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[The Elder Scrolls] Stolen? No! This one found this thread by the side of the road.

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Posts

  • RaynagaRaynaga Registered User regular
    edited February 2022
    So I saw the next gen patches dropped.
    So I reinstalled, updated, launched!

    ...and can't get past the title screen.

    Googling around shows its an issue that is apparently impacting a lot of folks, has something to do with the stupid online news check buy anniversary edition thing as putting your console in offline mode apparently removes the stutter, and has been impacting folks since DECEMBER with no fix yet. Its been literally unplayable for months.

    I mean, Bethesda is going to Bethesda. But this is nuts.

    Raynaga on
  • SynthesisSynthesis Honda Today! Registered User regular
    Have more or less a functional mod list--at least, in the sense that I can even boot into the Prisoner Cart up to Helgen and the physics don't completely freak the fuck out. Quite a few of the mods do need to be disabled for that initial section though. I was also able to make the shift to Nemesis (it wasn't a painful as I thought, though I'm not certain I can get things like FNIS up and working for it--anyone already gotten that working?).

    I was pretty sad to see that .NET Framework is pretty much dead, and all the associated mods with it (like Immersive First Person). Not the end of the world, but it's always a bummer to lose something.

    I still need to decide which city overhauls I'll be using too (especially since the first time you visit a town, you're probably too late). JK has been on a roll lately, I wonder if I might just give up Great Cities and commit fully to JK's overhauls. It'd certainly fix a lot of incompatiblities.

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  • SynthesisSynthesis Honda Today! Registered User regular
    edited February 2022
    Jragghen wrote: »
    Nemesis is a replacement for FNIS, and should support everything FNIS did except animal animations.

    I was thinking of something completely different--specifically, Dynamic Animation Replacer (which upon checking doesn't actually need FNIS!).

    I've gotten it to work with PCEA. It's really just so many years with FNIS, I forget what actually needed it and what doesn't.

    EDIT: Also running into a few FNIS-specific animation packs that require the FNIS.esp, or something else, making them issues. Well, you win some you lose some.

    Synthesis on
  • DelduwathDelduwath Registered User regular
    Synthesis wrote: »
    I was pretty sad to see that .NET Framework is pretty much dead.
    Would you mind expanding on this a bit? What do you mean by "dead" in this context?

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  • Jealous DevaJealous Deva Registered User regular
    edited February 2022
    Synthesis wrote: »
    Have more or less a functional mod list--at least, in the sense that I can even boot into the Prisoner Cart up to Helgen and the physics don't completely freak the fuck out. Quite a few of the mods do need to be disabled for that initial section though. I was also able to make the shift to Nemesis (it wasn't a painful as I thought, though I'm not certain I can get things like FNIS up and working for it--anyone already gotten that working?).

    I was pretty sad to see that .NET Framework is pretty much dead, and all the associated mods with it (like Immersive First Person). Not the end of the world, but it's always a bummer to lose something.

    I still need to decide which city overhauls I'll be using too (especially since the first time you visit a town, you're probably too late). JK has been on a roll lately, I wonder if I might just give up Great Cities and commit fully to JK's overhauls. It'd certainly fix a lot of incompatiblities.

    Get the live another life mod and scout any town mods you use prior to starting a main playthrough. Tastes differ, and I did a lot of switching out before settling on what I thought looked best. I just made a seperate instance in MO with just town mods, my texture replacements (especially if you are using something like noble), and alternate start and patches for it. Whenever you add a town mod, just start up a character in it or nearby and look around to make sure its what you want and everything works.

    One weird thing, I feel like the kynesgrove patch between great village of kynesgrove and ETAC on the great village of kynesgrove patch page is by far the best rendition of kynesgrove (though I also use cutting room floor and its patch with them which seems to work fine) but if you use it with ETAC standalone (which you probably should) you will have to switch the patch master from ETAC complete to ETAC kynesgrove in ssedit.

    Everything else is good though, and its probably the besf way to go if you want a kynesgrove with an actual grove and also enough houses to cover everyone who works in town

    Jealous Deva on
  • SynthesisSynthesis Honda Today! Registered User regular
    edited February 2022
    I've been using an Alternate Start mod just to calibrate everything (to confirm I can load up into Racemenu and nothing crashes, etc.), though on the whole that's a good idea before worrying about DynaLOD.
    Delduwath wrote: »
    Synthesis wrote: »
    I was pretty sad to see that .NET Framework is pretty much dead.
    Would you mind expanding on this a bit? What do you mean by "dead" in this context?

    On a Discord channel they frequent, the creator (who also made a few of the most popular mods that use .NET Framework, understandably), more casually noted they didn't plan to update it. As oppose to the quiet speculation on the actual thread on Nexus.

    So yes, it seems to mean dead, barring someone adopting it.

    Synthesis on
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  • augustaugust where you come from is gone Registered User regular
  • Jealous DevaJealous Deva Registered User regular
    edited June 2022
    So I was considering running through skyrim again and was wondering a bit about some mods.

    Has anyone tried High Level Enemies Redux? I was thinking of trying that along with the author’s creation club armor integration and crossbow integration mods. Last time I played I did feel like enemies got a bit too tissue papery after a while.

    Also I used simonmagus’s vanilla plus mods last time but I see enaisalon actually has a vanilla plus set now too, was wondering if anyone had a preference.

    Finally, I was thinking of running the seasons mod, I was wondering what the best setup for that might be. I was looking at seasons+turn of seasons+obsidian weathers+improved survival, and was wondering if anyone had run those and had any feedback. Especially with building mods like great towns and villages and cities of the north, do they all work ok together?

    Jealous Deva on
  • SageinaRageSageinaRage Registered User regular
    Justice wrote: »

    Yeah, I played it a bunch last year, you can probably go back a few pages and find my posts. It works really well, it gives a bunch of quality of life upgrades over base Daggerfall, as well as fixing a bunch of bugs and giving mod support. If you want to try it out I'd say go for it. The GOG version looks like it includes a bunch of good mods as well.

    sig.gif
  • Lucid_SeraphLucid_Seraph TealDeer MarylandRegistered User regular
    Justice wrote: »

    Yeah, I played it a bunch last year, you can probably go back a few pages and find my posts. It works really well, it gives a bunch of quality of life upgrades over base Daggerfall, as well as fixing a bunch of bugs and giving mod support. If you want to try it out I'd say go for it. The GOG version looks like it includes a bunch of good mods as well.

    It is very good if you like Daggerfall and Daggerfall is the game you want to play.

  • FeldornFeldorn Mediocre Registered User regular
    Justice wrote: »

    Yeah, I played it a bunch last year, you can probably go back a few pages and find my posts. It works really well, it gives a bunch of quality of life upgrades over base Daggerfall, as well as fixing a bunch of bugs and giving mod support. If you want to try it out I'd say go for it. The GOG version looks like it includes a bunch of good mods as well.

    It is very good if you like Daggerfall and Daggerfall is the game you want to play.

    Best review I've read so far.

    I downloaded it and will strongly consider installing it.

  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    I find Daggerfall to be fun, a product of its age to be sure but one that I like spending time in here and there.

    For the record I never played the game until last summer, so I didn't have any rose tinted glasses going in.

    A Capellan's favorite sheath for any blade is your back.
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  • SynthesisSynthesis Honda Today! Registered User regular
    Once the improved Custom Camera mod is updated for AE (as a replacement for the sorely missed Immersive First Person) and DYNOLOD 3 leaves Alpha, I'll hopefully be jumping back in for a completely new Skyrim character (after having done 90% of the work over December vacation).

    Still need to settle on City/Town overhauls and possibly a terrain replacer though.

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  • FiskebentFiskebent DenmarkRegistered User regular
    edited June 2022
    Oops, wrong thread.

    Fiskebent on
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  • Jealous DevaJealous Deva Registered User regular
    edited June 2022
    Synthesis wrote: »
    Once the improved Custom Camera mod is updated for AE (as a replacement for the sorely missed Immersive First Person) and DYNOLOD 3 leaves Alpha, I'll hopefully be jumping back in for a completely new Skyrim character (after having done 90% of the work over December vacation).

    Still need to settle on City/Town overhauls and possibly a terrain replacer though.

    I actually had a city/town setup I like but it looks like ETAC is hidden now. I may just play elden ring until that comes back at least.

    Although all I really use is kynesgrove and darkwater crossing (with the great villiages patches) those two towns feel very empty without.

    I know a lot of people don’t like mismatched houses but I actually like darkwater crossing with the etac patch or soljunds sinkhole with the arthmoor and great villiage, the mixed housing styles make them look a bit like real towns instead of planned neighborhoods.

    Edit: looks like .7 is available at afkmods, hmm.

    I’m tempted to run my full town setup with the seasons setup I mentioned just to see how it does. Maybe just tourist around, fast-forward through the seasons and take some pictures rather than doing a full playthrough.

    I still honestly never quite found a capital city mod I liked better than the defaults though.

    Jealous Deva on
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  • StormwatcherStormwatcher Blegh BlughRegistered User regular
    Justice wrote: »

    Yeah, I played it a bunch last year, you can probably go back a few pages and find my posts. It works really well, it gives a bunch of quality of life upgrades over base Daggerfall, as well as fixing a bunch of bugs and giving mod support. If you want to try it out I'd say go for it. The GOG version looks like it includes a bunch of good mods as well.

    GoG version is a mod pack curated by GamerZakh, a pretty great retro game/strategy game youtuber.
    it's pretty amazing for Daggerfall newbies.

    Steam: Stormwatcher | PSN: Stormwatcher33 | Switch: 5961-4777-3491
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  • SynthesisSynthesis Honda Today! Registered User regular
    Hey, @Jragghen --what's your current preferred grass mod?

    (I'm taking a risk, in some circles this is like asking someone "What's your religion?" :lol: )

    I've decided that, while I wait for Improved Camera to leave its alpha and get updated for SKSE, I'm going to actually sort out my landscape stuff (and then take a crack at DynDOLOD, except that will probably have to wait until I pick my city overhaul options). I still like how Skyland - A Landscape Texture Overhaul looks, and more relevantly, it's still being updated, which you can't say about a lot of the other popular lanscape overhauls. I like the sort of "cool, cold" feel of the color choice. I might combine that with Enhanced Vanilla Trees, except I'm on the fence for that (really, I didn't care for the game's original trees, it's just that Simply Bigger Trees has been in stasis since 2016, though it might still be the "best" option.

    But I never really replaced the grass, at least not consciously. I can see why so many modders swear by their grass mods, though, a good implementation does wonders (I wonder what it'll mean for even an RTX 3080 TI at 2160p, but hey, that's what it's there for).

  • BionicPenguinBionicPenguin Registered User regular
    A lot of grass mods actually improve performance over vanilla, I think.

  • Steel AngelSteel Angel Registered User regular
    Justice wrote: »

    I've spent some time poking at it a few nights ago and have already uninstalled and reinstalled it twice. I've had fun with it but it's hard to imagine ever actually finishing it due to how long so many things take. The dungeons alone are ridiculously large and finding a specific house for a Fighter's Guild quest can take a really long time if you have bad luck with asking people to point it out on the map.

    I also shouldn't be surprised that combat feels even worse than Morrowind yet still am.

    It's still intriguing enough and low brain power enough that I've been willing to keep going back in.

    I think it's similar to Oblivion and Fallout 4 in showing that Bethesda's work can suffer when they get a bit too into putting in systems into a game without curating the resulting experience.

    Big Dookie wrote: »
    I found that tilting it doesn't work very well, and once I started jerking it, I got much better results.

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  • SageinaRageSageinaRage Registered User regular
    Justice wrote: »

    I've spent some time poking at it a few nights ago and have already uninstalled and reinstalled it twice. I've had fun with it but it's hard to imagine ever actually finishing it due to how long so many things take. The dungeons alone are ridiculously large and finding a specific house for a Fighter's Guild quest can take a really long time if you have bad luck with asking people to point it out on the map.

    I also shouldn't be surprised that combat feels even worse than Morrowind yet still am.

    It's still intriguing enough and low brain power enough that I've been willing to keep going back in.

    I think it's similar to Oblivion and Fallout 4 in showing that Bethesda's work can suffer when they get a bit too into putting in systems into a game without curating the resulting experience.

    I played through Daggerfall as a podcast game, and I think it works pretty well for that. But yeah, it's largely navigating through very large dungeons with fairly basic combat. It's also a good example of why more/bigger is not always better.

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  • Jealous DevaJealous Deva Registered User regular
    So I tried out the seasons mod with some addons for a bit (unfortunately my computer died for unrelated reasons so I had to reinstall windows and skyrim before I could take too many screenies).

    Its a neat idea, with a few issues that seem solvable…

    1. The seasons seem really damn long. Like you start in summer and you’ll get a good little bit of gameplay in in summer before switching to autumn that will last you probably a good two thirds of a decent playthrough. You will probably never see spring at all. This can be gotten around via modding but it has some knock on effects I don’t like, like decoupling from the standard elder scrolls calendar and having 30 day seasons. It does mean some mods that would be neat, like alchemy ingredients being rarer in winter, are untenable because you don’t want a big part of the game to just dissapear halfway through a playthrough.

    You can always just take a nap though for a few weeks if you get tired of snow though.


    2. The stock skyrim snow shader kind of sucks. Easily fixable, but yeah. Also some things like green grass in summer in the north looks a bit odd but I can’t say its unrealistic. Tree and landscape mods are limited to ones designed to be compatible so that is a bit of a limitation (I think happy little trees may the only major tree mod compatible with a patch right now). Also DYNDOLOD/LODGEN are mandatory if you don’t want things to look really freaking weird.

    Hopefully I can get everything set back up again to take some screenshots with my town setup (which thankfully I had a modlist saved so I at least know what to reinstall).

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  • SynthesisSynthesis Honda Today! Registered User regular
    Another endorsement of Dynamic Timescale--I was using it for a few years in SE. Hopefully it's never needed to be updated, but I really enjoyed the much slower progression of time as someone who almost never used the fast-travel functionality (it also played well with the time-based survival/exposure systems I was using).

  • Jealous DevaJealous Deva Registered User regular
    Huh, that is genius, I may try that. So I guess with survival that would make you need to eat/sleep more out if you set timescale to 40 or so in the wilderness? That might be useful for making camping etc relevant as I feel like I rarely need to sleep anywhere but an inn.

  • SynthesisSynthesis Honda Today! Registered User regular
    Jragghen wrote: »
    Synthesis wrote: »
    Hey, @Jragghen --what's your current preferred grass mod?

    Don't really have one? I used Verdant last time but I didn't go looking.

    I think I was going to try folkganvr next time?

    That's fair. I never really thought much about grass either.

    Do you (or for that matter anyone else) have any thoughts about SPID (Spell Perk Item Distributor)? Since I'm going through a full refresh, I'm thinking about installing it (right now, the only mod that I run that would use it is the updated Dirt and Blood). Notably, it takes a fundamentally different approach to mass item distribution than old mods like Immersive Armors used to do (big leveled lists); it seems like a win-win, but of course, as a fundamental utility once you install it, there's no going back without an effective restart (as far as I can tell). IA is, admittedly, an old holdover from LE that hasn't been updated since 2019.

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  • SynthesisSynthesis Honda Today! Registered User regular
    It's the sort of thing you can install in the middle of a game (or rather, the mods that use it can do so). Still, "if it's not broke don't fix it," as fundamentally contrary as that is to Skyrim.

  • Jealous DevaJealous Deva Registered User regular
    So messed around with seasons a bit more.

    Running Turn of Seasons, Seasonal Aspens, Happy Little Trees, shrubs of winter, Real Ice and Snow and Simplicity of Snow.

    I feel like Real Ice and Snow is absolutely mandatory. I am also using obsidian winters and seasons, and I feel like a seasonal weather mod is also mandatory.

    So ultimately it seems to come down to this:

    The difference between Spring summer and fall and Vanilla is there if you know what you are looking for but pretty subtle. Same with all seasons in the Frozen/winter areas of default skyrim. You’ll see greener grass and a few bare patches in summer but nothing really that stands out above the snow line.

    So the real meat of the mod is Winter beneath the snow line. Fortunately that part is awesome. The rift in winter is worth fiddling with the mod just by itself.

  • Lucid_SeraphLucid_Seraph TealDeer MarylandRegistered User regular
    so let's say that hypothetically, I wanted to make my Morrowind PC look like a particular character from FFXIV

    specifically this dude (note: wiki page contains spoilers for FFXIV Heavensward, if that matters to you?)

    how would I do that

    (this brought to you by REALLY silly Twitter conversations, and Dall-E)

  • Jealous DevaJealous Deva Registered User regular
    edited June 2022
    So a funny thing, I was trying out this mod

    https://www.nexusmods.com/skyrimspecialedition/mods/35181?tab=images

    and had read that it had a conflict with Cutting Room Floor about some clutter in front of the door. The author had talked to Arthmoor about making a patch but couldn’t get it to work without disabling the clutter which he couldn’t get permission for so he just made a note for people wanting to use it to disable it.

    So when my computer died I had to redownload everything, and apparently in the latest version of CRF the offending clutter has mysteriously vanished.

    Edit: Navmeshes are still messed up though, npcs run in place, etc. One day when I get some motivation I should look at doing a navmesh fix patch for these two mods as well as Great villages Colskeggr mine + Expanded Settlements, which has a similar issue of everything fitting together but navmeshes not working great.

    Jealous Deva on
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