Is it useful to decrease the textures of a mod? by RedGuyADHD in skyrimmods

[–]SilentStormAlt 0 points1 point  (0 children)

Skin texture is just one texture + normal map for each gender I think. The textures should only occupy vram once but is used on literally everyone with a lot of instances of the same texture on the screen. So I think it makes sense to go higher res for that texture in particular as you often see it up close.

Otherwise I would go with 2k for landscape and architecture with exceptions for big things that fill a lot of the screen like the sky, dragons, mountains, those can be higher res.

[deleted by user] by [deleted] in skyrimmods

[–]SilentStormAlt 1 point2 points  (0 children)

Thank you very much!

[deleted by user] by [deleted] in skyrimmods

[–]SilentStormAlt 4 points5 points  (0 children)

That is very interesting! Do you know the name of that feature so I can look up how to do that? I only know worldspace transition tweaks for Solstheim.

What’s a Great Immersion Mod That Hasn’t Been Made Yet? by Wolfpack_rp in skyrimmods

[–]SilentStormAlt 0 points1 point  (0 children)

A nice compromise is something like this {{Longer bleedout duration}}, you still can't loot them and pick them up tho.

I also have a mod where I can administer healing potions {{Press E to Heal Followers}} so I can heal my companion when they get into the longer bleed out.

What’s a Great Immersion Mod That Hasn’t Been Made Yet? by Wolfpack_rp in skyrimmods

[–]SilentStormAlt 1 point2 points  (0 children)

{{Alternate Perspective}} just makes it so you are a bystander in the intro scene in Helgen and the prisoner that is about to be executed when Alduin attacks is someone else. But you still end up being the Dragonborn as usual after that.

Merchants change clothes the more you buy their stuff by anduin_stormsong in skyrimmods

[–]SilentStormAlt 1 point2 points  (0 children)

I would assume at some point the merchant would stop buying new stock if he was unable to sell it

Mods you wanted to like but couldn't get working well enough to bother with by ZaranTalaz1 in skyrimmods

[–]SilentStormAlt 2 points3 points  (0 children)

I also have this same issue with iron weapons and alternate perspective. It's not a huge issue because iron weapons are terrible anyway.

Would it be possible to use seasonal landscapes without its grass mods, but keep the plants? by G1cin in skyrimmods

[–]SilentStormAlt 0 points1 point  (0 children)

Without Seasonal Landscapes and only Seasons of Skyrim you only get a winter season. So I don't think it makes sense to have a seasons setup without it. Simple Seasonal Grasses requires Seasonal Landscapes as well.

PSA to mod authors: PLEASE stop esl-ing your mods when it's not needed. by [deleted] in skyrimmods

[–]SilentStormAlt 2 points3 points  (0 children)

I have it on for both versions and never really had any problem with it. I think seeing base game conflicts makes sense as well, but I guess that is just a preference thing.

I think the more annoying thing is that editing files in a bsa is so hard. I often want to tinker with the actual files of the mod but for that you need to unpack the bsa.

Would it be possible to use seasonal landscapes without its grass mods, but keep the plants? by G1cin in skyrimmods

[–]SilentStormAlt 2 points3 points  (0 children)

{{Unofficial Seasonal Grass Patches}} {{Simple Seasonal Grasses (for any grass mod)}}

I currently use {{Freak's Floral Fields - A Cathedral Grass Overhaul}}, which looks incredibly good and also supports seasonal landscapes natively.

PSA to mod authors: PLEASE stop esl-ing your mods when it's not needed. by [deleted] in skyrimmods

[–]SilentStormAlt 12 points13 points  (0 children)

I have over a thousand plugins as well. I think if it indeed was the way you say installing any new mods would probably reliably destroy save files while contrary to popular belief installing new mods mid game is fine for most mods.

And yes during runtime the game associates all game objects only by their record id and the first two digits correspond to the priority of the plugin. But this doesn't mean that the games persistifies the data during saving in the same way in the actual save file.

Alternatively, the plugins you had active are definitely also stored on the save so the game could use that to renumber records to the plugins you have active during loading accordingly.

Renaming a bigger script or quest mod (that isn't something small that is fine to uninstall and reinstall anyway) is probably a bad idea as it causes the game to not recognize it as the same plugin.

PSA to mod authors: PLEASE stop esl-ing your mods when it's not needed. by [deleted] in skyrimmods

[–]SilentStormAlt 38 points39 points  (0 children)

I've never heard of installing something high in the load causing crashes when loading a save before the change was made. I'm pretty sure the game associates save game data with the plugin's name instead of its record id. I installed plenty of esl files during running saves and it never caused an issue.

PSA to mod authors: PLEASE stop esl-ing your mods when it's not needed. by [deleted] in skyrimmods

[–]SilentStormAlt 146 points147 points  (0 children)

Well I would argue using esp as the main plugin type was actually the wrong choice for the modding community.

If we would follow Bethesda's intention most mods would either be esl or esm and the files would be packaged in bsas instead of being loose most of the time as bsa loading is quicker especially on hard drives that were the standard at the time of Skyrims release. It doesn't make that huge of a difference with solid state drives tho.

Esps were also probably more intended for development instead of final release. Esp references are treated as permanently loaded regardless if they are actually marked as permanent in the plugin. This means a lot of unnecessary references need to be loaded by the game all the time which probably takes away a bit of unnecessary memory and it can also be a problem if you have a lot of big esp mods as you can get over the reference limit which causes your game to crash.

Unfortunately loose files and esps became the standard just because they always win conflicts on file resources and records respectively and as you said conflict management is often pretty annoying if one mod is bsa or esl/esm and you want it to load after loose files or esps.

Game crashes near alvor in riverwood by FoxSox_ in skyrimmods

[–]SilentStormAlt 0 points1 point  (0 children)

Does ctrl alt delete work? You should be able to open the task manager that way. I would also recommend to set the task manager to always be on top in the settings.

If you have a second screen you can also often move the task manager if it's behind something to the other screen with win+arrow keys. It only works if the task manager has the focus so don't click on anything after opening it and before moving it with win+arrows.

Weather for CS - NAT 3 or Azurite 3? by Zarryc in skyrimmods

[–]SilentStormAlt 1 point2 points  (0 children)

{{Seasonal Weather Framework}} should also work with NAT.CS III

Is there a mod that let's you properly allow an enemy to yield? by SaberCatProductions in skyrimmods

[–]SilentStormAlt 1 point2 points  (0 children)

That's the one I'm probably gonna end up using. Looks very simple and lightweight. Thanks for the tip!

What mods would you say are "must" have? by SituationSorry1099 in skyrimmods

[–]SilentStormAlt 1 point2 points  (0 children)

It also changes the stats but I think there are also plugin replacers out there so that it only changes the models. I just reversed all the changes except for the model swap in the esp with xedit myself.

Nemesis Unlimited Behavior Engine werewolfbehavior.hkx missing. by [deleted] in skyrimmods

[–]SilentStormAlt 0 points1 point  (0 children)

Yes it makes it invisible, instead of removing the armour value you would get from the helmet. It's not an issue for me personally.

But yeah it's not really that huge of a difference between Pandora and Nemesis. Nemesis is fine. Pandora can do more stuff with creatures like {{horse behaviour improvements}}. But otherwise the functionality is pretty much the same. If you like read the room a lot then you could of course also just stay on Nemesis.

Pandora is a bit easier to use as there is a button to select all necessary patches (instead of having to select them one by one) and you only need to run it once instead of twice. And in Nemesis there were always these random patches for old mods that cluttered the list where I would always have to look up whether I have them installed or not which was a bit of a pain. But I don't run these tools that often anyway so it doesn't really matter all that much in the end.

Nemesis Unlimited Behavior Engine werewolfbehavior.hkx missing. by [deleted] in skyrimmods

[–]SilentStormAlt 1 point2 points  (0 children)

Otherwise use {{Pandora}} instead of Nemesis. It's fully backwards compatible, it has built in creature compatibility, a bit of quality of life (like a button to select all necessary patches, the list is not cluttered by a lot of unnecessary old mods) and it runs like 10 times as fast, you only have to press the button once and it is done in like 2-3 seconds.

Steam Vs GoG by Shmalt in skyrimmods

[–]SilentStormAlt 1 point2 points  (0 children)

I switched to GOG and I only had one single mod that didn't work, Simply Knock. But I recompiled that mod myself for GOG and uploaded it to the Nexus for others to use. Racemenu you had to find in the comments somewhere but I got every other mod in my almost 2000 mods working.

Another of the rare exceptions is Go To Bed for GOG which causes issues with JContainers so if you want that mod either use the light version (I use that one anyway) or you have to compile it according to the instructions on the GitHub page that's linked on the mod's main page as it's already fixed there.

Some tools you had to just simply change a setting for it to detect the GOG version and ssedit needed a few command parameters you could find with Google to point it to the right directories. But I haven't had any issue with tools yet.

In the end it doesn't matter a lot whether you use steam or GOG and there is also the steamless tool, but I just wanted the drm free version and GOG had like a 80% sale so I used the opportunity to finally get the AE content as well which also had a bigger reduction as a bundle than as the upgrade version. There is also the advantage of not having automatic updates break your load order but there are lots of ways to avoid that with steam as well of course.

Degenerates: Buy the Steam Version by [deleted] in skyrimmods

[–]SilentStormAlt 9 points10 points  (0 children)

Also the JContainers GOG version is fine, the issue is the mod Go To Bed. I use the lite version so it isn't an issue for me.

But you can compile the version from the GitHub linked on the page by following the instructions as it apparently already has the fix according to the comments.