven't changed. It lets you customize what your transformation looks like, how the moon phases factor in, random encounters, disease transmission, etc.
  25. I just did a reinstall of Skyrim but before I can begin, I realized I'm missing two very critical mods before I can begin. But I don't know where they are--but I'm sure they exist. Basically I'm looking for: 1. A mod that makes enemies at lower levels tougher to defeat and not godmode. I really enjoy playing at a low level because there's no power creep, but it's also too easy. 2. A mod that edits weapons/armor carried by NPCs and in leveled lists, to make Orcish/Elven/Dwarven/etc. equipment rare no matter what level; but something that's compatible with Hothtrooper's Immersive Armor & Immersive Weapons so as not to eliminate them from the game. The obvious answer is Skyrim Unleashed but there's a few things (Immersive Armors not appearing on any NPCs, passive predator/monster AI, expensive weapons still appearing somewhat frequently) that make it not quite what I'm looking for. I'm sure there's a mod out there that can do one of these two things, but I've been searching high and low across the Nexus and with no luck yet. PS: This is a repost from an older thread. I wouldn't usually do this but the fact I accidentally typed "mod REQUEST" makes it sound like it's in the wrong forum, and it will likely get buried as such.
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