• The Elder Scrolls Megathread XX: Might as well be XXX
    3,795 replies, posted
[QUOTE=Peon Greenjoy;52841264]This mod makes everyone look like a crack/heroin addict, especially it makes females look like crack divas. [url]https://rd.nexusmods.com/skyrimspecialedition/mods/13021[/url] ][/QUOTE] [B]JESUS CHRIST [/B]You weren't kidding I was going to make a joke before I clicked it, about this being a "Bella's better females" 2.0 But that just looks horrible, they look downright [I]feral[/I]
[url]https://staticdelivery.nexusmods.com/images/1704/16474049-1509478536.jpg[/url] is doing me a frighten I don't get some of these mods, Skyrim's assets were pretty stylized, Bethesda didn't paste 40+ yo real people's faces into a .dds and called it a day.
Tattoos on the face of this player character are also ripped from Age of Conan mmo or something. Proof. [img]https://web-cdn.funcom.com/aoc/artworks/AoC_Artwork_01-header-612x337.jpg[/img] Lots of mods rip off models from other games, pretty sure hair models from Apachii are ripped from The Sims 3, even Witcher 2 and various other games, then they are re-textured. Outfit mods are also ripping from other games. Also majority of skimpy mods are done by Chinese modders.
I don't get what's the deal with those Sims hairs. They were originally created for The Sims 2, after which they were ported to The Sims 3, after which they were ported to Oblivion, after which they were ported to Fallout 3, after which they were ported to Skyrim, after which they were ported to The Sims 4, and after which they were ported to Fallout 4. We're currently on the 7th generation of the hair ports, and I can't wait for the Elder Scrolls VI to have those same out-of-place looking hairs on every single Nexus pic.
[QUOTE=Whit3;52842006]I don't get what's the deal with those Sims hairs. They were originally created for The Sims 2, after which they were ported to The Sims 3, after which they were ported to Oblivion, after which they were ported to Fallout 3, after which they were ported to Skyrim, after which they were ported to The Sims 4, and after which they were ported to Fallout 4. We're currently on the 7th generation of the hair ports, and I can't wait for the Elder Scrolls VI to have those same out-of-place looking hairs on every single Nexus pic.[/QUOTE] Ripping hair from Wolfenstein 3D
[QUOTE=Peon Greenjoy;52841264]This mod makes everyone look like a crack/heroin addict, especially it makes females look like crack divas. [url]https://rd.nexusmods.com/skyrimspecialedition/mods/13021[/url] [img]https://i.imgur.com/AeGQ6oH.jpg[/img][/QUOTE] Human beings as seen from the eyes of a crack baby.
The textures themselves aren't completely terrible but the modder honest to god looks like they extruded random vertices on the face models [t]https://staticdelivery.nexusmods.com/mods/1704/images/13021/13021-1509423401-1128620532.png[/t] what the shit is her jaw
[media]https://youtu.be/vbcOzIxKfpo[/media]
[QUOTE=_Maverick_;52842238][media]https://youtu.be/vbcOzIxKfpo[/media][/QUOTE] [QUOTE=Whiterun Guard #5][i]"The Greybeards have summoned the Dragonborn to High Hrothgar. Such a thing has not happened for... hundreds of years."[/i][/QUOTE]
[QUOTE=_Maverick_;52842238][media]https://youtu.be/vbcOzIxKfpo[/media][/QUOTE] I don't remember this shout.
[QUOTE=yellowoboe;52842713]I don't remember this shout.[/QUOTE] Cut content, but oddly enough it was only found in an Australian release
[QUOTE=Peon Greenjoy;52841866]Tattoos on the face of this player character are also ripped from Age of Conan mmo or something. Lots of mods rip off models from other games, pretty sure hair models from Apachii are ripped from The Sims 3, even Witcher 2 and various other games, then they are re-textured. Outfit mods are also ripping from other games. Also majority of skimpy mods are done by Chinese modders.[/QUOTE] Hairs were made by modders for sims 2, Witcher and TERA devs don't care if you rip their stuff as long as you don't get paid, and the majority of skimpy mods are made by western folks or are open source DAZ ports made by europeans.
Seems like the two best ways to optimize SE edition are to get mods which reduce texture resolutions for things that display a lot Getting a mod to reduce particle effect resolution. Because particles draw texture every time to show various effects. [url]https://rd.nexusmods.com/skyrimspecialedition/mods/2388[/url] [url]https://www.nexusmods.com/skyrimspecialedition/mods/6850/?[/url] Combine with reduced grass resolution, you need to play around with density settings after installing it, setting the Skyrim.ini to iMinGrassSize=40, should do the trick. [url]https://rd.nexusmods.com/skyrimspecialedition/mods/12763[/url] I've been getting really smooth performance now, even after moving the game to HDD from SSD. Also decrease AI/NPC draw range and decrease Item display range. These seem pretty taxing.
[QUOTE=_Maverick_;52842238][media]https://youtu.be/vbcOzIxKfpo[/media][/QUOTE] I need to know where this song comes from
[video=youtube;rvrZJ5C_Nwg]http://www.youtube.com/watch?v=rvrZJ5C_Nwg[/video] The part you're looking for is at 2:10
[QUOTE=Peon Greenjoy;52841264]This mod makes everyone look like a crack/heroin addict, especially it makes females look like crack divas. [url]https://rd.nexusmods.com/skyrimspecialedition/mods/13021[/url] [img]https://i.imgur.com/AeGQ6oH.jpg[/img][/QUOTE] They look like Dishonoured characters. Wtf is up with the asymmetrical lumpiness?
So next Saturday is Skyrim's anniversary. I think it's time for me to build Skyrim, Todd Howard Edition. Time to get started replacing every sound with Todd Howard. I'll also need to hide Todd faces all over the place.
Do people generally use iNeed or Realistic Needs in conjunction with Frostfall?
[QUOTE=Zethiwag;52844491]Do people generally use iNeed or Realistic Needs in conjunction with Frostfall?[/QUOTE] Yes, the micromanaging of picking and making the right food, having enough water and getting enough sleep is unironicly fun to me. Always made me feel like every little bit of the journey was also a challenge that I could undertake. Less "get from a - b" and more "CAN you get from a - b?"
[QUOTE=Zethiwag;52844491]Do people generally use iNeed or Realistic Needs in conjunction with Frostfall?[/QUOTE] Ineeds fucks your save slightly more gentle than rn, they both fuck your save and so does frostfall.
[QUOTE=Cowculator;52844165][video=youtube;rvrZJ5C_Nwg]http://www.youtube.com/watch?v=rvrZJ5C_Nwg[/video] The part you're looking for is at 2:10[/QUOTE] what in the fuck is this shit lol
[QUOTE=SoUl_ReApEr2;52844740]what in the fuck is this shit lol[/QUOTE] deep, soulful music
[QUOTE=SoUl_ReApEr2;52844740]what in the fuck is this shit lol[/QUOTE] Alduin's mating call.
[img]https://i.imgur.com/5uQhiUT.png[/img] Work on Toddrim has begun. All heads will be Todd. All sounds will be Todd. Todd will watch you from the odd corners of the earth. There is no escape. Hair will work on that todd head, beards will sort of work. I haven't done the UV or texture for the Todd head yet. That's just a placeholder. I've only just started.
[QUOTE=27X;52844722]Ineeds fucks your save slightly more gentle than rn, they both fuck your save and so does frostfall.[/QUOTE] Can you give more details about this? Exactly how they give you save bloat and script lag. Not denying that they do, I'm just curious on how fucked these mods can be.
[QUOTE=_Maverick_;52844680]Yes, the micromanaging of picking and making the right food, having enough water and getting enough sleep is unironicly fun to me. Always made me feel like every little bit of the journey was also a challenge that I could undertake. Less "get from a - b" and more "CAN you get from a - b?"[/QUOTE] Sorry, I meant 'which one do people generally use when they're also using Frostfall'? This is for my first SE playthrough if that makes a difference!
[QUOTE=Zethiwag;52845861]Sorry, I meant 'which one do people generally use when they're also using Frostfall'? This is for my first SE playthrough if that makes a difference![/QUOTE] Ah, my mistake. I use ineed, I feel it's more well rounded than the alternatives
[QUOTE=ClarkWasHere;52845211]Can you give more details about this? Exactly how they give you save bloat and script lag. Not denying that they do, I'm just curious on how fucked these mods can be.[/QUOTE] Number of inclement factors, A: eleventy billion instances and cloaks. B: intensive script progression with sloppy clean up, which is the primary issue, as it's the repetition of creation of dangling stuff that isn't gotten rid of properly that eventually causes the bloat. Frostfall, for example, used four cloaks per effect last time I looked. Multiply that by how many npcs you have in the cell, and shit becomes messy quick, and that stuff permanently hangs around in your save over and over. The other big issue is linking active states to script instances and then again, getting rid of them once a new state is called. This is usually compounded by attendant mods considered part of the "proper playthrough" that may or may not have properly linked scripts and states/dependencies of their own.
[QUOTE=27X;52846208]Number of inclement factors, A: eleventy billion instances and cloaks. B: intensive script progression with sloppy clean up, which is the primary issue, as it's the repetition of creation of dangling stuff that isn't gotten rid of properly that eventually causes the bloat. Frostfall, for example, used four cloaks per effect last time I looked. Multiply that by how many npcs you have in the cell, and shit becomes messy quick, and that stuff permanently hangs around in your save over and over. The other big issue is linking active states to script instances and then again, getting rid of them once a new state is called. This is usually compounded by attendant mods considered part of the "proper playthrough" that may or may not have properly linked scripts and states/dependencies of their own.[/QUOTE] The magic effects that result from the cloak spells don't dispell themselves when the actor unloads, does it? That would cause save bloat for sure. Also, could you elaborate more on the "linking active states to script instances and then again, getting rid of them once a new state is called" part? Not sure what you mean by that. Do you mean making a variable point to a script instance when a state starts, then leaving them around even when that state ends? Over all, this is pretty interesting, learning the ways modders may accidentally or negligently break saves. It seems these needs modders need to learn memory management and when to remove data that's not needed anymore.
[QUOTE]Do you mean making a variable point to a script instance when a state starts, then leaving them around even when that state ends? [/QUOTE] Yep.
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