• The Elder Scrolls Megathread XX: Might as well be XXX
    3,795 replies, posted
This is probably the only thing I agree with. Everything else in that post is simply subverted when you realize the average modder doesn't use a profile system as much as advanced ones do. Most likely, they'll stick with the "Default" profile, install the mods they want, and the save games and ini files will be in their normal place when they need to modify them. And if a modder were to get that in-depth with modding anyway, I'm pretty sure that they'll have known by then that MO has profiles that store custom profile INI files in different places. And Artix3's Gopher suggestion brings up another thing I want to mention. People nowadays use YouTube tutorial videos to teach themselves things, so naturally I'd assume that people will find Gopher's content on how to use the different mod managers, and figure out which one works best for them. The only reason why people use NMM is because: it works with more games; it is basically the most well known mod manager to one of the biggest mod communities, simply because the company that owns the site the community is hosted on also owns the mod manager software and advertises said software with a button on the top of every page; and, this is just my speculation, because there are those that blow the "difficulty" of MO out of proportion, and spread that idea to impressionable newbie modders when the newbies ask for what mod manager they should use.
The thing is, the people that made MO are working on NMM now and it basically has the same features like profiles and clean installs. I don't think it uses the same virtual install method MO does but it accomplishes the same end goal with getting rid of data folder clutter and not leaving shit behind when uninstalled.
yeah except the new NMM (Vortex, I think) is also currently objectively the worse out there it doesnt even let you manage load order yourself
It was when the alpha released, I haven't payed attention to it since then so I don't know what has changed (if anything)
It hasn't really changed. Mods, from what I've seen, are given "priority" over each other. You can't manually sort the load order, you have to play a game of setting mod priority over one another to get your load order right. Install a new mod? Now you've got to figure out how it fits in with all the other mods via changing its priority value. It's trash.
The Dragon Bones dungeons in ESO are such goddamn PUG-killers. So frustrating.
MO has an NMM symlink emulator. NMM and Vortex are hot garbage, frankly; bafflingly so
Just remember, that you can't use the 64-bit version of MO for Oblivion, FO3/FNV. I've had bad experience with that entirely not working. Otherwise the way to sucess to mod Oblivion is Wrye Bash and MO. Follow Loot strictly and remember that Oblivion doesn't have Skyrim's 250 plugin maximum but rather 160 max or so, so merging compatibility patches is needed, not just for reducing plugin count but also for stability. Making a Smashed Patch/Wrye Bash patch is also obligatory.
https://files.facepunch.com/forum/upload/221997/cfa1ef3e-f543-4bf6-95cb-7fd65ee7e43c/Elder Scrolls IV Oblivion Screenshot 2018.04.02 - 21.59.22.35.png im only like level 5 and i found this in a cave outside the imperial city. did OOO add this? or Better Dungeons? it feels like cheating. i only found one other post about it online from an archived 4chan page
The easiest way to find out is to drop it on the ground (save first) then open the console and select it, the first two numbers or letters will tell you what mod it comes from in the loadorder.
Does that only count .esp files or does it count other shit? And I can only assume that once you hit that limit Skyrim either won't read anymore files or just crashes hard
Everything in the load order, be it vanilla .esms or plugins. It depends, usually the game starts as normal but almost every mod will only partly work or only a certain mods will work. Sometimes it crashes directly but mostly the engine just gives up loading plugins properly creating some really weird behaviors, more than crashes. I've had this problem a lot of times, and its not as obvious as you might think. So always keep count on how many things you have in your loadorder in total. LOOT gives you a number of active plugins.
Apparently Skyrim VR (came out today, by the way :V) has started out a much better port into VR than FO4 was, so that's nice.
I don't know about any of that, but the current non-beta build on the nexus definitely isn't that, I'm literally using it right now for Fallout 4.
It was pretty nice when I played it on PS4VR. It made some of the choices for FO4VR kinda baffling honestly. I guess they gave them to two different teams and they just did whatever they wanted with it.
I watched Gopher do a 6 hour livestream where he was trying out lighting mods for his current playthrough. Vortex looks like the most obnoxious mod manager ever. Needing to open a separate box to alter a mod's 'priority weight' (as he called it, I was watching on a phone and the text was too blurry to read) seems ridiculous. With Mod Organiser and MO2 you can just drag mods where you want them. Also the view he was using (not sure if you can change it) only let him see like 10 mods at a time because the mod list took up 90% of the windows and each mod had heavy padding.
So with SKSE64 out for a while I decided it was time to get back into Skyrim. You all convinced to try out Mod Organizer for my new install and... Holy shit. Why did I ever use NMM?? The installation priority management, the access to tons of additional information and actions, the mod isolation... good lord, I'm wetter than ever. This makes modding stupidly easy by comparison to NMM.
Whats bad about the FO4 port?
Doesn't it lack scope function? Or was that fixed.? Also not being able to handle weapons with both hands
scope was fixed iirc I want skyrimVR really bad but not ready to spend 60 eur on a 7 year old game. Fuck that
It looks like it'd play worse than the original, no mods (the best thing about the original), graphics are slightly dated now, you probably know the story already. Literally the only reason to have it is Vr. It's a gimmick?
If it works like Fallout 4 VR then mods shouldn't be too much of a problem.
Really it was the lack of VR options, like world scaling, the lack of base game features, like using scoped weapons, the VR render resolution being tied to your main monitor's resolution, and that it runs pretty badly even with recommended specs. All but the last issue has been fixed. Then the rest of what makes it a bad port really just comes down to whether you value complex vr interactions or not. And TBH, it's kind of unreasonable to expect H3VR levels of interaction when they're basically porting a 2d game that had none of those complex mechanics, into VR. But then you look at the price tag of $60, and you start to think that maybe that price would be easier to swallow if you've never played the game before and it did include VR exclusive complex interactions.
It lets you stab with daggers again.
Skyrim SE got a new update, here's the patch notes. NEW FEATURES Support for additional player homes BUG FIXES Minor bug fixes for Bethesda.net Updated script functions for new Creations Wolves have regained the ability to howl The CCC file also updated to add these: ccBGSSSE018-Shadowrend.esl ccBGSSSE035-PetNHound.esl ccFSVSSE001-Backpacks.esl Elianora's Hstead thing was also changed to be an ESM instead of an ESL, and is also assumedly the reason for the "additional player homes" part of the patch notes. Shadowrend is a weapon from Shivering Isles, PetNHound will probably end up being like Fallout 4's CC dogs (making them basically just house decoration, though hopefully they'll be more like the other dog companions in Skyrim), and Backpacks will probably be similar to Fallout 4's Modular Backpack thing, seeing as it was made by the same person.
What a crock.
I would've thought that after installing like a dozen unofficial patches for oblivion that have been worked on for years would make the main quest unbreakable. Instead, a "Frost Titan" from OOO followed me into bruma, killed a guard and then Jearl, the spy you have to kill later in the main quest. The game then thought I was at that point in the story when in reality I hadn't even given Jauffre the amulet of kings yet. Everything is now fucked, and I have no saves from before. now I have to start a new game if I want an unfucked main quest without having to use the console.
Man Oblivion is such a fun game to play, Maybe I got lucky but so far with all the mods i've had no problems apart from some crashes after playing for 5 to 6 hours, but that is easily fixed by just restarting and reloading the game, guess thats the good thing of Wrye Bash, also reminder to use BOSS over LOOT when modding oblivion, Loot can outright break your game thanks to its bad load orders. I would recommend using Maskar's Oblivion Overhaul if you want a big overhaul mod, Its pretty customizable with some really easy to config Ini files, plus is compatible with nearly every mod possible since it takes good use of OBSE, just remember to load it AFTER the bashed patch. Also a big mod got an update recently, called Hammerfell: Shadow of the Alik'r, it adds hammerfell to the game, similar to How Elsweyr Anequina adds most Elsweyr and Valenwood Improved adds Valenwood, I would recommend it, BUT it has one HUGE problem and that is the mod for some reason bugs out some vanilla cells, I recommend to wait till this is fixed. Cus if you play it now, don't be surprised if you fall to a big blue void if you enter the "A Fighting Chance" shop in the Imperial City.
https://youtu.be/IVSN4KxiRyY
Skyrim VR becomes real fucking intense when you realize there's virtually no attack cooldown so you can just be kenshiro and rapidfire punch everything. It's a shame your hand models don't change if you equip gauntlets though.
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