ArchAngelAlien Posted February 15, 2013 Author Share Posted February 15, 2013 As far as I can tell, Deadly Dragon works fine with the new DLC. I've been following the author's posts on the official Bethesda forum, and even he was sort of surprised that the DLC didn't wreck havoc with his mod. Not sure about compatibility with SkyRe. SkyRE is 100% compatible with Deadly Dragons as even recommends you download this mod. SkyRE touched nothing with dragons. Also just for information's sake, there is a link striaght to character creation overhaul on his page, as it's compatible as well. Link to comment Share on other sites More sharing options...
ArchAngelAlien Posted February 15, 2013 Author Share Posted February 15, 2013 (edited) It also looks like the main MO page is getting reports of ReProccer not working correctly, which is extremely disheartening. Without ReProccer I cannot make my game balanced with my custom armors and wepon mods. Which may make me postpone this build until support is added through MO. Alot of people use SkyRE, that feature needs some attention if it really doesn't work. Only time will tell when I get there. Edited February 15, 2013 by ArchAngelAlien Link to comment Share on other sites More sharing options...
ripple Posted February 15, 2013 Share Posted February 15, 2013 (edited) For one, Character Creation Overhaul is a mod that adds races - birthsigns - classes - skills - specializations - aattributes. It's seriously amazing. http://skyrim.nexusmods.com/mods/21587( It has nothing to do with your face =p ) Doesn't SkyRe already overhaul races, birth signs, and skill trees? I can't see how they would be compatible unless CCO is modular and/or has compatibility patches/SkyRe compatible versions. I play a custom race ( in order to have unique textures, skeleton, and some animations for my character) so generally don't check out the vanilla race overhaul mods much. Guess the distance is an amazing mod that I like to use in unison with the telescope mod. It may not be required, but it's simply too awesome and I don't think it's very script intensive. The SKSE and MCM support for a hotkey makes this mod fabulous. Meh...'fluff.' :smile: Duel Wield Blocking + Duel Wield Blocking animation - Let me just say this is amazing. It worked perfectly for me in my game, and even leveled my blocking skill with the time I was able to test my previous load orders. The MCM Menu hotkey worked flawlessly, and was very responsive even on a 176 mod load order with everything running. I would like to keep this if possible. It's a nice mod, I like it, just didn't feel I needed it because while it was quite useful when my character was just starting out, I found I wasn't blocking at all after hitting a high armour rating where I wasn't taking much damage from MOBs except from Deadly Dragons (and blocking those puppies won't help much unless you are using a shield). I also play with a X360 controller so couldn't spare an extra button just for blocking without editing the controlmap. The two major issues with the mod are 1) sometimes stops working properly after a while and need to be toggled in the MCM; 2) running scripts that doesn't use quest alias so it can't be halted and sticks to your save game like super glue. DSpSoB: Don't even get me started on the weapon skeleton mods. I am telling you right now, I HAVE TO HAVE ONE. The default weapon placement system is natrocious. I tried using ATTT but it was VERY buggy. But fun when it worked. It was actually causing me to level the weapons I had placed on my character. For example: ATTT - I had a bow on my back. When I struck an enemy with my axe, it leveled my bow skills. That was the end of ATTT. DSpSoB is a GODSEND. The ability to dual wield weapons on your back with sheaths is one of the reasons I wanted to mod anyways. I found the custom skeleton mod replacers and was very impressed. However if you can suggest something less buggy and script intensive, I am all ears. But I need something. Vanilla is just not my flavor in the area. You might be able to fit it into your load order without issues. Weapons on back isn't working properly though, because there is no weapon draw/sheath sound. For some odd reason that no one has figured out yet, the weapon/drawing sheath sound in Skyrim is apparently tied to the animation files rather than the weapons (even though you can edit weapon sounds in the CK by editing the weapons). The need for proper animation is why the mod had to use elaborate methods to implement back sheaths and back shields. The simpler way to implement back sheaths and shields on back would be to simply edit the skeleton. In fact, I am using XP32's skeleton for my custom race character, with the animations stripped out, which provides back sheaths with drawing/sheathing sound for all swords without the need to edit meshes to reposition the swords (so all vanilla and modded one-handed swords can be back sheathed), just not the proper back draw/sheath animations (since I stripped those files to get weapon draw sounds) and no back shields and dual sheaths. So yeah, DSpSoB is the best of it's kind since ATTT has been pretty much abandoned. I really blame it on Bethesda for dropping the ball on dual wielding. At the very least, dual sheaths and dual draw animations should have been in. Edited February 15, 2013 by ripple Link to comment Share on other sites More sharing options...
ArchAngelAlien Posted February 15, 2013 Author Share Posted February 15, 2013 There is one more overhaul I want to throw in my load order and that's Better Vampires. I got confirmation it's 100% compatible (Not sure what Dragonborn did to it, if anything) and doesn't conflict with SkyRE. I've tested my game a few times for a few hours, had a single CTD when loading the RaceMenu, which doesn't worry me. I also installed the lowpolly hairs to load on the females when switching, to prevent CTDs if possible. I am just working out the smaller mods and getting Interesting NPCS installed. I like the full version, and it's around 1.2gb. Once I figure out my smalls, and get my utilities installed I will move onto SkyRE and ReProccer. Let us all pray. Link to comment Share on other sites More sharing options...
ArchAngelAlien Posted February 15, 2013 Author Share Posted February 15, 2013 For one, Character Creation Overhaul is a mod that adds races - birthsigns - classes - skills - specializations - aattributes. It's seriously amazing. http://skyrim.nexusmods.com/mods/21587( It has nothing to do with your face =p ) Doesn't SkyRe already overhaul races, birth signs, and skill trees? I can't see how they would be compatible unless CCO is modular and/or has compatibility patches/SkyRe compatible versions. I play a custom race ( in order to have unique textures, skeleton, and some animations for my character) so generally don't check out the vanilla race overhaul mods much. It does already overhaul everything, yes. But this just adds to even more. One could argue it's too much, but I enjoyed this mod. I may drop it, only time will tell. I found it a little bit overpowering. For example when you chose your class, it gives you too many + skills. You essentially start out with 40 sneak as a thief class, which basically robs your character of many levels. Add in the extra levels for archery, one handed, block, alchemy and what have you and it nearly robs your character of 30 levels. If you were not using the uncapper, it would be hard to reach level cap just doing what your class does best. >Guess the distance is an amazing mod that I like to use in unison with the telescope mod. It may not be required, but it's simply too awesome and I don't think it's very script intensive. The SKSE and MCM support for a hotkey makes this mod fabulous. Meh...'fluff.' :smile: Bleh. It is fluff. But it's a type of fluff I enjoy. It really fits my character well. Going for the whole - survival Kahjiit play-through. I don't plan on steamrolling the game. I turn up the difficulty to master and go for an extreme challenge. The ability to 'size up' mobs from afar and craft a telescope that works with it as well makes me able to strategically plan my assault, or advance. >Duel Wield Blocking + Duel Wield Blocking animation - Let me just say this is amazing. It worked perfectly for me in my game, and even leveled my blocking skill with the time I was able to test my previous load orders. The MCM Menu hotkey worked flawlessly, and was very responsive even on a 176 mod load order with everything running. I would like to keep this if possible. It's a nice mod, I like it, just didn't feel I needed it because while it was quite useful when my character was just starting out, I found I wasn't blocking at all after hitting a high armour rating where I wasn't taking much damage from MOBs except from Deadly Dragons (and blocking those puppies won't help much unless you are using a shield). I also play with a X360 controller so couldn't spare an extra button just for blocking without editing the controlmap. The two major issues with the mod are 1) sometimes stops working properly after a while and need to be toggled in the MCM; 2) running scripts that doesn't use quest alias so it can't be halted and sticks to your save game like super glue. I will experiment with this on a play test. I plan to test the game for a day or two straight, just testing mods and basically seeing if my game will break, without intentionally doing anything stupid. It could end up dropped. DSpSoB: Don't even get me started on the weapon skeleton mods. I am telling you right now, I HAVE TO HAVE ONE. The default weapon placement system is natrocious. I tried using ATTT but it was VERY buggy. But fun when it worked. It was actually causing me to level the weapons I had placed on my character. For example: ATTT - I had a bow on my back. When I struck an enemy with my axe, it leveled my bow skills. That was the end of ATTT. DSpSoB is a GODSEND. The ability to dual wield weapons on your back with sheaths is one of the reasons I wanted to mod anyways. I found the custom skeleton mod replacers and was very impressed. However if you can suggest something less buggy and script intensive, I am all ears. But I need something. Vanilla is just not my flavor in the area. You might be able to fit it into your load order without issues. Weapons on back isn't working properly though, because there is no weapon draw/sheath sound. For some odd reason that no one has figured out yet, the weapon/drawing sheath sound in Skyrim is apparently tied to the animation files rather than the weapons (even though you can edit weapon sounds in the CK by editing the weapons). The need for proper animation is why the mod had to use elaborate methods to implement back sheaths and back shields. The simpler way to implement back sheaths and shields on back would be to simply edit the skeleton. In fact, I am using XP32's skeleton for my custom race character, with the animations stripped out, which provides back sheaths with drawing/sheathing sound for all swords without the need to edit meshes to reposition the swords (so all vanilla and modded one-handed swords can be back sheathed), just not the proper back draw/sheath animations (since I stripped those files to get weapon draw sounds) and no back shields and dual sheaths. So yeah, DSpSoB is the best of it's kind since ATTT has been pretty much abandoned. I really blame it on Bethesda for dropping the ball on dual wielding. At the very least, dual sheaths and dual draw animations should have been in.It really makes me sad that DSpSoB is really poorly optimized. You would think that it would be one of the best, if not thee most popular mod to many, many people. Duel sheaths and dual weapons is very attractive. Not only that, it adds to the immersion. I cannot tell you how much I hate pulling an extra sword out of my character's tail hole, because there is no graphics for a second sheath. I am not sure how heavily scripted this mod is, but it was not related to my crashes before. Doesn't mean it cannot be later, but I am praying this mod is stable for a play-through. Link to comment Share on other sites More sharing options...
ArchAngelAlien Posted February 15, 2013 Author Share Posted February 15, 2013 I think I may go with the custom skeleton: BBP, Realistic RagDolls, Chesko's Belt-Fastened Quivers, SWP - Custom Twin Swords Dagger on ankle. It doesn't use DSpSoB. But I don't get the functionality of not wearing a shield on my character's back, or duel wielding weapons on the back either. Do you really think DSpSoB is a bad idea? Link to comment Share on other sites More sharing options...
ArchAngelAlien Posted February 15, 2013 Author Share Posted February 15, 2013 (edited) Well I started doing some testing, and my game is crashing again at the understone keep in Makath. Going to wait for my new cards, and see if I am running out of Vram before I start pulling mods. Seems like the most logical step. Everytime I crash here, and I don't know why. Edited February 15, 2013 by ArchAngelAlien Link to comment Share on other sites More sharing options...
ripple Posted February 15, 2013 Share Posted February 15, 2013 (edited) DSpSoB is the only viable option if you want shields on back and dual sheaths (ATTT would be a 'bad idea'). If that is important to you then go with it. I didn't play with it for a long time so can't say if it will affect game stability. Aside from no sound for back draw of one handed weapons, most of the 'bugs' people have reported have been things like 'shield on ground' instead of on the back and having to toggle the power when the mod stops working for some reason. It doesn't cover mod added weapons or shields (unless you want to reposition the meshes yourself in nifskope), but since you don't appear to be using any of those in this load order, it won't matter. The only CTD issue I read about with DSpSoB was when someone reported that it was crashing their game when they added a mod with shields that spawned on guards, not sure if the user ever figured out whether DSpSoB or the shield mod he was using was responsible. You may also need to hunt for a custom skeleton on skulltyrant's page that is compatible with your custom body, DSpSoB, and RRF. I am also not sure if it's current working with Dragonborn' changes to character animations (although it most certainly has not been updated for DB yet, so it doesn't support DB weapons and shields). Don't get me wrong, it's very well done considering what they had to work with (absolute no support from Bethesda, which should have implemented dual sheaths at least, the way the engine handles weapon sheath/draw sounds and animations, etc.). I didn't find shields on back 'essential' for my play-style, so I decided to trim it from the load order to keep script mods to a minimum. I also use -a lot- of custom weapons/armour mods to ensure variations in NPC appearances, so I didn't miss the back shields and dual sheaths that much since they never covered most of the weapons and shields I found in game. If you come back in a year, some of these mods may be mature enough to run with a large load order without any issues, like how many mods for FO3/FNV have matured significantly from when they were first released 2 or 4 years ago, but that's not going to help now. It really depends on how annoyed you are by the default game weapon placements. You can also wait and add it later when and if it has been updated. Edited February 15, 2013 by ripple Link to comment Share on other sites More sharing options...
ArchAngelAlien Posted February 15, 2013 Author Share Posted February 15, 2013 (edited) <p>I am still debating going with DSpSoB. For now I am seriously curious why my game is crashing at Understone Keep, again.. in Markath. I googled it, and some people said to disable Alternate start, Live Another Life when they had CTD issues in the game. <a href="http://forums.nexusmods.com/index.php?/topic/647336-ctd-when-entering-dragonsreach/">http://forums.nexusmods.com/index.php?/topic/647336-ctd-when-entering-dragonsreach/</a></p><p> </p><p>I just ran back to Makath after a carrage ride with the default vanilla game, and when trying to enter Understone Keep it refuses to load, and just sits on the black screen showing my level. I really don't understand what is causing this. If it's not my video card, I am going to be troubleshooting this for a very long time. Also getting random CTD's out in fields outside Whiterun.</p><p> </p><p>It's not Life another Life doing it, something else is.</p> Edited February 15, 2013 by ArchAngelAlien Link to comment Share on other sites More sharing options...
fiewiel Posted February 15, 2013 Share Posted February 15, 2013 Just uninstall all mods and make sure that everything is really gone (http://wiki.step-project.com/Guide:Troubleshooting), download a save from nexus where you start after intro,Run with the vanilla game to whiterun save there and than try to find out if your game still crashes. IF it does you have some serious problem. Link to comment Share on other sites More sharing options...
Recommended Posts