• The Elder Scrolls Megathread XX: Might as well be XXX
    3,795 replies, posted
You should install it period for the IK bullshit and mod stability The .esp exists solely to replicate DSR options in racemenu and replicate realistic ragdolls, if you have no need for those or already have RR+F, there's no need to leave the esp active.
What's IK?
Inverse Kinematics, something that's industry-standard but as per usual Bethesda manages to do half-assed every game, leading to many many issues. The four main causes of skyrim CTDs are: memory allocation errors badly scripted papyrus routines Bad IK interpolation resolves The "race bug" wherein Skyrim attempts to load an NPC twice at the same time, because of shitty thread scheduling causing an instant crash on loading a cell.
[QUOTE=Killjoy;52533555]Yeah I'll pass on the LL mods lol But yeah if you guys can recommend graphical mods or other stuff id be appreciative.[/QUOTE] [URL="https://www.tesgeneral.com/graphics"]This page[/URL] along with the rest of the site gives pretty good recommendations
that 20 fps entering riverwood for the first time thanks wet and cold + immersive citizens
[QUOTE=Qbe-tex;52535799]If you wouldn't mind me asking, do you have any coding knowledge? You seem to not only be quite aware of many technical features within Skyrim, alongside things one wouldn't even normally notice (BUG AI). Or does skyrim modding not require that sort of knowledge, what with the Creation Kit being simple to allow more mods capabilities? (I'm not sure how it works, since I've only ever designed dungeons with the CK). Also how's the mod progressing? From what I've seen from your content updates it seems to be getting closer and closer. You already have a name planned for it?[/QUOTE] I have coding knowledge. You don't need coding knowledge to work with the creation kit but it helps when doing certain things like making quests and magic effects. The gimmick of creation kit is that it's easy to pickup without any sort of experience, especially when compared to big name game development tools, but there are limitations. Think of it like this: If you're inexperienced, It takes 2 hours in creation kit to do something that would normally take 10 hours in a big name dev tool. If you're experienced, It takes 10 hours in creation kit to do something that would normally take 2 hours in a big name dev tool.
[QUOTE=ROFLBURGER;52536701]I have coding knowledge. You don't need coding knowledge to work with the creation kit but it helps when doing certain things like making quests and magic effects. The gimmick of creation kit is that it's easy to pickup without any sort of experience, especially when compared to big name game development tools, but there are limitations. Think of it like this: If you're inexperienced, It takes 2 hours in creation kit to do something that would normally take 10 hours in a big name dev tool. If you're experienced, It takes 10 hours in creation kit to do something that would normally take 2 hours in a big name dev tool.[/QUOTE] How long would it take me to populate the world with an item if the only time I've ever used Creation Kit was to make a 10-minute drug-dealing NPC joke mod Because frankly, I'm assuming that this is still gonna take a good few hours, but I wouldn't know because this is the first time I've ever tried to make a mod of actual worth.
[QUOTE=gk99;52536886]How long would it take me to populate the world with an item if the only time I've ever used Creation Kit was to make a 10-minute drug-dealing NPC joke mod Because frankly, I'm assuming that this is still gonna take a good few hours, but I wouldn't know because this is the first time I've ever tried to make a mod of actual worth.[/QUOTE] What do you mean by populate the world with an item? It takes a few minutes to add the item to a leveled list, but x amount of minutes it takes to run Wrye Bash and have it work with other mods.
Lost an hour of progress after accidentally using the resurrect console command on myself broke iNeed somehow. Well I'm guessing it was that, an earlier save works well. Maybe the red star and creseant means I [I]really[/I] need to pray towards Mecca.
[QUOTE=27X;52534273]Wall of Knowledge[/QUOTE] Thanks, this is exactly the sort of thing I wanted to know.
[QUOTE=ROFLBURGER;52536935]What do you mean by populate the world with an item? It takes a few minutes to add the item to a leveled list, but x amount of minutes it takes to run Wrye Bash and have it work with other mods.[/QUOTE] I mean it's a physical item that isn't going to just be found in containers and stuff so I'm gonna have to hand-place everything. I don't know how CK's tools are but I can't imagine it's gonna be a quick process either way :v:
[QUOTE=gk99;52537440]I mean it's a physical item that isn't going to just be found in containers and stuff so I'm gonna have to hand-place everything. I don't know how CK's tools are but I can't imagine it's gonna be a quick process either way :v:[/QUOTE] I once moved an NPC to a different position in the same cell. It was hell.
[QUOTE=gk99;52537440]I mean it's a physical item that isn't going to just be found in containers and stuff so I'm gonna have to hand-place everything. I don't know how CK's tools are but I can't imagine it's gonna be a quick process either way :v:[/QUOTE] It isn't that hard. You just need to learn the camera controls and how to drag and drop.
Are there any good mods that add new worldspaces, I've finally gotten bored of Skyrim and want to go to other places
[QUOTE=Ruby_Axe;52538257]Are there any good mods that add new worldspaces, I've finally gotten bored of Skyrim and want to go to other places[/QUOTE] Beyond Skyrim: Bruma is pretty good, feels like a official DLC/expansion.
[QUOTE=laarg;52538317]Beyond Skyrim: Bruma is pretty good, feels like a official DLC/expansion.[/QUOTE] How are the quests in that?
[QUOTE=Ruby_Axe;52538257]Are there any good mods that add new worldspaces, I've finally gotten bored of Skyrim and want to go to other places[/QUOTE] Faalskar Beyond Reach Bruma Vigilant Glenmoril Wyrmstooth Sea of Ghosts Wheels of Lull Forgotten City Summerset Apotheosis Unslaad
[QUOTE=27X;52538385]Faalskar Beyond Reach Bruma Vigilant Glenmoril Wyrmstooth Sea of Ghosts Wheels of Lull Forgotten City Summerset Apotheosis[/QUOTE] Also [URL="http://www.nexusmods.com/skyrim/mods/40607/?"]Undeath[/URL]
None of these are anything compared to the most important worldspaces you could possibly add to your game [url=http://www.nexusmods.com/skyrim/mods/14351/?]God damn sewer levels[/url]
You know how sometime you see those pirated games that are like GTA Dragon Ball Z or whatever? And they turn out to be GTA: San Andreas with some mods prepackaged? Well, I think someone got my load order and made their own pirated Skyrim game. [img]http://i.imgur.com/j1WbXgn.jpg[/img] [url=http://www.nexusmods.com/skyrim/mods/60884/?]x[/url] also actual sheva posts soon
so um i was walking in markarth and i noticed a shitton of stuttering only happened when i was walking on paths which lead me to believe that it has something to do with the path mesh sure enough i figured out it was the "Blended Roads" mod I installed that has this horrible mesh Blended Roads: [url]http://i.imgur.com/UhmCuPn.png[/url] [url]http://i.imgur.com/NwPhQZ7.png[/url] Vanilla: [url]http://i.imgur.com/3LaTQ0R.png[/url] [url]http://i.imgur.com/Nerj3dq.png[/url] [t]http://i.imgur.com/QkzU7HL.png[/t] foot ik proof
It's not that that the mesh is dense, its that it's replicating every texture per Nitri in the mesh itself, which only an absolute dumbass would do. Speaking of which Bethesda did this in Whiterun, and even replicated it in SSE. [editline]5th August 2017[/editline] [url=http://www.nexusmods.com/skyrim/mods/85819/?] Behold greatness [/url]
On my quest for creating daedric armor that looks like it would only be worn by the lesser churls, I made these using cheap paint.net tricks and making my own """2k""" cubemap [t]http://i.imgur.com/u1WbkhG.png[/t][t]http://i.imgur.com/wL41cdr.png[/t] oops [QUOTE=27X;52541036]It's not that that the mesh is dense, its that it's replicating every texture per Nitri in the mesh itself, which only an absolute dumbass would do. Speaking of which Bethesda did this in Whiterun, and even replicated it in SSE.[/QUOTE] Yeah, what I'm pointing out is that each rock has it's own collision bump in it, which is causing my view to look like it's stuttering since i'm changing my z position rapidly.
I'm about to do another run of skyrim and I'm trying to remember what overhaul mod I used. It had a combat overhaul which allowed khajiit to unarmed attack really fast and with more damage. Any suggestions?
[QUOTE=SmellyHippie;52541358]I'm about to do another run of skyrim and I'm trying to remember what overhaul mod I used. It had a combat overhaul which allowed khajiit to unarmed attack really fast and with more damage. Any suggestions?[/QUOTE] This isn't a zinger but I think you described a good majority of combat overhauls out there. Perkus Maximus has the same feature, I think Ordinator does too but I'm not sure. Any other ways of describing the mod?
[QUOTE=Kiamberm;52538329]How are the quests in that?[/QUOTE] From what I played I would say they're okay, a bit above Bethesda/regular skyrim quality at least. Nothing groundbreaking but not bad. :v:
[QUOTE=ROFLBURGER;52541388]This isn't a zinger but I think you described a good majority of combat overhauls out there. Perkus Maximus has the same feature, I think Ordinator does too but I'm not sure. Any other ways of describing the mod?[/QUOTE] the only thing I remember specifically about it was that khajiit buff, when I went below 20% health I think a (daily/timer?) buff would activate which made me attack really fast and really hard with unarmed. I remember it also had like this weapon called "unarmed" which you could maybe duel wield and maybe upgrade for more damage over regular fists. Also I think it may have added the thing where khajiit can jump 20% higher or something, but I'm not sure if thats vanilla or something I read once
[QUOTE=SmellyHippie;52541502]the only thing I remember specifically about it was that khajiit buff, when I went below 20% health I think a (daily/timer?) buff would activate which made me attack really fast and really hard with unarmed. I remember it also had like this weapon called "unarmed" which you could maybe duel wield and maybe upgrade for more damage over regular fists. Also I think it may have added the thing where khajiit can jump 20% higher or something, but I'm not sure if thats vanilla or something I read once[/QUOTE] Yeah that's T3nd0's Skyrim Redone. [url]http://www.nexusmods.com/skyrim/mods/9286/?[/url] [quote]On top of that, Light Weaponry contains a sub-tree for Unarmed combat (requires the use of an unarmed "weapon" you automatically get on game start), a sub-tree for dual wielding, and two perks that are designed for spellblades (empty hand or spell + one-handed weapon). [/quote] [quote]I want Khajiit to feel like agile cats, and increasing movement speed and jump height, while reducing falling damage via "Feline Athletics" (+ 20% speed, half falling damage) seems like a logical step to this goal. "Survival Instinct" triggers once per day, if your health drops below 25%, and increases attack speed, and movement speed even further. The bonus on "Claws" is now stamina dependent; the formula is x += (0.1*stamina).[/quote]
I'm always torn on which perks and skills overhaul to use. What do you lot use. (I've always gone perkus maximus as a default)
[QUOTE=_Maverick_;52541800]I'm always torn on which perks and skills overhaul to use. What do you lot use. (I've always gone perkus maximus as a default)[/QUOTE] None. Also, who here had that orc waifu?
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