NPCs keep the outfit even after uninstalling SPID or mods that distributed those outfits.
Oh damn, THAT was the problem with SPID 7.2RC1? I'm okay with that. I'm not one to uninstall things and not expect problems. According to tonight's test results that's the version that successfully distributes outfits that get equipped (unlike the previous version) and doesn't crash (unlike the newer RC builds.) It's no longer available on nexus but you can find it on github.
TLDW; She's getting tired and doesn't feel like making videos anymore. She also mentions that she's getting eye surgery, but that seems to not be related to her retirement. She'll probably still make a video here and there.
Act 1: It started with some fun little quests to introduce you to the narrative style. The fights were too hard, so I improved my character stats until I could handle them. It's not easy to know when there's no choice but to go along with whatever is suggested, and when you can do something else, but I guess I got it more or less right.
Act 2: A nice meaty dungeon crawl. My efforts to make my character stronger paid off, the difficulty was just right.
Act 3: Holy shit it's too hard suddenly. One does not level up quickly in my version of Skyrim, maybe that's why. At one point there's an option that suggests you can skip the whole thing, but I didn't take it and would guess it probably isn't so easy. I had to resort to stealth archery and I didn't bring a lot of arrows. Some horror game stuff of a kind I don't normally enjoy, but it was well-executed. It was a pretty long slog.
Act 4: Okay we're in Dark Souls now. Except the boss fights are even longer. I had a le
Well here's a linux modding tip: Turn off ESYNC and FSYNC when running DynDOLOD. If it randomly goes wrong in the middle of its hour-long run, that could be the problem.
Hi everyone, I've run into an odd issue that I've been trying to fix for about a week now. Four of the mods I use don't seem to load when I run the game. I've reinstalled them and the visual redistributable stuff multiple times. I've even gone so far as to uninstall Skyrim and MO2 for linux and redownload everything. I can load into the game just fine and the mods appear in MCO but i cant adjust the settings and they dont function. If anyone could help I would be very grateful.
Here are some mods I can recommend that directly affect game balance, feel free to suggest more. For the most part I've listed only things that directly affect the basic variables in simple ways, not including survival mode stuff, combat overhauls, perk tree changes, the paraglider, and many other things that obviously do also affect game balance but aren't only about that.
*Skyrim Skill Uncapper for SE and AE - Adjust rate of level up for each skill individually. I like level-ups to be way slower than the base game, like 10 times slower, but with skills where tedious grinding is already the only way to train them left closer to normal but contributing less to character level advancement. Enjoy being level 1 for a meaningful amount of time.
*Armor Rating Overhaul - Makes early-game armour not completely useless. Getting some should be the priority it norma
Coming to Skyrim from The Witcher 3, and two things I really feel the absence of is realictic lighting that makes the whole world look flat and boring, and hard to look at for too long, and that quest markers show you the direction of the quest, but not the path to get there on the minimap.
What mods that work well with playing on Linux through Proton do you recommend (and how to install them)?
Why didn't anyone tell me that Papyrus Tweaks NG is mandatory once you have too many other mods?
Too many being probably about four hundred in my case. Script lag was getting ridiculous and then it started locking up, and now suddenly with that one addition, it's smooth and solid again. With that I guess my personal version of Skyrim is pretty much done, or at least ready for play testing.
I have been through many playthrough using both Simonrim and Enairim, and have enjoyed myself thoroughly. But I now want to branch out and see what else is out there.
So far, tjhm4 seems to be a good bet, with Master of One for overhauling perks, Acolyte for religion, Legacy for races and Curse of the Firmament for standing stones. I already use his Exercise, Exhaustion and Geometric Stat Growth mods.
Are there any other mods you think would pair well with these? Either alternatives to the above, or additional overhauls for Magic, Alchemy, Enchanting, Cooking, or any other systems? Look forward to hearing from the hive mind!
All I want is some animation mods for different combat stances for all the vanilla weapon types. I don't use MCO or anything like that and don't plan on it.
I currently been using stuff like Vanargand, Leviathan and Goetia for my base animations. But I would like High, Mid and Low stances to have completely different animations than the base/neutral.
Tried to find mods preconfigured for stances, but they either require other frameworks and shit, or have no OAR configs.
I have the AMR Stance Framework to use as a template. I understand you need to place the anims in all the correct folders. But I am having trouble wrapping my head around the numbers and whole structure. Especially with trying to go from DAR folders to the OAR ones. Like trying the Elder Souls anims for some stances. But the numbers are a bit different and it is throwing me off.
Any help would be nice. Or better yet, a complete pack/list of stance compatible animation
Oblivion remade in the Skyrim engine. Thats our goal. With our planned 2025 release date we’re showcasing gameplay systems, a part of the world map, a new city, Ayleid dungeons and much more.
Despite our progress, we can’t do this alone: we hope with your support to finish the final steps in comple...
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Oblivion remade in the Skyrim engine. Thats our goal. With our planned 2025 release date we’re showcasing gameplay systems, a part of the world map, a new city, Ayleid dungeons and much more.
Despite our progress, we can’t do this alone: we hope with your support to finish the final steps in completing Skyblivion. Does that sound like something you can do? Then please visit our website to apply: https://www.skyblivion.com/volunteer/
nexusmods.com is blaming their current outage on Fallout:
nexusmods.com is blaming their current outage on Fallout:
We are experiencing much more traffic than usual due to the popularity of the Fallout TV series [...] this extra traffic could cause a degraded experience across the website and our applications.
I'm not a fan of most of the current list of popular grass mods for a couple reasons. First, they are often just too tall. Second is that they often put what, to me, are unimmersive plants in the wrong biomes. In particular, I don't like waist-high oceans of wheat on the tundra of Whiterun.
I've been using just the grass meshes from the venerable Skyrim Flora Overhaul. I really like the low ground cover it provides for Whiterun. However, in an age of 3D\parallax meshes, a lot of these meshes don't look that great.
So I'm just curious if any of you are really happy with the grass mods you use and, if so, why.
The mod is called Painted Torment, and centres around Vane, an aspiring painter who is attempting to make his magnum opus. The player will be tasked with retrieving certain alchemical ingredients for Vane so he can mix the required pigments together.
While a simple premise, the mod features a rich and unique story, with a backstory not touched upon in vanilla Skyrim. It always draws some parallels from A Brush with Death from Oblivion, so fans of that quest should hopefully enjoy the mod!
Hey everyone! I've just released a new mod called The Serpent's Covenant!
To put it simply, the mod centres around one main NPC, Alexia. She is a travelling mercenary who seeks to end the titular guild by killing its leader as she believes they seek to end all civilised society. Along the way, she'll be meeting a rather interesting member of this guild who will guide her to the head of the organisaiton, and inform her of the true motivations of the faction.
This mod delves into some topics not talked about in the base game and should make the player question their morality and if they agree with the cause of the guild. The mod is the largest I've made in a while, it features over 300 lines of well written dialogue voiced acted to an incredible standard, at least seven new points of interest to explore, consequences to your actions, and much more!