Modifié par Endurium, 22 juillet 2013 - 04:42 .
The Elder Scrolls V: Skyrim Discussion Thread
#33226
Posté 22 juillet 2013 - 04:40
#33227
Posté 22 juillet 2013 - 07:34
Endurium wrote...
Will know more when I have more time to play and can get into the daytime, when such mods typically show their best side.
"Get into the daytime." How adorable.
Clearly you as a modder were given a choise I...never had.
*Vampire Gothic Emo sulking *
I used Better Vampires mod to turn the completely flawed vampires of vanilla game into something pretty fun. (Vanilla vampires became stronger the less they drank?? What sort of an idiotic mechanic is that?)
Mana and HP pots not doing their job anymore plus merciless and instant death by sunlight being among goodies I picked. Cool stuff! Being creature of the night should mean something more relevant than sparkles and some cosy -10% health regen debuff.
Modifié par LTD, 22 juillet 2013 - 07:38 .
#33228
Posté 22 juillet 2013 - 09:42
Endurium wrote...
I got ENB Realvision Performance running well this weekend, along with most of the recommended mods on its nexus description page. I didn't do anything with grass other than Lush Trees & Grass because I like that grass (I laughed at the Dat Grass mod description = "use only for screenshots!"). I also applied the .ini settings the uploader provided and said he was using, which were a tad different than mine; still using uGrid 7 setting as that has proven to be very stable on my machine. End result is smoother performance and pretty good looking game. Will know more when I have more time to play and can get into the daytime, when such mods typically show their best side.
I always try to use grass mods and it never ends well, I use a lot of textures too but everytime I try out a grass mod my FPS drops and I know it's not my computer. I don't know whether its the engine limit or something else. I think I might switch to Realvision, now that I see its a COT compatible ENB.
#33229
Posté 22 juillet 2013 - 09:56
#33230
Posté 22 juillet 2013 - 10:42
mybudgee wrote...
Agreed. Vanilla game Vamps were poorly designed to say the least..
While I do not use Better Vampires, I do like the way they allow the indv Player to choose between Vanilla or other designs. Some like the bestial, feral way of a hunger driven Vampire, while others prefer more traditional choices. Making a mod that allows for choice is appealing.
#33231
Posté 22 juillet 2013 - 11:21
#33232
Posté 22 juillet 2013 - 11:36
I tried the grass/flora mod listed prior to Lush Trees and Grass, and it was a bigger performance hit for me despite being shown as a lesser performance hit on the page. I prefer LT&G with original trees. It only lags a bit for me when I get into grassy plains where I have grass draw distance out past 14000 and 16Q AA. Lots of edges!Splinter Cell 108 wrote...
Endurium wrote...
I got ENB Realvision Performance running well this weekend, along with most of the recommended mods on its nexus description page. I didn't do anything with grass other than Lush Trees & Grass because I like that grass (I laughed at the Dat Grass mod description = "use only for screenshots!"). I also applied the .ini settings the uploader provided and said he was using, which were a tad different than mine; still using uGrid 7 setting as that has proven to be very stable on my machine. End result is smoother performance and pretty good looking game. Will know more when I have more time to play and can get into the daytime, when such mods typically show their best side.
I always try to use grass mods and it never ends well, I use a lot of textures too but everytime I try out a grass mod my FPS drops and I know it's not my computer. I don't know whether its the engine limit or something else. I think I might switch to Realvision, now that I see its a COT compatible ENB.
The Realvision nexus page suggests a load order for the various texture mods, and I see why; each mod down the list replaces one or more of the textures in a mod installed earlier in the list. I'm used to doing this with SMIM so it wasn't a big deal. Also switched from W.A.T.E.R. to Pure Water.
#33233
Posté 23 juillet 2013 - 12:13
If you are getting popping trees in the distance (natural game behaviour anyway). Upping the value (below) to above 20000 will help a lot. This is located in your SkyrimPrefs.ini under My Games. It is worth experimenting with this to see what you like best.
fTreesMidLODSwitchDist=
Mine is 9999999.00000
Maybe this will be of help to someone else. I am using 30000 in my files.
Modifié par Elhanan, 23 juillet 2013 - 12:14 .
#33234
Posté 23 juillet 2013 - 05:15
Endurium wrote...
I got ENB Realvision Performance running well this weekend, along with most of the recommended mods on its nexus description page. I didn't do anything with grass other than Lush Trees & Grass because I like that grass (I laughed at the Dat Grass mod description = "use only for screenshots!"). I also applied the .ini settings the uploader provided and said he was using, which were a tad different than mine; still using uGrid 7 setting as that has proven to be very stable on my machine. End result is smoother performance and pretty good looking game.
Well, yeah. ENB mods don't have to mean performace hits. That's actually how I started, when I had a weaker graphics card and there were no/few patches out. After installing some of the early ENB mods, I've had performance gains and a HUGE stability increase (as Boris included fixes to many graphic/memory/system bugs and glitches in his work). So it made the game look better, perform better AND be way more stable at the same time. Now after so many patches, the stability part is probably needed much less.. and also the ENB configs I use are a bit more taxing for the system. But I'm sure some performance ENB mobs are still out there (meaning you gain performance, rather then loose it.. or at least the hit is harly noticable).
#33235
Posté 23 juillet 2013 - 05:35
Joy Divison wrote...
IntelligentME3Fanboy wrote...
Am i the only one that thinksThu'ums are underpowered?
Some of them are. The fire/frost breaths are a joke. Ice form has since been made redundent (and does not breech ward spells). Drain Vitality is meh. You need all the Disarms to make it worthwhile.
About half of them are quite situational but very potent in such situations (e.g. animal allegiance w/ mammoths around, Marked for Death Vs. bosses).
Unrelenting force, Elemental Fury, Bend Will, and Slow Time (need at least 2 words) are all consistent winners and have many many uses.
Exactly. Some are weak - mainly instant, direct damage ones (magic spells also suffer from this... but here you have a cooldown as well to add insult to injury). But some are borderline overpowered (Elemental Fury, Unrelenting Force lvl3 Slow Time lvl2+, Marked for Death, maybe also Soul Tear). Like mentioned, other are convenient for specific occasions/builds (Dragon Rend!, Aura Whisper, Throw Voice, Animal Allegiance, Become Ethereal, Whirlwind Sprint). And finally some are just way too cool not to use them (Call Dragon, Storm Call, Summon Durnehviir)!
Overall there's really nice variety in the shout effects that adds a genuinly interesting layer to the game. I wonder about the next ES game - it will be somewhat poor without all these extra options. Unless they include some of these (or similar) effects in the magic system.
#33236
Posté 23 juillet 2013 - 05:51
Who knows what kind of hooks/gimmicks the Next game's protagonist gets, but whatever they do, I hope they take a good hard look at the current spell system and revamp it. There is no reason whatsoever that magic, especially in the destruction school, can't compete on even turms, from 1st level to 100, with melee.Haplose wrote...
Overall there's really nice variety in the shout effects that adds a genuinly interesting layer to the game. I wonder about the next ES game - it will be somewhat poor without all these extra options. Unless they include some of these (or similar) effects in the magic system.
When Skyrim first came out, we saw a lot of people griping about how they scrapped the spell creation system. That pissed off a lot of folks. Personally I wasn't one of those people, but after playing the game for a couple of years I would now say that Bethesda went too far in removing it outright. They should have just limited it. For example, Instead of a system that lets you create new spell effects, they should give us a spell creation system that lets us take, say, Fireball, and mutate it to make it do more damage, or last longer, or slow or paralyze opponents while they're engulfed, or all of the above, etc. Stuff like that.
Modifié par Yrkoon, 23 juillet 2013 - 05:53 .
#33237
Posté 23 juillet 2013 - 07:14
Yrkoon wrote...
Who knows what kind of hooks/gimmicks the Next game's protagonist gets, but whatever they do, I hope they take a good hard look at the current spell system and revamp it. There is no reason whatsoever that magic, especially in the destruction school, can't compete on even turms, from 1st level to 100, with melee.
Very true.
Worse still, if you consider that the spells NPCs cast DO scale depending on their levels and that you need some serious magic protection layers to survive skirmishes with spellcasters at higher levels (well, that or stealth, I suppose).
But there are more things that badly need fixing in the system as well. Like the linear additive stacking of fortify skill effects (like Destruction! and other magics).
#33238
Posté 23 juillet 2013 - 01:39
Yrkoon wrote...
Who knows what kind of hooks/gimmicks the Next game's protagonist gets, but whatever they do, I hope they take a good hard look at the current spell system and revamp it. There is no reason whatsoever that magic, especially in the destruction school, can't compete on even turms, from 1st level to 100, with melee.Haplose wrote...
Overall there's really nice variety in the shout effects that adds a genuinly interesting layer to the game. I wonder about the next ES game - it will be somewhat poor without all these extra options. Unless they include some of these (or similar) effects in the magic system.
When Skyrim first came out, we saw a lot of people griping about how they scrapped the spell creation system. That pissed off a lot of folks. Personally I wasn't one of those people, but after playing the game for a couple of years I would now say that Bethesda went too far in removing it outright. They should have just limited it. For example, Instead of a system that lets you create new spell effects, they should give us a spell creation system that lets us take, say, Fireball, and mutate it to make it do more damage, or last longer, or slow or paralyze opponents while they're engulfed, or all of the above, etc. Stuff like that.
Too true. It's pretty sad that some dude in the their basement during his sparetime can make a more appealing magic spell system than Bethesda. Skyrim is a great game but that is a very big BUT.
#33239
Posté 23 juillet 2013 - 05:24
Checked my ini and this is set to 10000000.00000; no wonder I never noticed trees popping in, even when I was running uGrids 9 for a time.Elhanan wrote...
From the author of Lush Trees: *Note*If you are getting popping trees in the distance (natural game behaviour anyway). Upping the value (below) to above 20000 will help a lot. This is located in your SkyrimPrefs.ini under My Games. It is worth experimenting with this to see what you like best.
fTreesMidLODSwitchDist=
Mine is 9999999.00000
Maybe this will be of help to someone else. I am using 30000 in my files.
Passed time to daylight and verified ENB is working well. It was raining and I could see clearly the nearby mountains and distant terrain. Jogged back to Riverwood and all looked great. Looks like I'm good to go. Have 50+ mods running now, and better performance overall.
Modifié par Endurium, 23 juillet 2013 - 05:28 .
#33240
Posté 23 juillet 2013 - 11:06
#33241
Posté 24 juillet 2013 - 01:32
#33242
Posté 24 juillet 2013 - 02:05
Haplose wrote...
Who knows what kind of hooks/gimmicks the Next game's protagonist gets,
but whatever they do, I hope they take a good hard look at the current
spell system and revamp it. There is no reason whatsoever that magic,
especially in the destruction school, can't compete on even turms,
from 1st level to 100, with melee.
Eh, that sounds more like adding a zero behind some numbers in .ini file rather than a revamp.
I'd much like a spell system that is mostly about being useful and dealing damage in ways that completely differ from traditional combat, ranged or otherwise. I'd like to see more fun summoning system. I wanna manipulate surroundings to do the killling on mage's behalf. Igniting things in flames and then teleporting enemies in these flames..Things like that would get my juiced flowing. In my books a fireball that shoots where my crosshair points is reasonably lame and unsatisfying thing by default, regardless of wether it does 50% or 100% or 150% the damage of bow or swordswing.
Fully agree with your remarks about spell creation system. Wonder if that has been modded back in by now.
If I ever start a new playthrough ever again, it is going to be as a pure Mage.. but only if I find a cool Spell overhaul mod or somesuch. Something that adds more fun spells. Mayhaps something that juices Necromancy up a notch. After playing an archer, I've no intention of casting a single fireball or frostbolt or suches:l
Modifié par LTD, 24 juillet 2013 - 02:17 .
#33243
Posté 24 juillet 2013 - 03:18
LTD wrote...
Eh, that sounds more like adding a zero behind some numbers in .ini file rather than a revamp.
I'd much like a spell system that is mostly about being useful and dealing damage in ways that completely differ from traditional combat, ranged or otherwise. I'd like to see more fun summoning system. I wanna manipulate surroundings to do the killling on mage's behalf. Igniting things in flames and then teleporting enemies in these flames..Things like that would get my juiced flowing. In my books a fireball that shoots where my crosshair points is reasonably lame and unsatisfying thing by default, regardless of wether it does 50% or 100% or 150% the damage of bow or swordswing.
Fully agree with your remarks about spell creation system. Wonder if that has been modded back in by now.
If I ever start a new playthrough ever again, it is going to be as a pure Mage.. but only if I find a cool Spell overhaul mod or somesuch. Something that adds more fun spells. Mayhaps something that juices Necromancy up a notch. After playing an archer, I've no intention of casting a single fireball or frostbolt or suches:l
Remembered that Gopher has mentioned a couple of Spell Crafting vids; here is the latter, and it mentions the first one:
#33244
Posté 24 juillet 2013 - 03:22
LTD wrote...
Haplose wrote...
Who knows what kind of hooks/gimmicks the Next game's protagonist gets,
but whatever they do, I hope they take a good hard look at the current
spell system and revamp it. There is no reason whatsoever that magic,
especially in the destruction school, can't compete on even turms,
from 1st level to 100, with melee.
Eh, that sounds more like adding a zero behind some numbers in .ini file rather than a revamp.
I'd much like a spell system that is mostly about being useful and dealing damage in ways that completely differ from traditional combat, ranged or otherwise. I'd like to see more fun summoning system. I wanna manipulate surroundings to do the killling on mage's behalf. Igniting things in flames and then teleporting enemies in these flames..Things like that would get my juiced flowing. In my books a fireball that shoots where my crosshair points is reasonably lame and unsatisfying thing by default, regardless of wether it does 50% or 100% or 150% the damage of bow or swordswing.
Fully agree with your remarks about spell creation system. Wonder if that has been modded back in by now.
If I ever start a new playthrough ever again, it is going to be as a pure Mage.. but only if I find a cool Spell overhaul mod or somesuch. Something that adds more fun spells. Mayhaps something that juices Necromancy up a notch. After playing an archer, I've no intention of casting a single fireball or frostbolt or suches:l
Apocalypse Spell Package I had waaayyyy too much fun with this. Use ASIS to have NPCs use the new spells.
#33245
Posté 24 juillet 2013 - 04:34
Idea of trying to find a mod soup that offers entertaining balanced spells fills me with dread. I wanna do it but amount of work and tweaking..D: Eventually drastic enough new spells would require new enemies. Entire encounters and arenas redone to acommodante some new approach. AArg.
Modifié par LTD, 24 juillet 2013 - 04:34 .
#33246
Posté 24 juillet 2013 - 06:29
#33247
Posté 24 juillet 2013 - 06:34
Elhanan wrote...
General question: If I purchase a new system, what must be done to reinstall Skyrim on it? Must I purchase a new game, or does Steam have all my files and allow for reinstallation? Thanks!
I think as long as you have access to your account you can download your games on a new hard drive/PC. It'll ask for a code that should be sent to the email account to which you linked your steam account. Basically as long as you prove that you own the account through that code it will allow you to DL your games. This is what I had to do when I bought my new SSD and had to nuke my Hard drive to get rid of windows so I could use my SSD as my main boot drive. It asked for all that stuff since I had to reinstall steam.
You should be able to keep your saves, mods and other stuff if you get your data folder saved somewhere but that should be done carefully, I tried to do it but then at the end I had a mess of files everywhere, so eventually I just deleted everything and downloaded it again afterwards.
Modifié par Splinter Cell 108, 24 juillet 2013 - 06:35 .
#33248
Posté 24 juillet 2013 - 06:56
To add to what was said, I went through this when I moved, changed ISP, then rebuilt my computer before thinking to update my email with Steam. Got to the part where Steam wanted to email me a code, but I no longer had access to the old email account. Had to send proof of purchase (photocopy of game packaging with product key written somewhere visible) before Steam would let me update my email so I could continue. Was basically without steam & steam games for a week, so I installed and played my disc-based and Origin games.Splinter Cell 108 wrote...
Elhanan wrote...
General question: If I purchase a new system, what must be done to reinstall Skyrim on it? Must I purchase a new game, or does Steam have all my files and allow for reinstallation? Thanks!
I think as long as you have access to your account you can download your games on a new hard drive/PC. It'll ask for a code that should be sent to the email account to which you linked your steam account. Basically as long as you prove that you own the account through that code it will allow you to DL your games. This is what I had to do when I bought my new SSD and had to nuke my Hard drive to get rid of windows so I could use my SSD as my main boot drive. It asked for all that stuff since I had to reinstall steam.
You should be able to keep your saves, mods and other stuff if you get your data folder saved somewhere but that should be done carefully, I tried to do it but then at the end I had a mess of files everywhere, so eventually I just deleted everything and downloaded it again afterwards.
Also regarding mods, if you use something like NMM you'll probably be re-installing everything after re-installing NMM. For this reason I keep each of the mods I used bookmarked in FF for quick access (FF lets me export bookmarks to a file which I can re-import later). You can backup your .ini files and use those to update the new ones Skyrim will create when re-installed. I recommend not overwriting the new .ini files because they will refer to what will likely be a different video card.
Modifié par Endurium, 24 juillet 2013 - 07:59 .
#33249
Posté 24 juillet 2013 - 07:17
#33250
Posté 24 juillet 2013 - 08:10
"Best side" you say? You should try this mod.Endurium wrote...
I got ENB Realvision Performance running well this weekend, along with most of the recommended mods on its nexus description page. I didn't do anything with grass other than Lush Trees & Grass because I like that grass (I laughed at the Dat Grass mod description = "use only for screenshots!"). I also applied the .ini settings the uploader provided and said he was using, which were a tad different than mine; still using uGrid 7 setting as that has proven to be very stable on my machine. End result is smoother performance and pretty good looking game. Will know more when I have more time to play and can get into the daytime, when such mods typically show their best side.





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