• The Elder Scrolls Megathread XV: A Song of Ice and Draugr
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What's a good combination of combat and magic mods to have in skyrim to make it all fun and balanced when using weird stuff like sword-mage? I'm currently using Better Magic along with Deadly Combat. I was wondering about Duke Patricks, but it sounds like it might mess up magic balance by a lot, by making it underpowered. If I'm thinking right, Deadly Mutilation is more a "gore" mod, than a combat mod, so it should work well with any of the above, right?
[QUOTE=LoLWaT?;41371021]That would be never. Elder Scrolls will have been long forgotten by the time we have the technology capable of that. [IMG]http://sae.tweek.us/static/images/emoticons/emot-smith.gif[/IMG] Fortunately we'll probably have something much better by then.[/QUOTE] As long as it's profitable it won't be forgotten. And seeing how Bethesda has turned into a milkman nowadays I don't see it being unprofitable for quite a long time.
Let's see what's new on Obivion Nexus: [IMG]http://oblivion.nexusmods.com/mods/images/43752-1-1373226750.jpg[/IMG] help
[QUOTE=Lomme;41392919]Let's see what's new on Obivion Nexus: [IMG]http://oblivion.nexusmods.com/mods/images/43752-1-1373226750.jpg[/IMG] help[/QUOTE] I'm.... I'm gonna go cry in a corner.
Just how the hell do you even get face textures to be accidentally applied to tables How is that even possible, [I]goddammit todd[/I]
[QUOTE=Kumagoro;41389380]What's a good combination of combat and magic mods to have in skyrim to make it all fun and balanced when using weird stuff like sword-mage? I'm currently using Better Magic along with Deadly Combat. I was wondering about Duke Patricks, but it sounds like it might mess up magic balance by a lot, by making it underpowered. If I'm thinking right, Deadly Mutilation is more a "gore" mod, than a combat mod, so it should work well with any of the above, right?[/QUOTE] None of the combat mods really do it for me sadly The problem is a lot of them straight up just make things very quick to go down and you very quick to go down (to absurd levels in the context of the game balance, such as one hit kill archers against you no matter what), while completely ignoring that TES is an RPG so skyrim plays more like an action game with those mods Which is partially why I'm doing my mod. It overhauls (but not too much) how some of the skills work for a more interesting combat situation, that is designed with the RPG system in mind instead of completely ignoring it for the sake of "realistic combat action". Video for anyone who hasn't seen it yet.. [media]http://www.youtube.com/watch?v=s9sVCwe6dto[/media]
[QUOTE=AntorkaDelta;41377119]I wonder if tamriel's ever gonna get invaded by another continent during one of the games.[/QUOTE] better yet, when are we going to be able to explore another continent. probably not until after all of tamriel's iterated in games. i thought it would've been cool for them to tie in Atmora to the companions' quest line
[QUOTE=1chains1;41388329]So I uninstalled warzones: civil unrest because the war zones just got annoying. Now the game crashes everytime I get to the main menu, anyone have a fix for this?[/QUOTE] I think sometimes when your game crashes after you uninstall a mod, it could be because another mod depends on it. Most of the time it happens when you have Skyre because it's patch tool (at a separate download that changes values on other mods for consistency) builds a new reproccer.esp when you run it. If you have Skyre, run that SkyProc patcher again (after deleting old reproccer.esp). If you don't have Skyre, check this video out. [url]http://www.youtube.com/watch?v=cPwiY7NBVTM[/url]
[QUOTE=KorJax;41388725]Did you follow exact uninstall directions A lot of times you need to uninstall things a special way when it comes to mods because they alter things in a way where if you suddenly play without it, the game doesn't know what to do and just crashes. Also scritping is saved in your save data not the mod file, so mods that add scripts need to be uninstalled in a special way as well. If the mod author gives no instructions then sorry, it's just a generally shitty made mod (and last I checked, warzones was a pretty shit mod), or you just happen to have a specific load order or something in your data/ESP files that is looking for Warzones but can't find it On that note make sure if you are using bashed patches or ASIS and other such things to re-generate the patch. As bashed patches will still be expecting you to have Warzones installed and as such cause the game to crash if you don't have it.[/QUOTE] Just to add to this, in general mods that are script heavy leave a lot of itself in a save even if you remove the plugin and all its associated files (including the script files themselves!). This stems from the way Papyrus handles scripts and there is no surefire way to really remove them from your save permanently. This was unlike FO3/NV and Morrowind and Oblivion, where deactivating a script's mod would also unload those from the save. If you enable your papyrus logging (go to your skyrim.ini) and are able to launch the game, the resulting log file will be filled with errors from the game trying to initiate Warzones scripts that are no longer there. There is a lot of references also left in the save from Warzones which can cause save bloating. Speaking from personal experience, as I had used Warzones in a previous playthrough, it is very difficult to remove without causing some problem to your save. Even if you get the save running you'll likely get some crashes later on. The creator of that mod (MrGoodEye) had good intentions, wanting to make a similar one to what he had in New Vegas, but he abandoned support for Warzones a long time ago. He has also done the same with a lighting mod, Claralux, but the most recent version he released for that caused save bloating, and he left it at that for another user to try and clean up. While the mod was stable when it was released (relatively speaking), subsequent official patches outdated it very quickly- in modding for Morrowind and Oblivion you generally always had to update the mod after an official release to make sure it continued to be stable. MGE went inactive and never updated it after the last release. Just for context the last update for Warzones was in June 2012- then we were running under Patch V. 1.6.87.0.6 (not including a minor one after that which integrated Dawnguard). Since that point, we've had at least three or four major updates. You could try your luck with some attempts at cleaning saves of scripts like this one here if you really want to. [url]http://skyrim.nexusmods.com/mods/31675/[/url] More than likely though your crash is because either A. You saved in an area where the scripts were active or B. You have some sort of patch that depends on Warzones (Bashed Patch, Merged Patch, proccer, etc...). Generally when I crash to desktop when trying to go to the main menu it's because I had my bashed patch active which had a deactivated mod as a master. Honestly though I suggest you keep Warzones on until you start another playthrough in the future. As a rule of thumb when it comes to modding in Elder Scrolls games (and especially Skyrim!) you should be careful of simply activating and deactivating mods like they are no big deal, especially larger ones and those that make use of scripts. Also take note of how frequently an author updates his mod and whether s/he is responding to comments.
Finally saved that falling elf guy in Morrowind bitches [media]http://www.youtube.com/watch?v=q7AMy5pIOoM[/media]
I'm thinking about playing Oblivion again, with the face overhaul mod obviously, but I was wondering. Are there any armor overhaul mods that make the original armors look cooler? So many of oblivion's stock armors look like shit. I guess new armors would be fine too, but I'd prefer replacers because I just can't stand how strange some of them are.
There are literally no good armor replacers
I think the unique armor sets look pretty good. By which I mean Blades armor, Brusef Amelion's armor, and the Legion armor sets.
I have this awful feeling the next TES is just going to end my rapport with the series.
Nexus So much talent. The vast majority of it completely wasted...
I remember how disappointing that dragon plate was in oblivion. I heard it was taking two weeks to make so I got so excited I waited through them all, just to find a retextured imperial legion set.
[QUOTE=MercZ;41397892]Just to add to this, in general mods that are script heavy leave a lot of itself in a save even if you remove the plugin and all its associated files (including the script files themselves!). This stems from the way Papyrus handles scripts and there is no surefire way to really remove them from your save permanently. This was unlike FO3/NV and Morrowind and Oblivion, where deactivating a script's mod would also unload those from the save. If you enable your papyrus logging (go to your skyrim.ini) and are able to launch the game, the resulting log file will be filled with errors from the game trying to initiate Warzones scripts that are no longer there. There is a lot of references also left in the save from Warzones which can cause save bloating. Speaking from personal experience, as I had used Warzones in a previous playthrough, it is very difficult to remove without causing some problem to your save. Even if you get the save running you'll likely get some crashes later on. The creator of that mod (MrGoodEye) had good intentions, wanting to make a similar one to what he had in New Vegas, but he abandoned support for Warzones a long time ago. He has also done the same with a lighting mod, Claralux, but the most recent version he released for that caused save bloating, and he left it at that for another user to try and clean up. While the mod was stable when it was released (relatively speaking), subsequent official patches outdated it very quickly- in modding for Morrowind and Oblivion you generally always had to update the mod after an official release to make sure it continued to be stable. MGE went inactive and never updated it after the last release. Just for context the last update for Warzones was in June 2012- then we were running under Patch V. 1.6.87.0.6 (not including a minor one after that which integrated Dawnguard). Since that point, we've had at least three or four major updates. You could try your luck with some attempts at cleaning saves of scripts like this one here if you really want to. [url]http://skyrim.nexusmods.com/mods/31675/[/url] More than likely though your crash is because either A. You saved in an area where the scripts were active or B. You have some sort of patch that depends on Warzones (Bashed Patch, Merged Patch, proccer, etc...). Generally when I crash to desktop when trying to go to the main menu it's because I had my bashed patch active which had a deactivated mod as a master. Honestly though I suggest you keep Warzones on until you start another playthrough in the future. As a rule of thumb when it comes to modding in Elder Scrolls games (and especially Skyrim!) you should be careful of simply activating and deactivating mods like they are no big deal, especially larger ones and those that make use of scripts. Also take note of how frequently an author updates his mod and whether s/he is responding to comments.[/QUOTE] All good info but if the dude's game is crashing on launch then it isn't going to be caused by save game issues, but likely caused by something in the game itself (usually another mod or load order issues) requiring something from Warzones to be present, and without it being there the game crashes as it doesn't know what to do
I wonder how they'll square the dialogue circle - I missed hyperlinked dialogue in Morroblivion (one of the most subtle ways of opening up a path - apart from invisibly adding it to the character's dialogue list, of course), and I'll miss it here as well. Much of the rest of the mechanics they can cleave off (I've got a few non-negotiables, like extensive haggling and do-what-you-want enchanting and spellmaking that I can suppress without much loss of decorum), but not something so thoroughly different in philosophy as this.
[QUOTE=KorJax;41400747]All good info but if the dude's game is crashing on launch then it isn't going to be caused by save game issues, but likely caused by something in the game itself (usually another mod or load order issues) requiring something from Warzones to be present, and without it being there the game crashes as it doesn't know what to do[/QUOTE] Yeah, like I said at the end it's probably because he has a mod active that is depending on warzones as a master. We can't really know any of this for sure unless a load order is posted though.
[QUOTE=The Jack;41400287]Nexus So much talent. The vast majority of it completely wasted...[/QUOTE] Visit loverslab, it's like a bunch of amazing modelers, animators and texture designers all suddenly turned into 13 year olds.
[QUOTE=DrasarSalman;41408290]Visit loverslab, it's like a bunch of amazing modelers, animators and texture designers all suddenly turned into 13 year olds.[/QUOTE] And pedophiles
Hey, if you need to put a giant cock, tits, and a massive ballsack on a werewolf all at the same time, Lovers-Lab is the go to place.
Actually, that's the nexus. Loverslab just uses those resources to make the werewolf have realistic animations for sexual interaction.
Oh I also saved Roggvir in Skyrim but apparently Bethesda is literally Hitler [media]http://www.youtube.com/watch?v=XnqHmKoxL4E[/media]
[QUOTE=Excalibuurr;41377505]That's amazing, but why aren't you wearing it?[/QUOTE] [QUOTE=TehMentos;41377816]You need to post a picture of you wearing it.[/QUOTE] It took far longer to acquire this than it should have. [t]http://filesmelt.com/dl/Dova-Douche1.jpg[/t]
I actually tried that rape mod. It's really kind of boring. You basically have the option to rape someone if their health is low enough after a battle. Kind of like a final move. I think someone wanted to make a mode where if you're a male character the final "blow" is to give them a facial. I just imagine in 100 years people will uncover the loverslab servers in a warehouse and think they were like the group of people who worshipped the CBBE goddess with Quadruple F's and lived on an island.
-30% fcuk dat
The time has come, I shall play Morrowind once more. I never played a mage so the choice is obvious. Any advice?
Go Atronach or reconsider your self-image
Female Khajiit mage born under the Atronach sign, check. I think I'll pick Willpower and Speed as my main stats, first for Destruction and second for Unarmoured and Short Blade (I'll be needing that with no mana regen). I dunno if I should pick any armour specialization, though.
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