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The Elder Scrolls V: Skyrim Discussion Thread


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#35451
Master Warder Z_

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I personally don't think much of Nord insults but i also realize that most enemies likely don't have much time to contemplate how much thought the Nords put into their insults given more oft then not they are sliding down a hillside minus their head.

#35452
blaidfiste

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 Holy crap, Skywind is now my most anticipated game.

#35453
Abraham_uk

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blaidfiste wrote...

 Holy crap, Skywind is now my most anticipated game.

Looks epic!:wizard:

#35454
Elhanan

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Abraham_uk wrote...
Looks epic!:wizard: 


Yep; hopefully will fill in my playtime before late 2014




#35455
Addai

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Well, the Civil War Overhaul mod gets a thumbs down from me. It's buggy as hell and the fort battles aren't more fun, they're just juiced up with a lot of unrealistic artificial difficulty gimmicks like having mages that can take 5 or 6 axe hits to the face without healing or stopping their casting, and waves of specialized enemies that spawn out of nowhere. It also means you can't go to the opposing holds until the quest line is over. And like all mods that change scripts, you can't uninstall it without your saves being junked. I learned my lesson.

#35456
Splinter Cell 108

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Addai67 wrote...

Well, the Civil War Overhaul mod gets a thumbs down from me. It's buggy as hell and the fort battles aren't more fun, they're just juiced up with a lot of unrealistic artificial difficulty gimmicks like having mages that can take 5 or 6 axe hits to the face without healing or stopping their casting, and waves of specialized enemies that spawn out of nowhere. It also means you can't go to the opposing holds until the quest line is over. And like all mods that change scripts, you can't uninstall it without your saves being junked. I learned my lesson.


I actually found some of that stuff good, it'd make sense that they wouldn't let you walk around enemy holds without attacking. I can sympathize with the mage stuff, that sounds pretty stupid. If anything what I like about it least is the author, telling him that some things could use work is like robbing a bank or something. 

#35457
Elhanan

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Addai67 wrote...

Well, the Civil War Overhaul mod gets a thumbs down from me. It's buggy as hell and the fort battles aren't more fun, they're just juiced up with a lot of unrealistic artificial difficulty gimmicks like having mages that can take 5 or 6 axe hits to the face without healing or stopping their casting, and waves of specialized enemies that spawn out of nowhere. It also means you can't go to the opposing holds until the quest line is over. And like all mods that change scripts, you can't uninstall it without your saves being junked. I learned my lesson.


Sadly, the mod requires to be remained installed per the description. Hope you are able to find a proper fix.

I added the Populated Forts mod for my own Civil War improvement, but this and other linked mods are no longer available at the Nexus; author banned for repeated violations

#35458
Addai

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You just have to delete all the saves made using it, because they'll be corrupted otherwise. It's the same with most mods, but especially those that change scripts.

#35459
Elhanan

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Addai67 wrote...

You just have to delete all the saves made using it, because they'll be corrupted otherwise. It's the same with most mods, but especially those that change scripts.


How does one know which mods are scripted? My own little knowledge comes from those mods that state it in their descriptions.

BTW- Cutting Room Floor also requires keeping it installed, but this is one I can recommend. While there are a couple of inclusions I am not fond of personally, the majority of these Official snippets are enjoyable.  

#35460
Splinter Cell 108

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Elhanan wrote...


How does one know which mods are scripted? My own little knowledge comes from those mods that state it in their descriptions.

BTW- Cutting Room Floor also requires keeping it installed, but this is one I can recommend. While there are a couple of inclusions I am not fond of personally, the majority of these Official snippets are enjoyable.  


If it uses SKSE it is scripted, although just because a mod doesn't use SKSE doesn't mean it doesn't have scripts. You see there's two types of scripts, the normal vanilla stuff and the SKSE scripts. As I understand normal scripts are not so dangerous to your game, nonetheless, removing any mod during a playthrough can be enough to break your game. Adding,altering your load order or removing mods in the middle of a playthrough can all break your game. 

SKSE itself is just what it sounds like, a script extender. It adds functions and commands that CK does not have, it makes it easier to create more complex mods because it has a greater array of functions for available use. But in reality you could create the simples mod with SKSE if you wanted to, most people don't because its really a waste of resources. Whenever vanilla scripting isn't enough, its time to use SKSE in a mod, that or find some creative way of doing things, like some people do with their mods. Of course SKSE does some other stuff too, like the recent memory patch. 

Modifié par Splinter Cell 108, 23 février 2014 - 09:21 .


#35461
Barbarossa2010

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Usually you can tell from the author's description. Some are clear that they change scripts, others allude to it.

From my experience in New Vegas if you do an uninstall of any mod that changes scripts, you have to delete the associated save files that were active while that mod was installed. Otherwise you, (well I do anyway), may find yourself playing Russian Roulette running a game with saves in the pile that are, or are at least may potentially be, corrupted.

Some may get away with it, but I never seem to. Now, I try to avoid script changing mods. I just seem to have poor luck with them once I decide I want to uninstall them.

#35462
Splinter Cell 108

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Sometimes it happens with New Vegas but not as much. The problem with script mods is something that Skyrim brought in. New Vegas' problems lie elsewhere. .New Vegas still has the problem though, uninstall too much stuff and it'll break. Best thing to do is to start a playthrough and keep the same load order throughout it.

#35463
Abraham_uk

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Do you hoard too many items?
Are you like this guy from this College Humour Sketch?
  • naughty99 aime ceci

#35464
Barbarossa2010

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Splinter Cell 108 wrote...

Sometimes it happens with New Vegas but not as much. The problem with script mods is something that Skyrim brought in. New Vegas' problems lie elsewhere. .New Vegas still has the problem though, uninstall too much stuff and it'll break. Best thing to do is to start a playthrough and keep the same load order throughout it.


Man, you said it. Some hard lessons learned.

#35465
Elhanan

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Splinter Cell 108 wrote...

If it uses SKSE it is scripted, although just because a mod doesn't use SKSE doesn't mean it doesn't have scripts. You see there's two types of scripts, the normal vanilla stuff and the SKSE scripts. As I understand normal scripts are not so dangerous to your game, nonetheless, removing any mod during a playthrough can be enough to break your game. Adding,altering your load order or removing mods in the middle of a playthrough can all break your game. 

SKSE itself is just what it sounds like, a script extender. It adds functions and commands that CK does not have, it makes it easier to create more complex mods because it has a greater array of functions for available use. But in reality you could create the simples mod with SKSE if you wanted to, most people don't because its really a waste of resources. Whenever vanilla scripting isn't enough, its time to use SKSE in a mod, that or find some creative way of doing things, like some people do with their mods. Of course SKSE does some other stuff too, like the recent memory patch.


And here I was under the impression that since I added SKSE, all the mods used it as I launch from it. Oh well....

I have re-installed the entire game a few times since 2011, but have not had to since my last hardware upgrades. And when something has looked amiss - from a mod glitch ,or simply a poor name  choice or design - I have deleted all the saves for that character.

My next wait is for the next update for Immersive Armors, as the current version creates a few problems for me. Besides the MCM choices not working as well as they should (eg; armors appearing in shops when not declared), the entire opening scene is tossed into a mixer for some reason. It reminded me of the evening I had my stroke; no lie.

Posted Image

#35466
Splinter Cell 108

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Elhanan wrote...

And here I was under the impression that since I added SKSE, all the mods used it as I launch from it. Oh well....

I have re-installed the entire game a few times since 2011, but have not had to since my last hardware upgrades. And when something has looked amiss - from a mod glitch ,or simply a poor name  choice or design - I have deleted all the saves for that character.

My next wait is for the next update for Immersive Armors, as the current version creates a few problems for me. Besides the MCM choices not working as well as they should (eg; armors appearing in shops when not declared), the entire opening scene is tossed into a mixer for some reason. It reminded me of the evening I had my stroke; no lie.

Posted Image


Nah, not all of them use it, just the ones were it says its required. Still there are some myths about SKSE that some people like to perpetuate, mainly that it causes crashing or other nonsense and so they refuse to use it. They're missing out on a lot. 

This is why mod organizer is pretty useful, if you screw up your game, you don't have to uninstall it because it keeps mods outside of skyrim's directory. Some things about it are annoying because it requires more manual work but its a better option to NMM. It even includes search filters for your load order and your installed mods plus it allows for different profiles each with the option of using a different load order and many other features such as locking your load order, endorsing from the manager itself and other features that are pretty handy. NMM on the other hand is still in Beta, has less than other older mod managers such as FOMM and looks like its going nowhere if you ask me. 

Don't know about IA7, never had those issues and I use alternate start so I never have issues with the intro sequence. Back when I didn't use alternate start I did have issues, mainly with the cart flipping and crashng into everything, found out it was a mod called Helgen Reborn, not the mods fault instead those things happen because the start sequence is heavily scripted and it doesn't like it when you run certain mods. The same happens with fallout 3's starting sequence. 

#35467
Endurium

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I've been using SKSE for over a year now so I no longer pay much attention to what uses it. I have the pertinant lines entered into skse.ini so scripts are cleaned out of saves, and so on. Works fine, lasts a long time.

Freed Serana yesterday but experienced a few glitches (neck seam, etc) due to changing her weight in the toolset. Ugh, this game engine is weaksauce. Will revert the edit to her weight so I don't have to enter "setnpcweight 100" every time we go through a "portal" or fast travel.

Must say she has a beautiful face with CBBE's optional face mod. Also really enjoy the Dawnguard DLC for the most part; it's great to be back.

#35468
Splinter Cell 108

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Endurium wrote...

I've been using SKSE for over a year now so I no longer pay much attention to what uses it. I have the pertinant lines entered into skse.ini so scripts are cleaned out of saves, and so on. Works fine, lasts a long time.


No one does anymore, a mod can use SKSE and not be heavily scripted. As for cleaning, I don't know I've used that function but I don't think anything can save a game that has been mangled by uinstallations, bad mods, load order alterations and/or mid game aditions. 

#35469
Endurium

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I'm being careful about those things. My personal mod plugin always sits at the bottom of the load order and the few additions since starting this character have been meshes and textures which don't have plugins and aren't stored in saves.

I also inspect everything with TESVedit to make sure it's not going to cause trouble. Have had to edit a few mods that don't incorporate DLC changes and/or Unofficial patch fixes (SMIM is one). One big reason my mod sits at the bottom is because many mods overwrite the Tamriel worldspace (by means of child cell edits) so mine contains the latest data from the Dragonborn DLC, to ensure those scripts work.

It's a lot of work when several mods update, but it makes for a stable and relatively glitch-free game experience. I'm still going strong with timescale 3, doing quests right and left.

Also gotta say I love the way Serana is introduced by means of the blood puzzle.

#35470
Puzzlewell

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Recently got around to starting a new character. It's good to be back playing it again. Grabbed a handful of new (for me that is) mods and I must say that I absolutely adore the combination of Moonlight Tales/Heart of the Beast/Werewolf Mastery. It makes playing as a werewolf (or werebear with MT) actually an enjoyable experience.



#35471
Ziegrif

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Made a new Orc ranger. 29th character I think or 30th.

This time trying to actually kill 50+ Dragons and as with Deadly Dragons and other Dragon Combat Overhaul they ain't Wyverns anymore.

On another note 200 mods is my current count... 55 more and I'll start CTDing on launch.



#35472
Ozzy

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Glad that this beautiful thread has made its way over intact. The Jills did their jobs. ;D

 

Also the fact that I could change the JE image that I had been using forever, lol. 



#35473
Dovahzeymahlkey

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Made a new Orc ranger. 29th character I think or 30th.

This time trying to actually kill 50+ Dragons and as with Deadly Dragons and other Dragon Combat Overhaul they ain't Wyverns anymore.

On another note 200 mods is my current count... 55 more and I'll start CTDing on launch.

thats amazing bruh, my game crashes passed 75 mods.



#35474
naughty99

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thats amazing bruh, my game crashes passed 75 mods.

 

The number of mods is not a problem, just keep in mind mods containing scripts continue to affect your save game, after you disable or even delete the mod files. So the best time to change your mod list is when starting a new character.

 

I've been running all of these with no problems for the past year or so: http://pastebin.com/...php?i=MRTSHuvR 



#35475
Splinter Cell 108

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Not just that, you should be using the proper fixes. Also, if you're using a BAD mod that may be the cause of your CTDs. For example if you use Warzones, don't expect your game to work.