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Stability issues in Skyrim


AndrealphusVIII

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korun, on 28 Feb 2013 - 19:54, said:

@Ripple sorry if i jump on "your" post frequently, i just want to say try or check Duel, it's a really good improvement of all the npc AI, you can't run anymore in battle with it and if you add SUnleashed which is developped for, in purpose, you'll need a follower or go in the woods killing deers to grow up a bit :wink:

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No problem at all, I am just one mod user and it's always better to have more eyes checking a load order set up and suggestions from various mod users for mods they've tried and tested. Edited by ripple
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Thanks for the replies :wink:

 

 

For this i can insure you, nothing related with Viljia or CH, it's a bug engine, i use CH for long now, horses are flying sometimes with or without the mod, you just have to hit "E" then the horse stop there.
i've had this bug too when running CH, even after un- installed it properly (stopquestCH etc..) i was still flying in the same area near Windhelm and i've fly again without the mod in Hjaarlmarch on other
playthrought.

 

When I started my new game, the problem was gone. I'm still using both Vilja and CH but it looks like the horse issue is fixed somehow.

 

For my difficulty set-up, it looks I have 3 choices:

  • ERSO partially (Mighty Dragons, Priests, Odahviing, Durnehviir, Miraak, Harkon, Protected Vendors, Dungeon Sounds) + Duel + SUnleashed (+ maybe SkyRe Main (perks) but I heard it may cause some conflicts)
  • ERSO (all modules) + Duel
  • ERSO partially (see above) + Duel + ACE

Questions:

  1. I heard SUnleashed is challenging at the beginning of the game. But is SUnleashed also challenging at higher lvls? Or will it become easier at lvl 50+? Is there an option to use the Community Uncapper and still have challening content even at lvl 81+ ?
  2. At the frontpage of SUleashed it says that mod is compatible with the perks/races modules of SkyRe. But since SkyRe - Main doesn't only affect perks, but other things as well, is it still compatible?
  3. Which one of the three set up options will offer the overall most challenging experience (especially at end game)?

Kind regards :wink:

Andre

Edited by AndrealphusVIII
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Im using deadly combat + master level. Until level 30 every opponent with a 2 hander could 2 shot me (hell, some even did a 1 shot), a normal dragon was a killer machine I was not able to overcome alone.

With a companion (a must IMO) + concentrating on archery it was a challenging way to reach higher levels. With enchantment 100 and the final perk of the enchantment tree the game went a lot easier and now Im also looking for ways to make it challenging again.

Summary: Deadly combat works very well but lacks perk changes.

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Sky Re works like ERSO in many ways, when you activate it, you can choose between few module, so choose only those different from SU, the un capper open only perks to up further than 81, you need another mod to make the game more difficult still.

yes SU is hard from lvl 1 to 40, then from my own expérience whatever you'll choose it will became really easy from 50, the stuff, enchanting skills etc.. will made your char really powerfull and if you use customs followers it's even more easy

 

Mighty dragon is insane at low lvl when you choose unleveled one, because you'll encounter old dragon even you are lvl 10 with guards etc.. it's almost impossible to kill them, they behave like "real" one, attacking every life being around and far away, then come back for you :), this said if you are HL it's still difficult, Erkeil's dragons can pop Dremora knight, skeletons, have many magic spells and shout .

 

Skyrim unleashed and Duel replace Sky Re on my setup, because i have stability problems with and i don't want to have to much script running, but check this,

.

 

remember that you can have 255 mods running if you want, but a real gaming rig is needed, you can tweak everything (Windows, ram, OC gpu/cpu, skyrim .ini) and push your system to the limit and run more than you normally can (i do) but overhaul are huge , so think also of your char, customs body, armors, landscape texture/all textures which are really taxing on your system.

 

Ripple gave you already good advises to optimize your mod, try to get more ram (min 6 Gb ram), a gpu with »1gb vram (bigger the better) and you are good to go

@@

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ACE + ERSO comes with no scripts, so it's safe to test and uninstall if you end up deciding you don't like them. I also use the ERSO enhancement plugins for the boss NPCs and dragon priests, which does makes them -very- hard to defeat if that is the effect you are going for. I don't use Might Dragon though. I use Deadly Dragon on expert DD difficulty with 'no landing' AI, and my dragon fights last any where from 2 minutes to 20 minutes, usually resulting in my level 51 character's death (probably because I have not learned the shout to force them to land yet). I need to start making use of UFO's multiple followers.....given I am already getting hammered so badly by dragons, I figure I wouldn't use Mighty Dragon as well (although I might once I get better at this). ERSO also has an enhanced encounter zone plugin, which limits the level scaling of encounter zones for the default game so that some zones will always have tough monsters and some zones will always be 'new character friendly.'

Edited by ripple
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You guys are amazing! :smile: So much great advice! Thank you very much. :smile:

I changed my load order again. This time I used most of the ERSO modules. (I'm going to try ERSO + ACE later, on my next playthrough)

But I also added some mods recommended by the author of ERSO. I tried to use as less mods, that increase spawns, as possible.

My new LOAD ORDER:

Active Mods

• 00 Skyrim.esm

• 01 Update.esm

• 02 Dawnguard.esm

• 03 HearthFires.esm

• 04 Dragonborn.esm

• 05 SPIKE.esm

• 06 Unofficial Skyrim Patch.esp [Version 1.3.0]

• 07 Unofficial Dawnguard Patch.esp [Version 1.2.0]

• 08 Unofficial Hearthfire Patch.esp [Version 1.0.3]

• 09 Unofficial Dragonborn Patch.esp [Version 1.0.1]

• 0A Chesko_Frostfall.esp

• 0B Convenient Horses.esp

• 0C Dragon Soul Relinquishment.esp

• 0D Cloaks.esp

• 0E 1nivWICCloaks.esp [Version 2.2]

• 0F 1nivWICSkyCloaksPatch.esp [Version 2.2]

• 10 hothtrooper44_ArmorCompilation.esp

• 11 LPotD Armor.esp

• 12 PISE-AI Tweaks Only.esp

• 13 HeavyArmorTree.esp

• 14 SpeechTree.esp

• 15 SmithingTreeDG.esp

• 16 ERSO 01 - VRR with Running Hardcore.esp

• 17 ERSO 02 - Enhanced Fauna and Monsters for Skyrim.esp

• 18 ERSO 03 - Mighty Dragons.esp

• 19 ERSO 04 - Mighty Odahviing.esp

• 1A ERSO 04.2 - Mighty Durnehviir.esp

• 1B ERSO 05 - Dovah Holy Book.esp

• 1C ERSO 07 - Mighty Dragon Priests.esp

• 1D ERSO 08 - RUS-00 Main plus Dawnguard Dragonborn.esp

• 1E ERSO 08.1 - ERSO SUPER MIRAAK.esp

• 1F ERSO 08.2 - ERSO HARKON.esp

• 20 ERSO 09 - RUS-Npcs overhaul USKP compatible.esp

• 21 ERSO 09.1 - Essential Children.esp

• 22 ERSO 09.2 - Radiance.esp

• 23 ERSO 10 - RUS-(SIM)-Travellers and Adventurers.esp

• 24 ERSO 10.02 - Adventurers and Travelers.esp

• 25 ERSO 11 - RUS-(SIM)-Assassins and Thieves.esp

• 26 ERSO 12 - RUS-(SIM)-Werewolves.esp

• 27 ERSO 13 - MD - A Better Level Progression.esp

• 28 ERSO 13.02 - Lower Skill Gain -40percentSSPHA.esp

• 29 ERSO 13.03 - Higher Skill Cap 125 with perks.esp

• 2A ERSO 14 - Vendors richer and Inns more expensive.esp

• 2B ERSO 14.02 - Harder barter 6-3.esp

• 2C ERSO 14.03 - Vendor Soul Gems Only Empty And Rare.esp

• 2D ERSO 14.04 - Vendor Animal Parts A Bit Less Common.esp

• 2E ERSO 14.05 - Vendor A Bit Less Minerals.esp

• 2F ERSO 14.06 - Vendor Only Minor Enchanted Weapons Armors.esp

• 30 ERSO 14.07 - Vendor Less Weapons Armors.esp

• 31 ERSO 14.08 - Respawn Vendor Stuff 10 days.esp

• 32 ERSO 16 - Realistic Crime Alert Distances - MEDIUM.esp

• 33 ERSO 17 - Training cost 4.0x.esp

• 34 ERSO 18 - LAWE Hardcore.esp

• 35 ERSO 19 - Respawn 10 days - 60 days.esp

• 36 ERSO 20 - Standing Stones Overhaul.esp

• 37 ERSO 21.01 PM Dungeons.esp

• 38 ERSO 21.02 PM Blackreach.esp

• 39 ERSO 21.03 PM Dwemer.esp

• 3A ERSO 22 - Better Necromancy Spells.esp

• 3B ERSO 23 - Lockpicking Perks Changes.esp

• 3C ERSO 24 - Pickpocket Perks Changes.esp

• 3D ERSO 25 - Enchanting Perks Changes.esp

• 3E ERSO 26 - Realistic Fall Damages.esp

• 3F LightArmorTree.esp

• 40 Destroy the Thieves Guild.esp

• 41 The Paarthurnax Dilemma.esp [Version 1.2.3]

• 42 AchieveThat.esp

• 43 Immersive Weapons.esp

• 44 TheChoiceIsYours.esp

• 45 TheChoiceIsYours_Dawnguard.esp

• 46 Unique Region Names.esp

• 47 RealisticNeedsandDiseases.esp

• 48 RND_USKP-Patch.esp

• 49 RND_Dawnguard-Patch.esp

• 4A RND_HearthFires-Patch.esp

• 4B RND_Dragonborn-Patch.esp

• 4C LockpickingOverhaul.esp

• 4D Duel - Combat Realism.esp

• 4E EMCompViljaSkyrim.esp

• 4F UFO - Ultimate Follower Overhaul.esp

• 50 UFO - Dawnguard AddOn.esp

• 51 UFO - Heartfire AddOn.esp

• 52 Follower Trap Safety.esp

• 53 moveitLWT.esp

• 54 Bashed Patch, 0,esp



When I rebuilt my Bashed Patch, Wyre Bash suggested to merge the following mods, which I did.

 

Merged Mods:

• ERSO 13 - MD - A Better Level Progression.esp
• ERSO 14 - Vendors richer and Inns more expensive.esp
• ERSO 14.02 - Harder barter 6-3.esp
• ERSO 14.03 - Vendor Soul Gems Only Empty And Rare.esp
• ERSO 14.04 - Vendor Animal Parts A Bit Less Common.esp
• ERSO 14.05 - Vendor A Bit Less Minerals.esp
• ERSO 14.08 - Respawn Vendor Stuff 10 days.esp
• ERSO 17 - Training cost 4.0x.esp
• ERSO 19 - Respawn 10 days - 60 days.esp
• ERSO 26 - Realistic Fall Damages.esp
• moveitLWT.esp



I used both BOSS and Wyre Bash to sort out my Load Order. As well as this list from Erkeil.

 

Erkeils suggested load order:

* * USE THIS LOAD ORDER * *

- Unofficial Skyrim Patch (http://skyrim.nexusmods.com/mods/19)
- SIS - Stealth and Immersion set (http://skyrim.nexusmods.com/mods/26286)
- Increased Bounty Rewards (http://skyrim.nexusmods.com/mods/11278)
...
- ABT - Arrows and Bolts Tweaks (http://skyrim.nexusmods.com/mods/11941)
- Armored Skeletons and The Walking Dead (http://skyrim.nexusmods.com/mods/26706)
- Immersive Patrols (http://skyrim.nexusmods.com/mods/12977)
- Interesting NPCs (http://skyrim.nexusmods.com/mods/8429)
- PISE - Improved Skyrim Experience (http://skyrim.nexusmods.com/mods/1269) - Use ONLY this .esp (you find it into separated folder) PISE-AI Tweaks Only.esp
- Populated Cities (http://skyrim.nexusmods.com/mods/9201)
- Treebalance - Heavy Armor Tree (http://skyrim.nexusmods.com/mods/18929)
- Treebalance - Speech Tree (http://skyrim.nexusmods.com/mods/18919)
- Treebalance - Smithing Tree (http://skyrim.nexusmods.com/mods/26722)
- Morrowloot (http://steamcommunity.com/sharedfiles/filedetails/?id=78468293)

- E.R.S.O modules

- Treebalance - Light Armor Tree (http://skyrim.nexusmods.com/mods/18929)
- Armor Affects Magic (http://skyrim.nexusmods.com/mods/6307)
- Better Magic (http://skyrim.nexusmods.com/mods/4374
- Phitts Alchemy and Food Overhaul (http://skyrim.nexusmods.com/mods/11481) - Use ONLY this .esp: "PTAlchemyOverhaul_ONLY"
- Duel - Combat Realism (http://skyrim.nexusmods.com/mods/2700)



Questions:

  • Does my new load order look okay to use? Or is it rather heavy for my CPU? Will it be stable?
  • About the merged mods, I can leave them unchecked in my load order I guess. As they're merged in the Bashed Patch?
  • I'm thinking of using ERSO 9.2 - Radiance, BUT it contains scripts (according to Erkeil) and may increase spawns. Maybe then it's better not to use it?

Kind regards
Andre

Edited by AndrealphusVIII
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You are already using a number of mods that increases spawns in the worldspace:

 

23 ERSO 10 - RUS-(SIM)-Travellers and Adventurers.esp

• 24 ERSO 10.02 - Adventurers and Travelers.esp <-- uses a script

• 25 ERSO 11 - RUS-(SIM)-Assassins and Thieves.esp

• 26 ERSO 12 - RUS-(SIM)-Werewolves.esp

and one of them also contains a script. Radiance won't make or break your load order, I don't think. I don't use those plugins so I can't say how well they run. But your load order looks modest right now so it might be fine. The only way to know for sure is to test (you can try the 'running test' I mentioned several pages ago). If you start experiencing random CTDs in the worldspace, then you would know it's taxing the engine too much.

 

Plugins that can be merged into the Bashed Patch will be automatically disabled after the Bashed Patch is rebuilt, so you don't need to worry about them (and yes, it's safe to leave them disabled after).

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Another noob question from me:

Where do I enter these lines?

  • fArmorScalingFactor = 8
  • fMaxArmorRating = 95

I thought they had to entered under [Combat] in the Skyrim.ini.

But that doesn't seem to work somehow... Do they need to be entered somewhere else?

 

Thanks in advance

Edited by AndrealphusVIII
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these are "CK tweaking", just a tip, enjoy your first playtrought with all your mods, it'll be difficult enough, then you'll start to mess with skyrim master file in the creation kit :D.

enjoy your new game

@@

Edited by korun
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these are "CK tweaking", just a tip, enjoy your first playtrought with all your mods, it'll be difficult enough, then you'll start to mess
with skyrim master file in the creation kit :biggrin:. enjoy your new game

 

Sorry, I had already done some tweaks when I read your post. :( I hope I haven't done anything wrong though.

 

Basically I have done the following:

  1. I opened CK, selected File -> Data, and then checked Skyrim.esm.
  2. After loading, I opened Gameplay -> Settings. I looked for fArmorScalingFactor and modified 0.12 to 0.03 ( 0.12% dmg reduction per 1 Armor Rating -> 0.03% dmg reduction per 1 Armor Rating: which should multiply the max Armor Rating by 4?)
  3. Then I saved the new esp as "ArmorRatingCap4.esp" in the Data folder. I added it to an archive folder and added it to my mods by used Mod Organizer.
  4. I rebuild my Bashed Patch and merged my "ArmorRatingCap4.esp" in it.

Should this do the trick? (Multiply my max Armor Rating Cap by 4)

 

Thanks in advance

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