The Elder Scrolls Megathread XX: Might as well be XXX
3,795 replies, posted
[QUOTE=ROFLBURGER;52491095]just do coc qasmoke then load the save from there[/QUOTE]
That's what the link basically does, just automated in the previous versions. [url]http://www.nexusmods.com/skyrim/mods/78557/?[/url]
This version doesn't need an .esp because it throttles the cores to one until the game loads, thus not allowing the race bug to propagate in the first place; it doesn't fix all ik issues, but it does eliminate the ones where Skyrim's crappy scheduling tries to create two instances of the same NPC because one core hasn't A loaded the instance yet or B two cores try to run a thread on said NPC at the same time while animations are occurring which apparently just straight up crashes the game.
I kinda fucked up my enb so I reinstalled Project ENB, and starting from "scratch" but I'm running into some problems.
For some reason most of the effects just aren't working.
Depth Of Field, Ambient Occlusion, Detailed Shadows, Sun Rays, Sky Lighting, Image Based Lighting, Reflection, Soft Particles, Particle Lights, Sun Glare, and SubSurfaceScattering just don't work.
Anyone have an idea what's going on? I'm running ENB 0.221 Injector with Project ENB Fantasy Preset.
Good or even essential mods for SSE?
[editline]21st July 2017[/editline]
Also im out of touch with all these modding tools...Are they necessary? Do they work for SSE?
[QUOTE=ROFLBURGER;52492226]I kinda fucked up my enb so I reinstalled Project ENB, and starting from "scratch" but I'm running into some problems.
For some reason most of the effects just aren't working.
Depth Of Field, Ambient Occlusion, Detailed Shadows, Sun Rays, Sky Lighting, Image Based Lighting, Reflection, Soft Particles, Particle Lights, Sun Glare, and SubSurfaceScattering just don't work.
Anyone have an idea what's going on? I'm running ENB 0.221 Injector with Project ENB Fantasy Preset.[/QUOTE]
upgrade to .315, make sure you have the helper dll in the enbseries folder; if you're on Win10, you'll have to wait for the fix to go mainstream if you're not in the Insider program. If you are you need 16232.
Wait, shit, a new page. Time for that Sheva post I've been talking up.
Time for another mod review, another quest mod by the author [URL="http://steamcommunity.com/id/ThirteenOranges/myworkshopfiles/?appid=72850"]ThirteenOranges[/URL]. The author has four quest mods, and one sort of quest mod but more of a "minigame" in the form of an arena. Anyway, today we'll be looking at [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=95716389"]Sorcery[/URL], a quest mod with a distinct lack of sauces or even cooking at all.
Unlike Conan: Hyborian Age I have more to say about this one, not all of it good though. You start the main quest of the mod by reading a book like the rest of his quest mods, which is a nice signiture and gives player an incentive to actually look at books, also is a means to give exposition without buzzy, tinny microphones with flat voice acting. Basic premise is that after a deal with a Daedric Prince goes inevitably awry, a sorceror locked away his treasure in a realm of his creation, hiding the 'keys' to it in three smaller realms, and so either your mage wants some powerful artifacts, your thief wants a magical heist, your warrior wants to fight daedric forces, or your bard (like Sheva) wants to discover a new legend and investigates.
So, you enter a cave, enter a tower, and you see something that immediately draws you in which I won't spoil. The Sorceror's Tower itself looks very much like a home that has been the site of an attack, making a great atmosphere for a small location that put me on edge despite nothing really happening... yet. I'm sure some more confident, leveled up players will just stomp about but I was taken in. Later on you travel to the three little realms, and while two of the realms are rather unique the remaining one is just like the most tired-out Skyrim combat challenge of Draugr. Speaking of combat, there were no sudden spikes in difficulty, which is a nice change of pace with quest mods. The quest itself is faily straight-forward, one might have a hard time locating the rings that serve as the means to travel to the different sub-realms though. The location of one isn't hinted in text but is rather open, while another is told to the player but is on the ground or under a corpse so it's a bit of a pixel hunt.
There is a 'twist' to the treasure, and it's not a very good one. Rather a disappointment but it's not a total slap in the face. This ain't no Dead Money, but it's no Kingdom of the Crystal Skull either. However, the journey to the end is fun (apart from that one bland realm). The main mod quest feels like one from vanilla Skyrim that got extra attention by the developers, or an Oblivion quest, which is more of a compliment than one might think. The appeal in this mod comes in the form of the tower's atmosphere and the unique challenge of the sub-realms. Both of which feel fresh and yet fitting.
Now for the bad parts on the technical side. I encountered a few bugs, which were not just Bethy games being their classic selves. The small worldspace(s?) were a bit glitchy with water acting funky and mountains popping up like a PS1 game. A few items are labeled as owned in some areas that shouldn't be. There is a side area with an unmarked quest, a place to rest, loot in a chest, eggs from a nest of a bird with a crest, and free chicken breast, but no exit that I could find besides fast travel. And because of my paper map mod locking the world map's camera, new markers seemed to always hang about the top left corner of the world map no matter where I was looking (it was the map mod. I tested it because I'm thorough). Like the new worldspace is north of Markarth but I could be looking at Riften and the tower and valley's map marker would be floating about Eastmarch. The only way was to clear all my map markers which meant I had to rediscover everywhere from Helgen to Halldir's Cairn. The mod needed cleaning too. There's also one basic bounty quest in the new worldspace of the Tower but I never got around to doing it so maybe there's something unique about it but I wouldn't know.
Final conclusion, Sorcery is 'a bit more of the good bits of Skyrim' though with some flaws. The map marker bug was a problem with my particular map mod so I can't really hold it against TO, but users of IcePenguin's paper world map should beware the cost of needing to rediscover all your map markers. I may be dropping that map mod because of this so take that for what you will. I will admit I was a bit put off by this mod until I tested the map thing, but after research I can endorse the mod as playable and enjoyable after cleaning, there's more bang for your figurative buck than you may realise but if the main mod quest doesn't appeal to you then I wouldn't bother.
By the way, don't have Skeletons of Daggerfall installed while playing this mod or you'll spook yourself too hard.
Here's some picturesque shots of the mod, I would link my Steam gallery but there's a lot of Sheva stuff that I want to keep for later posting. The last picture is the side area, not what's in the portal.
[quote][img]http://i.imgur.com/qpeGcUk.jpg[/img][img]http://i.imgur.com/D9mzgWL.jpg[/img]
[img]http://i.imgur.com/VXnk4n0.jpg[/img][img]http://i.imgur.com/ZDMZBui.jpg[/img]
[img]http://i.imgur.com/SwGuzDy.jpg[/img][img]http://i.imgur.com/dfKr0fL.jpg[/img]
[img]http://i.imgur.com/lCoBC9w.jpg[/img][img]http://i.imgur.com/79iZFiO.jpg[/img]
[img]http://i.imgur.com/W3Pny4Z.jpg[/img][img]http://i.imgur.com/XEneyLN.jpg[/img]
[img]http://i.imgur.com/MZgGi0u.jpg[/img][img]http://i.imgur.com/fsZQvLt.jpg[/img][/quote]
[QUOTE=27X;52493580]upgrade to .315, make sure you have the helper dll in the enbseries folder; if you're on Win10, you'll have to wait for the fix to go mainstream if you're not in the Insider program. If you are you need 16232.[/QUOTE]
I got everything working, thanks. Too a while since I was getting errors but thankfully a DEGENERATE on LL had the same exact problem as me when it came to the progression of errors.
This modding milarky... it's a task. 43 of around 135 mod entries on MO organised, but that's before cleaning, merging, patching, bashing, patching the bash patch, generating LODs...
Probably going to build my top secret project on top of Sheva's mod list.
I made a thing where you can convert unwanted soulgems into scrolls that deal damage.
[t]http://i.imgur.com/nnigqYu.png[/t][t]http://i.imgur.com/GqkGOie.png[/t]
I might have to buff/nerf some of it. I used the formula [soulpower/25] to determine damage yet the petty soulgem seems underwhelming and the grand soulgem seems pretty strong. That weird looking value for the Grand Soul Gem is just PerMa modifying the spell magnitude based on my conjuration skill, it's supposed to be 150.
Unfortunately SKSE's GetSoulSize and GetGemSize don't seem to work as described. They both return the same value even if the soulgem is empty. I might send them an email about it.
This damned false corrupted saves bug in the Special Edition is driving me nuts. Can't find much info on it, but it looks to be some engine issue when your save gets up to 30,000-ish strings that causes all your saves to be flagged as corrupted (even though they aren't) until you restart the game, and happens more and more often the more strings you have; at this point I seem to have it happen roughly every 30 minutes. But oddly, not a lot of people seem to get it despite the cause seeming so common, which has made finding a fix difficult. And because it's an engine issue, I'll likely have to wait until SKSE64 is out for a real fix :frown:
rip Kraig Diabolucci, temporarily taken by Bethesda's bad programming
[t]https://steamuserimages-a.akamaihd.net/ugc/849343239170098997/3682FAF7DFC838FC7834545D71C506AD3A205567/[/t][t]https://steamuserimages-a.akamaihd.net/ugc/849343789379739258/36E9BA0F4F75787C8866953CBF78AD6169C55075/[/t]
you were too swole for this world
ok so you know how there's butterflies and dragonflies and bees and whatnot that flock to plants and stuff
yeah apparently it's AI is entirely powered by papyrus, it's scripting engine and not some animation in the model which I first thought it was
it uses papyrus to find a random plant to fly to
it uses papyrus to fly to that random plant
it uses papyrus to wait and repeat that process again
while the code doesn't run every tick, it takes quite a bit of operations to do all this
it also looks like there was leftover code making it easier to catch bugs, there's commented-out code checking if the player has a certain ingredient, it will cause the bug to fly around the player.
some of the code is pretty brutal too
[code] ; This moth is stuck, wait until the player is far enough away that it can delete itself
; Debug.Trace("Moth " + self + " is stuck and will wait to kill itself", 1)
RegisterForSingleUpdate(fWaitingToDieTimer)[/code]
[code] ; Safety measure - when my cell is detached, for whatever reason, kill me.
; ; debug.trace("Killing self due to onCellDetach() - "+self)
DisableAndDelete()[/code]
D:
Which is why bug and bird mods tend to break papyrus
Lobotomize bugs and birds 2017
I don't wanna waste this game's limited ability to not set itself on fire on fucking butterflies who only exist so I can rip their wings off and make myself better at enchanting.
I don't even collect alchemy ingredients. My only entertainment from bugs was finding out if you get in just the right spot, they have a tiny collision box that blocks you.
[QUOTE=MegaJohnny;52499662]I don't even collect alchemy ingredients. My only entertainment from bugs was finding out if you get in just the right spot, they have a tiny collision box that blocks you.[/QUOTE]
wait what
does that mean you could jump on them?
[QUOTE=_Maverick_;52499707]wait what
does that mean you could jump on them?[/QUOTE]
Yep.:v:
[img]https://steamuserimages-a.akamaihd.net/ugc/597000291603291782/78F3E8CA10FA5A5B4199D2D15775A5BCF632E5BF/[/img]
Is there any justification at all for Papyrus being this geriatric engine, holding your main quest at gunpoint, besides something about maintaining frame rate? I don't know any other scripting engine that runs your tasks "hopefully soon" or non-obviously breaks your save game when it's overloaded.
So, new page, new Sheva post. The reconstructed mod list is still being worked on, a little lest than half way there with installation and sorting. After that will come the merging and patching though I don't think there are many I can merge. Wandering if plugins with a lower index overwrite ones with a higher when merging or if higher trumps lower. Anyhow, back to Sheva.
Big news! Sheva got a new look! I decided to take a gander at Apachii hairs after coming across a retexture and I found one I like. So here is the Sheva I'll be playing. I won't be updating the preset on the nexus, I want to keep that as vanilla as possible. Anyhow, here's the new Sheva:
[quote][img]http://i.imgur.com/L5PTYHY.jpg[/img][img]http://i.imgur.com/nm9Q5gW.jpg[/img][/quote]
It doesn't look as glossy up close, but the healthy diet and hygiene afforded by rich merchant families will no doubt lead to well-groomed hair so I don't mind it so much. It does make Sheva look more middle eastern in some capacity, though her facial features are still more African than Arabian. So it's a mix between the two primary inspirations for Redguards I guess.
Also, the painting Vallejo never made (for good reason).
[quote][img]http://i.imgur.com/Rqsqr4k.jpg[/img][img]http://i.imgur.com/hsJUY1S.jpg[/img]
[img]http://i.imgur.com/h74Ulzq.jpg[/img][img]http://i.imgur.com/usit4OP.jpg[/img][/quote]
so i'm one of those sad morrowind fanboys and i was curious about ESO. i came across a video in which Vivec is a quest giver. on entering the palace vestibule or whatever you're greeted by what looks like the line for fried chicken at costco. behind a tangled mass of characters clipping into each other, a winged twilight pet is gently slapping the living god on his forehead. the archcanon is talking to vivec in this theatrically insolent tone and ends by casually remarking that he'll be "in his office" but there's like nothing to contextualize that line so it just sounds like something george costanza might say, anybody. then vivec begins his own lines and it's in that insufferable fantasy "m'lady" voice and at this point i have to close the video.
i know morrowind might not have been all that but if you grew up with skyrim and love it, just wait ten years. this is the future of all media. everything gets milked until it's so fucking busted you just wish it would die.
i hate videogames
[QUOTE=DiscoInferno;52500240]-underdressed woman in cold mountains-[/QUOTE]
wtf where is her coat it's way too cold in skyrim for that
[QUOTE=MrDestroyer;52500534]wtf where is her coat it's way too cold in skyrim for that[/QUOTE]
Whatever you gotta do for that sweet sweet photoshoot....(At least give her a fur bikini bottom, it's gonna suck if her clam gets chapped lips)
[QUOTE=MrDestroyer;52500534]wtf where is her coat it's way too cold in skyrim for that[/QUOTE]
And she's a Redguard, a race that's used to blazing heat, not the death of cold.
The images above were meant to be a minor tribute to iconic fantasy artist Boris Vallejo and not representative of Sheva's story in Skyrim. Think of it as fan art of Vallejo only featuring Sheva. Also, I don't have any hypothermia mods so there's no way for the game to tell me to cover up because of the cold.
[QUOTE=DiscoInferno;52500716]The images above were meant to be a minor tribute to iconic fantasy artist Boris Vallejo and not representative of Sheva's story in Skyrim. Think of it as fan art of Vallejo only featuring Sheva. Also, I don't have any hypothermia mods so there's no way for the game to tell me to cover up because of the cold.[/QUOTE]
Use your imagination, remember, Skyrim is uncomfortable for races who aren't used to it [I]in general[/I], though it's not like it matters, I feel like you aren't going for such an in depth roleplay, you are just telling a story.
[QUOTE=jonu67;52500723]Use your imagination, remember, Skyrim is uncomfortable for races who aren't used to it in general.[/QUOTE]
I know I know, I'm just saying I'm taking nice pictures to look nice for the few seconds it takes to press F12. Sheva will be getting the Redguard and Conan/Valeria armours at a much later date after the new mod list is finished.
Speaking of which, I've become obsessed with crossover mods like the Conan one and others from any and all series. From Bayonetta to Tomb Raider I've been collecting them all.
I'm going to have, like, the Smash Bros of mod collections.
[t]http://i.imgur.com/MSQl9hd.jpg[/t]
Typical screenshot of DiscoInferno's Skyrim setup (Colorized)
yo i want those mods
I now want a physics based mod where you ragdollize as spiderman and try to swing on mountains and fail badly
[QUOTE=ROFLBURGER;52500821][t]http://i.imgur.com/MSQl9hd.jpg[/t]
Typical screenshot of DiscoInferno's Skyrim setup (Colorized)[/QUOTE]
Pfft, only 4 franchises? Times it by ten then give me call, babe.
Almost 100% done with the first cell (1/3rd of a dungeon) of my mod. Expect a video by wednesday of the full walkthrough of it, minus the story stuff.
[QUOTE=Dazzgrace;52500858]yo i want those mods[/QUOTE]
[img]http://i.imgur.com/naCcdZf.png[/img]
[t]https://cdn.discordapp.com/attachments/98906497274089472/337946248793292800/20170721091656_1.jpg[/t]
meet punch-cat of cyrodil, one of the many punch cat avatars across the provinces of tamriel
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