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SLTheThird

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    Gothic 2

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  1. Pretty much what the title says-I plan to mod Skyrim after my next PC upgrade, but I rather want to switch to Linux on my next rig as well. Does modding work properly in Linux? Are there extra steps to keep in mind? Or am I better off just dual booting and running it in Windows?
  2. I've been hoping to find a mod that renders essential NPCs mortal. If, for instance, I wish to kill The Graybeards, I would want that they die when their health reaches zero, rather than having them go on one knee and then get up ten seconds later. If I have not finished the quest to get the Horn of Jurgen Windcaller, that quest will fail, Alduin will never be defeated, and Skyrim will be forever damned by my actions. Of course, I would want exceptions so that certain events play out properly (for instance, Uthgerd needs to not die during the bar fight against her or else getting her as a follower would be impossible), but once the event has concluded, I would like to kill whomever was involved. Any suggestions?
  3. I'm not asking why you download mods. That's obvious; it's not too hard and it can add massive amounts of content to your game. What I want to know is why you create mods. You put hours upon hours of work into them, and you don't get paid. At most, you get some people telling you "Good job!" in the comments and some endorsements. Sometimes, you won't even get that; you'll just have a bunch of trolls calling you every profanity known to man for no readily apparent reason, or a host of commenters letting you know that your mod destroyed their game when it was their own fault. Or perhaps you truly did mess something up, so back to the drawing board to rework your entire mod to prevent whatever went wrong. It doesn't sound like fun. It sounds dreadful. So, I ask you; why do you mod?
  4. No, yes, and no... that could be a problem, hmm? Anyway, I can't figure out how to copy/paste my load order and I'd rather not manually type the whole thing out, but I did do some more searching and compared it to yours, and I have one compatibility patch above PerMa's Master file. You do not. I also have a fairly important series of questions, that for some reason I didn't ask before even though it's super-important. I currently am using a $1000 laptop that is around two years old. It's pretty damn good if you ask me (it can run Borderlands 2 with almost everything maxed), and it could run Skyrim quite capably as well. However, when I removed and redownloaded Skyrim to a different drive partway through modding (I also reinstalled EVERY mod) it autoset my graphics to low. I find this strange because before, it set my graphics way higher than that automatically, and also when using a program called GForce Experience (came with the PC, can autoset your game's graphics for you based on your specs) it maxes Skyrim's graphics. At first, I thought it was because my drive was perhaps connected with a 2.0 port and therefore couldn't process the information capably, but (1) I moved it back to my old drive and the problem persisted and (2) I later found out that it is a 3.0 port, rendering that possibility moot entirely. So, what the hell is going on there? Is my computer beginning to die? And is it possible that my issues are simply centered around not having a powerful enough PC to handle modding?
  5. Wait! Found something potentially important. I was looking through my load order in the hopes of finding whatever the issue is, and discovered that a few of the patches placed by PerMa Compatibility and PaMa patches were placed before some or all of the PerMa modules. That something I should change?
  6. I did indeed test each mod individually (sometimes in some small groups, such as testing Immersive Armors and Immersive Weapons at the same time) while setting up my bunch of mods in the first place. The biggest group of mods I attempted to use at once was Deadly Dragons, DCO, Dragon Soul Relinquishment, Wyrmstooth, Dovahkriid, and Thunderchild, all of which required clearing a few quests to test so I grouped them together for the sake of time (and also I got the instant thumbs up on all but Dovahkriid by an experienced modder). While doing that test, I had one game crash... which, typing this out now, may have been a bad sign. Regardless, I nabbed Weapons and Armor Fixes Remade and activated it at the same time as PerMa et al. because it was a requirement for PerMa compatibility and PaMa patches for some reason or another. Other than these two specfiic incidents, I had a couple crashes earlier in testing, but that was from setting my graphics way higher than my PC could handle and then having another mod that every so often will spawn a group of enemies for you to defeat rolling the dice and landing on a 9x multiplier for the number of hostiles. Anyway, your tutorial approach could work, but there's an inherent problem with that as well. Said issue being that among the mods I have installed are Deadly Dragons, Dragon Combat Overhaul (actually don't know what effect those would have on the tutorial, but it very well could glitch out Alduin), and Helgen Reborn (which the author warns will completely mess up the intro if installed before leaving Helgen Keep). I also checked and indeed, Patchus is after the bashed patch and it's got an actual filesize (although, it's slightly larger than yours, which I find strange since you've 235 ESPs and I've only 129).
  7. Recently, I downloaded PerMa. I checked every single mod I have installed and downloaded all necessary patches I could find. I also downloaded Perma Compatibility and PaMa patches. Alongside its normal patch I inserted one mod (Magic of the Magna-Ge) into the blocklist, as per that mod's instructions. I ran the patcher (more heapspace, 32-bit & MO version) through Mod Organizer, created a "Patchus Maximus" mod from the resulting overwrite files, sorted with LOOT, rebuilt my Bashed Patch, sorted with LOOT again, and then ran the game from a clean save just after exiting Helgen Keep. I have found that my game is overall far more unstable and prone to CTDs than before I installed this mod, which I find strange because of all the necessary precautions I took. I am unsure of what the issue could possibly be. Does anyone perhaps have an idea as to what happened?
  8. I'm trying to create a bashed patch, but Wrye Bash doesn't detect A LOT of my plugins, including Falskaar, Imaginator, SIC, and quite a few others. When I create the bashed patch, all plugins not detected are immediately deactivated, regardless of whether they affect the leveled lists or are otherwise bashable. When I go to NMM to reactivate them, it deactivates the bashed patch. Any undetected mods that affect the leveled list in any way are not bashed into the patch, either. I have looked up this problem, and I have not found much information. How can this problem be fixed?
  9. Question 1: How high can one set the skill values in the Uncapper before it crashes? I want my skills to be able to go up as high as possible for maximum endgame power. Question 2: To pair along with the Uncapper, I would like to rework the perks system. Preferably, I would want a new perk system with absolutely ridiculous numbers of perks so that I can keep putting more and more and more perk pionts into the skill trees, eventually arriving at insane bonuses (i;e; 500% damage increase, doing X requires very little stamina, triple attack speed, etc.). Does such a perk overhaul exist?
  10. Upon bashing together the Monster Mod, Immersive Creatures + HLE, Immersive Armors, Immersive Weapons, and OBIS, the bashed patch does not appear in my load order in NMM or LOOT. Instead, it seems to do nothing other than deactivate a large number of my mods, many of which have no relation to level lists. Reactivating any of the plugins causes Wrye Bash to display the bashed patch as unactivated, and activating the bashed patch will re-deactivate the mods. Running Skyrim through SKSE in NMM does not have the effects of any of the inactive plugins, or from the bashed patch. I am completely and totally clueless as to what is going wrong. I have the compatibility patch for Enhanced Blood Textures, and otherwise there are no known conflicts between my mods. I ran through my active mods list with LOOT as well. The bashed patch does not appear in loot. Any ideas? Note: Solved the SKSE issue, so it was removed.
  11. Right now I'm going through my tracking centre and testing out each mod one by one to see if it's working. I use a save from right after I left Helgen Keep and activate one at a time, test it, then load that save and activate the next one. With most so far, it's been a simple affair of hitting something, going into a dungeon to see what spawns, or a quick trip to Whiterun. However, some of them (Dragon Soul Relinquishment, Thunderchild, Deadly Dragons, etc.) involve clearing a few quests in order to ensure that they're working because they involve dragons, shouting, or something else not immediately available. Dark Brotherhood Resurrection in particular will require me to complete an entire faction just to test it! Does anyone have any tips on expiditing the process of checking these mods?
  12. I recently finished marathoning Gopher's "Beginner's Guide to Modding Skyrim" video series, and am now gleefully going through my list of tracked mods, downloading/activating them one at a time, and going around to see if they're working. I have a save just after exiting Helgen and then re-entering the cave, and I load the save, try a mod, and then load the save again and make a new save with that mod active and installed. This allows me to test the mod, make a save with it (a new save, not overwriting anything), but not have the negative effects of loading in new areas or killing important NPCs in Riverwood to see if my new killmoves are working. For the most part, checking my mods has been a simple process of looking around, hitting something, or finding a dungeon to see what spawns. However, among those mods which I plan to test are Deadly Dragons and a couple other dragon-related mods. My Helgen save is right at the beginning of the game, for obvious reasons. Dragons don't spawn until after clearing a couple main quests, so in order to test them, will I have to speedrun through those and then load the save? Or is there another way to see if they're working?
  13. I recall a mod in which there was a character... somewhere, and if you talked to them they would add a non-fast-travel map marker to your map. The marker could be any location not currently marked on the player's map, including locations only available through modding. The player could return to this NPC if ever they've looked through most or all of the locations marked on their map, and then be given a new place for them to reach and then explore. This sounds like a very nice mod, but I can't find it anywhere. Anyone know of what it's called?
  14. I like kickass quests with crazy new enemies and areas-they're a lot of the reason I'm here at all. So, other than the obvious Falskaar and Wyrmstooth, do you have any suggestions on the best quest mods?
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