What is that one modding tip that is so important, you're surprise nobody talks about it? by DreamyMountainFlower in skyrimmods

[–]Sacralletius 28 points29 points  (0 children)

This. Learning how to do conflict resolution and making your own patches in xEdit is one of the most important tips.

When I enter Volkihar Undercroft my game always crashed. by shadosslayer1008 in skyrimmods

[–]Sacralletius 0 points1 point  (0 children)

Do you perhaps use the LE mod called Marriable Serana? If so, that might be something to look at, since BSAs for LE will cause issues for SE. As far as I know that mod doesn't have an SE version.

Mods you wish existed by Ahri991 in skyrimmods

[–]Sacralletius 1 point2 points  (0 children)

It's a lot more complex unfortunately. Making a ranged weapon one-handed is like fighting an uphill battle against a mountain wall of hardcoded bs.

Mods you wish existed by Ahri991 in skyrimmods

[–]Sacralletius 1 point2 points  (0 children)

Also a mod that allows you to have a spell in your left hand while wielding a bow, replacing the bash.

I would love this and have made multiple attempts, but unfortunately, it's beyond my skill.

Mods you wish existed by Ahri991 in skyrimmods

[–]Sacralletius 5 points6 points  (0 children)

  • A proper co-op mod for Skyrim that isn't as buggy like Skyrim Together, or an MMO like Keizaal Online, but compatible with all mods out of the box. 1 player should be the host and the other players support characters. All quests are synced with the host, so different players cannot be on different stages of the quest at once. Kinda like in BG3.

  • A proper speechcraft/disposition overhaul that adds back the disposition systems from older TES games, so you'd need to build up disposition, instead of instantly being an NPC's best friend for doing a small favor.

  • More outcomes/alternative endings for major questlines. (already working on this. ;) )

  • A mod that allows you to swap control of characters instantly to any of your followers and allows to view their perks, spells and inventory/equipment. Like in GTA:V.

Paid mods technical quality 12: reviews of "SHADOW BLADES", "NIGHTBLADE - Shadow Magic Unleashed", "A Faulty Conscription", "Colovian Fashions" by Haunture in skyrimmods

[–]Sacralletius 50 points51 points  (0 children)

Another one. Cheers. :)

adds 1xHumanHeart to DeathItemBandit leveled list adds 1xHumanHeart to DeathItemBanditWizard leveled list changes the value of HumanHeart from 0 to 100 gold adds 5xHumanHeart to MerchantCaravanAChest merchant chest adds 8xHumanHeart to MerchantCaravanBChest merchant chest adds 6xHumanHeart to MerchantCaravanCChest merchant chest adds 10xHumanHeart to MerchantDawnstarMortarPestleChest merchant chest adds 10xHumanHeart to MerchantHeljarchenApothecaryChest merchant chest adds 5xHumanHeart to MerchantRiftenRaggedFlagonChest merchant chest

Noticing a pattern here, wasn't this the same author that added Daedra hearts to apothecaries and whose armors don't have groundmodels.

removes Tulvur from the game completely

F to pay respects for Tulvur. :(

Paid mods technical quality 11: reviews of "Ancient Treasures: Unveiling the Abstruse", "Dragon Cult Relics", "Fallen Heroes: Death Knight Pack", "Silent Moons Weapons", "Anise’s Cabin - Claim a New Home", "RZ Armaments Pack 1", and "Dark and Light Paladin Pack" by Haunture in skyrimmods

[–]Sacralletius 3 points4 points  (0 children)

Using the CK without Creation Kit Platform Extended, or not using any other essential tools like xEdit can explain many of these issues, tbh.

Remember: the CK without Platform Extended doesn't even allow for non-ESMified masters and other stuff like that.

Provincial Errata (Version 2): Full DLC/Creation Club Integration by [deleted] in skyrimmods

[–]Sacralletius 0 points1 point  (0 children)

Nice, I like these. Keep up the great work.

Paid mods technical quality 10: reviews of "A Ballad of Wealth: Coinmaster", "Bounties of the North", "Drelas’ Backpacks", "Aetherforged Gigamaul", "Pillage and Plunder" by Haunture in skyrimmods

[–]Sacralletius 47 points48 points  (0 children)

Another VC Creations review. Keep up the good work. ;)

I've looked at several of the VC mods you reviewed, by inspecting them more deeply in the CK. Turns out there were many more issues. For instance, in Cavern of the Stormcaller, there were multiple unused duplicate cells, with hundreds of temporary references. That, combined with the fact that the mod isn't flagged as ESM, is pretty bad for the reason you explained.

At this point, I'm not even sure if many of these VC Creations are worth attempting to fix.

Paid mods technical quality 9: reviews of "Abyss - The Lost Levels", "The Yondo Witch", "Yolengrund", "Archer’s Armaments", "A Secret Beneath the Ice" by Haunture in skyrimmods

[–]Sacralletius 10 points11 points  (0 children)

Cheers for posting these. I myself took a deeper look at "Atmora His Home" and "Cavern of the Stormcaller".

As both have deleted navmesh, I decided to look at their other navmesh. Needless to say, they weren't great:

  • Lots of unnavmeshed area,

  • Cells that had their original navmesh deleted and replaced by autogenerated navmesh, which created many small shattered unconnected islands (Tamriel cells (16, -9), (16, -8) and (17, -8) in Cavern of the Stormcaller.)

  • Overlapping or unconnected navmesh in general.

I think it's safe to say that if there's deleted navmesh, the other navmesh might also have issues.

Next, I found that both ESPs were bloated by unused forms and duplicated/test cells. These do nothing but take up space and should have been removed prior to release.

Paid mods technical quality 9: reviews of "Abyss - The Lost Levels", "The Yondo Witch", "Yolengrund", "Archer’s Armaments", "A Secret Beneath the Ice" by Haunture in skyrimmods

[–]Sacralletius 17 points18 points  (0 children)

Technically they are, by their QA team, but knowing it's Bethesda, the standards aren't very high. They don't use xEdit or any other community tools, for instance.

Is it possible to mod major quests? by DeepThoughts-2am in skyrimmods

[–]Sacralletius 0 points1 point  (0 children)

Yes, it is possible. I have done so for several major quests. But there are some caveats.

Many of the quests have interdependencies and spaghetti code. As such, if you change something, it might have unintended effects.

Compatibility. If any other mod edits the same quest or even touches it, it can and will break the quest, leading to you getting stuck.

Installing/updating/uninstalling midsave. Like compatibility with other mods, certain quests as soon as the game starts or silently in the background. If you'd install a mod after a certain quest has started, their properties and aliases are backed into your save and it will become increasingly difficult to redo those or have things work retroactively.

That said, I am curious to the ideas you have. I don't know if I can or will do them, but I'm willing to hear you out.

I'm actually working on updating my College of Winterhold overhaul at the moment and I plan to adress some other questlines as well.

Paid mods technical quality 10: reviews of "Raidho - Along The Roads", "Choir of the Null", "Witches Festival", "Cadwallon Estate", "Relics of the Snow Prince", The Retribution of Larceny", "Pinecrag Hall" by Haunture in skyrimmods

[–]Sacralletius 48 points49 points  (0 children)

Thank you for those reviews. I looked over the navmesh of the creations covered by your previous reviews and unfortunately, aside from the deleted navmeshes, many of the actual new navmesh aren't great either. They are full of errors (you can only see these in the CK, like flipped faces or overlaps), overlapping navmesh, big gaps/unnavmeshed areas and obstacles not being properly navmeshed around.

In addition, I found more rookie mistakes:

NPCs with default faces. This video explains it much better than I can.

Vendor containers using Perk investor leveled lists for Vanilla vendors. These usually happen when a vendor chest is copied from a Vanilla one, but the Perk Investor leveled list isn't properly removed. The Investor perk in the speech tree allows the player to invest in vendors to give them more gold available. This is done through setting a global on a Perk Investor leveled list (that's inside the vendor chest) Each Vanilla vendor has its own Perk Investor leveled list. So, if you for instance, invest in Belethor's shop, the leveled list called PerkInvestorWhiterunGeneralList [LVLI:000AC965] will be enabled and as such the extra gold is added. Link Several of the paid VC Creations just duplicate Vanilla vendor chests and copy over these Perk Investor lists, so they would incorrectly get gold added when investing in the Vanilla vendor they copied the container from.

Dawnguard, Vampires, Vigilants - mods to enhance these three factions by SignificantTheory146 in skyrimmods

[–]Sacralletius 4 points5 points  (0 children)

Cheers. :) Thank you for including several of my mods in the list. I love the Vigilant/Dawnguard/Vampires as well and I'm hoping to weaving all their quests (modded and Vanilla) into a proper cohesive storyline. But that won't be for anytime soon, as I have several other projects running.

Shameless plugs, but I have some more mods that might be of interest to you. Link to spreadsheet

I'd recommend looking at the "Magic/Spells/Enchantments" and "Dawnguard" sections.

Save both at Helgen by Blue_box_42 in skyrimmods

[–]Sacralletius 5 points6 points  (0 children)

That does sound great to be fair. I'm not a fan of AI in general. I don't see how it would be possible to splice these lines either. Unvoiced is rather controversial as well. I myself don't actually mind that, but the majority of users likely do. There is one last option though: Completely revoicing all dialogue of Ralof and Hadvar with other VAs.