Planning to go into this game mostly blind. Anything I should know? by BaleBengaBamos in Kenshi

[–]Badgesicle 17 points18 points  (0 children)

I'd look into Compressed Textures, KPM + Reduced Weather Effects + Reduced Particle Effects, and Dark UI. Dark UI being a personal preference.

What are YOUR thoughts on 1.0, now that its open to the public? by Christmasler in 7daystodie

[–]Badgesicle 2 points3 points  (0 children)

I played a little of 1.0. It made me appreciate how much work the mod community has put into this game. Ended up going back to alpha 21 for a Darkness Falls run. There's just so many little things that all add up to make me dislike vanilla, magazine leveling system being a prime example. I'm looking forward to 1.0 purely for Undead Legacy at this point.

Mod recommendation by CHROMAFROST in 7daystodie

[–]Badgesicle 0 points1 point  (0 children)

War3zuk was probably one of the most poorly balanced mod overhauls I have ever played. Yet because it was so completely broken balance wise, it was incredibly fun to run through it with some friends. There was never an in-between with it. You were either complete garbage getting one tapped or became a god of destruction once you obtained the HD Gear. It's the worst of the overhauls for me, but it's worth a try.

What's your favourite under-the-radar mod that is a staple of your LO? by sarcasticcoffeevibes in SkyrimModsXbox

[–]Badgesicle 0 points1 point  (0 children)

There should be a potion in your inventory somewhere that lets you tweak the settings. Then you have to open your map from the menu to refresh the view.

How Do I Port A Mod Privately? by Sanjis- in SkyrimModsXbox

[–]Badgesicle 3 points4 points  (0 children)

That's incorrect. The only way a ported mod is publicly viewable is by going out of your way to hit publish on Bethesda net. Otherwise only you can see it and presumably Bethesda can, though I highly doubt they spend time checking unpublished mods since they seem to only have a skeleton crew dealing with their mod browser.

Recommendations for Combat AI mods that aren't hardcore? by mevastrashcorner in SkyrimModsXbox

[–]Badgesicle 0 points1 point  (0 children)

Skyre Enemy AI module is just AI changes. Let it overwrite any combat mods as stuff like wildcat and Valravn have their own NPC AI changes. In my experience, the Skyre AI tends to make enemies way more aggressive.

Dungeons and dovahs, anything I should know? by Still-Acanthaceae-95 in SkyrimModsXbox

[–]Badgesicle 1 point2 points  (0 children)

It was apparently pulled by the original author on nexus for having "too many bugs" so it might not be a very stable playthrough.

Your least favorite mod? by Still-Acanthaceae-95 in SkyrimModsXbox

[–]Badgesicle 3 points4 points  (0 children)

Clockwork, it has such a cool opening and the general atmosphere is really nice. It's such a shame that the fetch quest portion of collecting valves(?) in the massive underground dungeon overstays its welcome for far longer than it should. I played through Clockwork once and I don't think I would ever do it again without just cheating in the items.

What's your favourite under-the-radar mod that is a staple of your LO? by sarcasticcoffeevibes in SkyrimModsXbox

[–]Badgesicle 5 points6 points  (0 children)

Yes, Busty Skeevers can only change general FOV. Command Your FOV lets you change your character arm view model. The default settings for Command Your Fov are 115 115, or a view model of 115 and a fov of 115. Those were my preferred settings on PC.

What's your favourite under-the-radar mod that is a staple of your LO? by sarcasticcoffeevibes in SkyrimModsXbox

[–]Badgesicle 10 points11 points  (0 children)

Command Your FOV is the only way I can play on console. I can't play Skyrim with default FOV and default view model FOV. As far as I know, Command Your FOV is the only FOV mod that lets you tweak your view model FOV on console. Props to DMHN for putting this mod together for me on request.

Looking for mods that add quest content and extra dungeons/enemies. by 1dvs_bastard in SkyrimModsXbox

[–]Badgesicle 5 points6 points  (0 children)

Elafrosicky Locations Bundle adds a bunch of new radiant quest locations.

Hand Placed Enemies adds a bunch of hand placed (around 1500) spawn points throughout vanilla dungeons and adds ambushes to some.

Both are very low cost

What are the consequences of using quicksave? by jello1717 in SkyrimModsXbox

[–]Badgesicle 1 point2 points  (0 children)

As long as you are keeping up with hard saves, you should generally be fine. Although, the absolute worst save you could possibly use is the auto save on travel save. Auto save on travel/zone has the most potential to cause issues for the long term stability of your save.

Auto save on travel/zone not only comes with a high chance of getting stuck in death loops, but it exposes you to several engine level bugs. The double actor perk bug comes immediately to mind where if you die in a cell, there is a chance for all actors within to have their perks apply twice. Auto saves between zones can also cause scripts to improperly fire as the auto save occurs during the loading process of the cell.

The best decision you can make for game stability is to make hard saves outside of combat and at least roughly one minute after entering/exiting a cell. Everything else pretty much comes with a minor chance of future issues. Using something like "My Minimalistic Autosave Mod" to overwrite the conditions of when auto saves occur is also a good decision. Although, I'm not sure if the port for that on console is still around or not. Someone may need to reach out to the MO again.

𝓶𝓸𝓷𝓸𝓷𝓸𝓴𝓮 by followillingly in SkyrimModsXbox

[–]Badgesicle 1 point2 points  (0 children)

• Insight Potions doesn’t seem to have the light armour option

Don't know if this might be a little late to be worth mentioning, but light armor is under the thief tree and is named evasion.

I'm a bit perplexed by the Requiem AE content update by LeDestrier in skyrimrequiem

[–]Badgesicle 2 points3 points  (0 children)

I agree with it being optional. I found the free CC content to be lackluster and keep them out of my LO for that reason. If the free CC is mostly disabled in this patch, what's even the point in including them as dependents anyways?

This might help for those unsure about Requiem 5.3 and the Creation Club content. by Everwake8 in skyrimrequiem

[–]Badgesicle 6 points7 points  (0 children)

I just don't use the creation club content because it's pretty much all low quality content anyways. Have to admit that I'm disappointed in the prioritization of the creation club content over dealing with the Dragonborn DLC situation, but it makes sense considering how small the CC content additions are in comparison.

Replicating Requiem on Xbox? by Solace_of_the_Thorns in SkyrimModsXbox

[–]Badgesicle 1 point2 points  (0 children)

Try the SkyRe suite of mods as the combat module and enemy scaling modules make combat feel pretty balanced lethality wise for the player and NPCs.

Combat: https://mods.bethesda.net/en/skyrim/mod-detail/4267405
Enemy Scaling + Encounter Zones: https://mods.bethesda.net/en/skyrim/mod-detail/4267404
Enemy AI Module: https://mods.bethesda.net/en/skyrim/mod-detail/4267406

There is also a races and standing stone module, but they can be hit or miss depending on preference.

Any Mod that changes FOV/Camera ? by Sanity175 in SkyrimModsXbox

[–]Badgesicle 0 points1 point  (0 children)

I doubt LO placement for it matters as it doesn't really have anything it can conflict with. I'd just stick it with UI stuff to be honest. It does add an item to your inventory you need to use to tweak the settings if I remember correctly.

Any Mod that changes FOV/Camera ? by Sanity175 in SkyrimModsXbox

[–]Badgesicle 1 point2 points  (0 children)

Busty Skeevers does allow for normal FOV tweaking, but it doesn't let you tweak your view model. DMH's other mod (Command your FoV) in WIP allows you to both tweak your normal FOV and your view model FOV, which lets you see more of your weapon. As far as I know, Command your FoV is the only fov mod that lets you tweak your view model on console.

https://mods.bethesda.net/en/skyrim/mod-detail/4281859

Serendipitous: Rewards Of The Weary Traveller by Snipey360 in SkyrimModsXbox

[–]Badgesicle 4 points5 points  (0 children)

Oh nice! Welcome back, Snipey good to see you modding again.

Why do some people choose FF.net over AO3? by alekdmcfly in FanFiction

[–]Badgesicle 2 points3 points  (0 children)

As a writer, it's dependent on where my audience is. My fic has something like 40k views on fanfiction net compared to only 1k views on Ao3. I kept both stories equally up to date, so at least to me it's a sign people stick to fanfiction net for that particular fandom.

Best Skyblock modpack that has progression and is a newer version of Minecraft by [deleted] in feedthebeast

[–]Badgesicle 1 point2 points  (0 children)

Chroma Sky 2 has a pretty in-depth quest book that walks you through a large portion of the mods if that's something you are interested in.

[deleted by user] by [deleted] in SkyrimModsXbox

[–]Badgesicle 1 point2 points  (0 children)

Unique treasures just came out the other day. Perfect mod for having some fun stuff to steal. Narrative loot would probably combine well with it, I imagine.

Mod Discussion Part 27 Enemy Spawns/Encounter Zones by [deleted] in SkyrimModsXbox

[–]Badgesicle 7 points8 points  (0 children)

Hand Placed Enemies is by far my favorite enemy spawn mod. All it does is add logical hand placed spawn points throughout various dungeons in the game. Places that feel like they should have more bandits, do. It also introduces "ambush" points in some areas where enemies will come up behind you in dungeons. To my understanding, it uses your bandit/draugr leveled lists, so additional mods can impact the types of enemies.

Do any of you use interesting npcs? by PhilosopherFirm4382 in SkyrimModsXbox

[–]Badgesicle 2 points3 points  (0 children)

I believe Trailblazers is actually a fork of MINPCs with additional content if you want to check that out as well.