Except for the fact that the shadows on the moons are at wildly different angles and I'm pretty sure that doesn't make any astrological sense.
Then again, most of the celestial bodies are gods and demons that mortal minds can only comprehend as floating blobs in the sky, so whatever, man. Fuck it.
Except for the fact that the shadows on the moons are at wildly different angles and I'm pretty sure that doesn't make any astrological sense.
Then again, most of the celestial bodies are gods and demons that mortal minds can only comprehend as floating blobs in the sky, so whatever, man. Fuck it.
The sun is a literal hole in the sky (as are the stars). Conventional astronomy is useless in Nirn.
Nova_CI have the needThe need for speedRegistered Userregular
I would also like to note that Astrological != Astronomical! You mean astronomical sense.
And sure, although sometimes shadows and light can behave a little oddly. My favourite thing are the beams of sunlight that come through clouds (IRL, I mean, not talking about Skyrim). They should all be straight down, right? But they're not. They behave as if the source of light is directly above the coulds.
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MongerI got the ham stink.Dallas, TXRegistered Userregular
Nova_CI have the needThe need for speedRegistered Userregular
I'm having the opposite problem. I'm not getting enough dragons. Need more souls!
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
The Dragonborn DLC was fun because a dragon would spawn every other time I went to the main settlement on Solstheim. Not only was it nice and dramatic because of the battlements, but there are archers everywhere so I could just sit back and let them arrow the thing out of the sky.
The Dragonborn DLC was fun because a dragon would spawn every other time I went to the main settlement on Solstheim. Not only was it nice and dramatic because of the battlements, but there are archers everywhere so I could just sit back and let them arrow the thing out of the sky.
My first playthrough there was a dragon EVERY TIME I quick traveled to the Arcane College. Considering that was my magic playthrough, there were literally dragon bones rolling through that place like tumbleweeds at times.
Steam and CFN: Enexemander
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Nova_CI have the needThe need for speedRegistered Userregular
I had two dragons spawn in Solstheim the whole time I was there doing all the dragonborn stuff. I think I've fought maybe 5 random dragons in the 40 hours on my current character. I went straight to making sure they were active, too, at the start.
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Dr. ChaosPost nuclear nuisanceRegistered Userregular
I had two dragons spawn in Solstheim the whole time I was there doing all the dragonborn stuff. I think I've fought maybe 5 random dragons in the 40 hours on my current character. I went straight to making sure they were active, too, at the start.
How much of the main quest did you do?
I've found that the concentration of random dragon encounters has little to do with my level and lots to do with how far into the main quest I've gotten.
If you want a more controlled experience with dragons do the Main Quest until you get to A Blade in the Dark. Just start the quest by getting the horn back from Delphine and say no to listening her, so she doesn't suit up and head to Kynesgrove, letting her hang out at the inn. At this point (or maybe even during the greybeards horn quest), the game will stop practically all random dragon encounters, to order to not have Delphine see you slay another dragon besides Sahloknir during the course of Blade in the Dark. However, there will now be dragons at Word Walls now.
This is how far I go into the main quest whenever I start a new character now, you get the full Unrelenting Force shout and dragons will not attack anywhere randomly but still appear fixed word wall locations.
I swear that next time I start a new game I will not become a slave to the smithing tree. I swear I spend more time funneling iron into daggers than doing anything else and the enemies just level up against my gear anyway.
SPERG's addition of being able to melt down those daggers to get iron back out is both helpful and a reminder of how stupid the whole idea of assembling so much junk is.
No way I'm giving up enchanting though. Non-custom magic weapons are almost always unusable due to limited charges.
Dr. ChaosPost nuclear nuisanceRegistered Userregular
edited July 2014
Apocalypse magic has steadily been becoming a top mod in my list of favorites.
I really love how it covers a bunch of different bases in each school of magic if you want to specialize in just one (or two) with for example both restoration and illusion having their own damage dealing spells.
One in particularly I've really grown to love is the illusion spell "evil twin". For as long as you keep it up, it generates illusionary clones of your enemies in the room that will attack them.
Apocalypse magic has steadily been becoming a top mod in my list of favorites.
I really love how it covers a bunch of different bases in each school of magic if you want to specialize in just one (or two) with for example both restoration and illusion having their own direct damage dealing spells.
One in particularly I've really grown to love is the illusion spell "evil twin". For as long as you keep it up, it generates illusionary clones of your enemies in the room that will attack them.
I was thinknig about that one
If I disabled the magic tree is it capablible with SPERG?
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Dr. ChaosPost nuclear nuisanceRegistered Userregular
Apocalypse magic has steadily been becoming a top mod in my list of favorites.
I really love how it covers a bunch of different bases in each school of magic if you want to specialize in just one (or two) with for example both restoration and illusion having their own direct damage dealing spells.
One in particularly I've really grown to love is the illusion spell "evil twin". For as long as you keep it up, it generates illusionary clones of your enemies in the room that will attack them.
I was thinknig about that one
If I disabled the magic tree is it capablible with SPERG?
I don't use SPERG or any perk tree overhauls myself but Apocalypse only adds new spells, it doesn't tinker with the trees by adding, removing or editing any of the perks as far as I know.
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
I actually turn off all the music. Getting background music just feels so... artificial to me, in this game. Vastly prefer the music coming only from environmental sources like bards.
Apocalypse magic has steadily been becoming a top mod in my list of favorites.
I really love how it covers a bunch of different bases in each school of magic if you want to specialize in just one (or two) with for example both restoration and illusion having their own direct damage dealing spells.
One in particularly I've really grown to love is the illusion spell "evil twin". For as long as you keep it up, it generates illusionary clones of your enemies in the room that will attack them.
I was thinknig about that one
If I disabled the magic tree is it capablible with SPERG?
I use Apocalypse with SPERG, no disabling necessary! It is quite a nice list of spells, even though I don't actually play full mage-types... I find all kinds of nifty utility spells in my travels, like one that lets me run much faster while I maintain the spell. I like when magic is good even for non-mageys to have.
I used TES5Edit to fix the main vanilla files, but left the mods uncleaned as instructed. I also enabled logs so that I could hopefully find out which mod is causing me to keep crashing around Whiterun.
I uploaded the error report, as it was too large to paste here. I'm hoping that someone more knowledgeable than me about this can pinpoint what's causing these errors and what I need to fix it.
I used TES5Edit to fix the main vanilla files, but left the mods uncleaned as instructed. I also enabled logs so that I could hopefully find out which mod is causing me to keep crashing around Whiterun.
I uploaded the error report, as it was too large to paste here. I'm hoping that someone more knowledgeable than me about this can pinpoint what's causing these errors and what I need to fix it.
Help, as always, is appreciated.
On my phone so I can't tell if that error report has a load order. What direction are you approaching Whiterun from? I'm also thinking scripted events. From the south the companions attack a giant. From the north you meet Cicero.
Also I'll give Obis a try when I get back to my computer.
Are you running something that also contains the fabled memory fix (IE ENBoost)? I'm pretty sure crashes near whiterun can be caused by the bug that the memory fix fixes.
I used TES5Edit to fix the main vanilla files, but left the mods uncleaned as instructed. I also enabled logs so that I could hopefully find out which mod is causing me to keep crashing around Whiterun.
I uploaded the error report, as it was too large to paste here. I'm hoping that someone more knowledgeable than me about this can pinpoint what's causing these errors and what I need to fix it.
Help, as always, is appreciated.
I'm seeing some stuff in there that looks like files are missing, specifically the 101Bugs mod by 83Willows. You also just appear to have installed several mods which are all very script-heavy, like OBIS, CCO, Immersive NPCs in the Dark, Wet and Cold, Frostfall, Moonlight Tales, etc. I've had to filter many of these mods out because they tend to do 'scans' for other mods periodically. I have no idea why they need to keep scanning for mods once the game is loaded since I'm not installing them while playing, but it's probably some weakness in Papyrus. Anyhow, a mod that does this isn't necessarily causing problems, but when you have several mods doing this, it really begins to choke your script engine.
What is causing it to crash around Whiterun? It might be a missing or broken mesh, and nothing to do with Papyrus at all. I noticed last night that I have something crashing me right outside Falkreath, but only if I approach the town from a rather specific direction. Or it could be something trying to run from an unloaded cell at the end there, which could mean the cell has crashed or the like. I also once had a problem where I'd crash consistently when trying to leave Markarth, and that turned out to be the Skyrim Flora Overhaul mod... I switched to the basic version and that cured the problem.
So anyways, one good place to start is by running Script Scalpel... that will at least clean up any mods with unattached script instances (game is looking for stuff that isn't there) and other problems. If the game continues crashing at that specific spot though, the issue gets way more difficult to find.
Apocalypse magic has steadily been becoming a top mod in my list of favorites.
I really love how it covers a bunch of different bases in each school of magic if you want to specialize in just one (or two) with for example both restoration and illusion having their own direct damage dealing spells.
One in particularly I've really grown to love is the illusion spell "evil twin". For as long as you keep it up, it generates illusionary clones of your enemies in the room that will attack them.
I was thinknig about that one
If I disabled the magic tree is it capablible with SPERG?
I don't use SPERG or any perk tree overhauls myself but Apocalypse only adds new spells, it doesn't tinker with the trees by adding, removing or editing any of the perks as far as I know.
Yeah think I'm going to just run SPERG in hardcore with apocalypse for extra spells. And for the challenge using ASIS and Improved AI to give the enemies access to those spells and perks. Mixing skill tree mods sounds like it'd be a nightmare for balancing.
So my ENB'd install looks great but its a little stuttery. Is optimizing textures worthwhile? Or should I just turn off SSAO in the ENB settings?
ShogunHair long; money long; me and broke wizards we don't get alongRegistered Userregular
you can also try turning down the quality on SSAO and things to increase performance, but I usually kill SSAO outright as it just destroys performance.
If you're using DOF, consider using the Dynavision Mod, which is Mod Configuration enabled, rather than ENB's DOF solution. It's a lot more convenient for tweaking (and you can shut it off at will as well).
Welp, it's happened. My main character can't return to Skyrim from Solstheim, or she'll get the endless loading screen glitch. Oh well. I could download that Familiar Faces mod, save her, and bring her to my next character. Still, I'll never get to complete the main quest at this rate. 4th character, and still haven't made it past Alduin's Wall.
I hate this thing where all the stuff you put in your house just flies around every time you re-enter it. Normally it's just my display cases have opened and all the weapons are on the floor. But this time my god damn Auriel's Bow has vanished from the weapon rack and is nowhere to be found. I'm pretty sure it's gone forever.
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
I hate this thing where all the stuff you put in your house just flies around every time you re-enter it. Normally it's just my display cases have opened and all the weapons are on the floor. But this time my god damn Auriel's Bow has vanished from the weapon rack and is nowhere to be found. I'm pretty sure it's gone forever.
In case you weren't aware that's a result of the game running faster than the physics engine would like it to. You can cap your FPS at 60 using ENB configs which will solve the issue.
Now there was a trick to making sure your shit never exploded everywhere, but I forget what it was. Something to do with picking things up again, or maybe just moving them a certain way? I forget.
Oh that's neat. But I'm pretty much at the end of the game anyway so I doubt I'll bother now.
Is there a way to rotate items by the way? It took me a long time to get the mask of clavicus vile to stand upright in the middle of my table. And then of course it flew off onto the floor the next time I came in.
I always just blame it on the damn kids.
Rami on
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
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Then again, most of the celestial bodies are gods and demons that mortal minds can only comprehend as floating blobs in the sky, so whatever, man. Fuck it.
All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.
The sun is a literal hole in the sky (as are the stars). Conventional astronomy is useless in Nirn.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
And sure, although sometimes shadows and light can behave a little oddly. My favourite thing are the beams of sunlight that come through clouds (IRL, I mean, not talking about Skyrim). They should all be straight down, right? But they're not. They behave as if the source of light is directly above the coulds.
Did I?
All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.
Need to find a mod that decreases dragon spawning, whether hard or easy, they appear way too often.
My first playthrough there was a dragon EVERY TIME I quick traveled to the Arcane College. Considering that was my magic playthrough, there were literally dragon bones rolling through that place like tumbleweeds at times.
Haaaa!~haaa!~haaa!~yeeeeeeeeeeeAH!
That said, I use the Epic Music Overhaul. Made by the same guy that does Dragon Combat Overhaul and all the other Combat Overhauls.
Battlenet ID: MildC#11186 - If I'm in the game, send me an invite at anytime and I'll play.
Gotta be some questionable copyright issues there.
Went looking for one since I'm playing a blood sucker but I couldn't find one sadly.
How much of the main quest did you do?
I've found that the concentration of random dragon encounters has little to do with my level and lots to do with how far into the main quest I've gotten.
Steam: MightyPotatoKing
This is how far I go into the main quest whenever I start a new character now, you get the full Unrelenting Force shout and dragons will not attack anywhere randomly but still appear fixed word wall locations.
SPERG's addition of being able to melt down those daggers to get iron back out is both helpful and a reminder of how stupid the whole idea of assembling so much junk is.
No way I'm giving up enchanting though. Non-custom magic weapons are almost always unusable due to limited charges.
Steam Profile
3DS: 3454-0268-5595 Battle.net: SteelAngel#1772
I really love how it covers a bunch of different bases in each school of magic if you want to specialize in just one (or two) with for example both restoration and illusion having their own damage dealing spells.
One in particularly I've really grown to love is the illusion spell "evil twin". For as long as you keep it up, it generates illusionary clones of your enemies in the room that will attack them.
I was thinknig about that one
If I disabled the magic tree is it capablible with SPERG?
I use Apocalypse with SPERG, no disabling necessary! It is quite a nice list of spells, even though I don't actually play full mage-types... I find all kinds of nifty utility spells in my travels, like one that lets me run much faster while I maintain the spell. I like when magic is good even for non-mageys to have.
I uploaded the error report, as it was too large to paste here. I'm hoping that someone more knowledgeable than me about this can pinpoint what's causing these errors and what I need to fix it.
Help, as always, is appreciated.
Blog||Tumblr|Steam|Twitter|FFXIV|Twitch|YouTube|Podcast|PSN|XBL|DarkZero
On my phone so I can't tell if that error report has a load order. What direction are you approaching Whiterun from? I'm also thinking scripted events. From the south the companions attack a giant. From the north you meet Cicero.
Also I'll give Obis a try when I get back to my computer.
Steam (Ansatz) || GW2 officer (Ansatz.6498)
I'm seeing some stuff in there that looks like files are missing, specifically the 101Bugs mod by 83Willows. You also just appear to have installed several mods which are all very script-heavy, like OBIS, CCO, Immersive NPCs in the Dark, Wet and Cold, Frostfall, Moonlight Tales, etc. I've had to filter many of these mods out because they tend to do 'scans' for other mods periodically. I have no idea why they need to keep scanning for mods once the game is loaded since I'm not installing them while playing, but it's probably some weakness in Papyrus. Anyhow, a mod that does this isn't necessarily causing problems, but when you have several mods doing this, it really begins to choke your script engine.
What is causing it to crash around Whiterun? It might be a missing or broken mesh, and nothing to do with Papyrus at all. I noticed last night that I have something crashing me right outside Falkreath, but only if I approach the town from a rather specific direction. Or it could be something trying to run from an unloaded cell at the end there, which could mean the cell has crashed or the like. I also once had a problem where I'd crash consistently when trying to leave Markarth, and that turned out to be the Skyrim Flora Overhaul mod... I switched to the basic version and that cured the problem.
So anyways, one good place to start is by running Script Scalpel... that will at least clean up any mods with unattached script instances (game is looking for stuff that isn't there) and other problems. If the game continues crashing at that specific spot though, the issue gets way more difficult to find.
Yeah think I'm going to just run SPERG in hardcore with apocalypse for extra spells. And for the challenge using ASIS and Improved AI to give the enemies access to those spells and perks. Mixing skill tree mods sounds like it'd be a nightmare for balancing.
So my ENB'd install looks great but its a little stuttery. Is optimizing textures worthwhile? Or should I just turn off SSAO in the ENB settings?
Steam (Ansatz) || GW2 officer (Ansatz.6498)
Shogun Streams Vidya
i ran the texture optimizer and it made a pretty decent difference too.
For those interested. http://www.nexusmods.com/skyrim/mods/54509/?
I strongly advocate the console to fix any weird fuckups that happen.
3DS: 0473-8507-2652
Switch: SW-5185-4991-5118
PSN: AbEntropy
In case you weren't aware that's a result of the game running faster than the physics engine would like it to. You can cap your FPS at 60 using ENB configs which will solve the issue.
Is there a way to rotate items by the way? It took me a long time to get the mask of clavicus vile to stand upright in the middle of my table. And then of course it flew off onto the floor the next time I came in.
I always just blame it on the damn kids.