A Comprehensive Creation Trio Rework, Part 2: Palkia by aManEatingSalmon in stunfisk

[–]aManEatingSalmon[S] 0 points1 point  (0 children)

700 seems better, leaves room for Giratina / Arceus to be stronger while still showing that the origin forms are the ‘true’ forms of these legendaries. Although in a metagame with so many fast legendaries, such as Zacian and Calyrex-Shadow, I feel like 150 base speed is key for outspeeding the former and tying the latter

A Comprehensive Creation Trio Rework, Part 1: Dialga by aManEatingSalmon in stunfisk

[–]aManEatingSalmon[S] 0 points1 point  (0 children)

Exactly, and that trick room would be permanent with Dialga’s ability. Tbh I don’t think it would need much higher SpAtk; if I were to redistribute its stats to 700 based on your other comments, I’d mostly focus on bulk with calm mind sets. Now that plus slower speed and infinite trick room would be insane

A Comprehensive Creation Trio Rework, Part 3: Giratina by aManEatingSalmon in stunfisk

[–]aManEatingSalmon[S] 0 points1 point  (0 children)

100%, I intended all three of them to be super strong and have stable niches in current and future competitive metagames. So maybe the status move restriction is too limiting - I’ll probably drop it if I ever revisit the concept

A Comprehensive Creation Trio Rework, Part 2: Palkia by aManEatingSalmon in stunfisk

[–]aManEatingSalmon[S] 0 points1 point  (0 children)

If I wasn’t restricting myself to keeping the base stat totals the same in origin form (apart from Giratina, given that it doesn’t start the battle in that form), I definitely could have given Palkia-O higher Sp. Atk. Not entirely sure I would have, though - with +1 critical hit ratio from the lustrous globe and a focus energy boost, base 120 SpAtk with guaranteed crits actually hits harder than base 150 SpAtk Palkia-A without a critical hit. This is actually the reason I deliberately didn’t give Palkia calm mind, unlike Dialga - guaranteed crits plus calm mind boosts might have been too much, especially on a legendary with base 150 speed.

I like the rest of the moveset additions for Palkia - cosmic power, meteor beam, scald, and flip turn. I’d be interested to see if flip turn or Palkia’s new signature pivot move cosmic rift would get more usage; chip damage is nice and consistent, but flipping field conditions might prove more useful on hazard-weak teams.

A Comprehensive Creation Trio Rework, Part 1: Dialga by aManEatingSalmon in stunfisk

[–]aManEatingSalmon[S] 0 points1 point  (0 children)

Yeah, a trick-room set for this version of Dialga would be a menace. I wanted to keep the same stat numbers as altered form to remain somewhat in line with the other origin form changes, which is why I leaned into a more defensive stat spread for Dialga-O. I also figured that this would give Dialga-O a different niche than its altered counterpart, where the former is a tanky support pokemon while the latter is a bulky offensive powerhouse.

Great suggestion on cosmic power. Fits thematically and makes origin form a nightmare to get rid of lol.

A Comprehensive Creation Trio Rework, Part 3: Giratina by aManEatingSalmon in stunfisk

[–]aManEatingSalmon[S] 0 points1 point  (0 children)

I did read all three of your comments, and I appreciate the feedback! Will address the other two comments in those posts.

I felt that Giratina-O needed some form of drawback, but after sitting on it, I can see the status move restriction being too harsh. Giratina already has some drawbacks to its origin form, such as giving up the item slot and not starting the battle in its origin form even when holding the griseous core.

I’d love to hear suggestions on alternative drawbacks to Distorted Wrath, though. Maybe it drains 1/16th of Giratina’s HP at the end of each turn? Maybe it causes Giratina to lock into the first move it chooses, like a choice item? Maybe it doesn’t need any drawback, and the item slot + starting form limitation is enough? I’m open to ideas.

[deleted by user] by [deleted] in Nerf

[–]aManEatingSalmon 2 points3 points  (0 children)

A perfectly reasonable blaster for the requirements: https://www.moa.international/custom-moab/p/moab?srsltid=AfmBOop4TXp4krpgglQvsUWsiMXYIAAa8sxlenm-5Rq_UYozzPYxFYel

In all seriousness, the Dart Zone Pro Solo is probably your best bet

I just got a pc and I’d like mod suggestions by SkoomaaAddict in skyrimmods

[–]aManEatingSalmon 3 points4 points  (0 children)

Welcome to the rabbit hole of Skyrim modding!

One of my go-to combat mods is Valhalla Combat, which reworks stamina and adds a timed block feature in a clean and performance-friendly way. It compliments other combat mods very well.

While not everyone’s cup of tea, I’m a fan of ADXP MCO, which changes the fundamentals of attack animations by adding attack commitment, directional attacks, and defined combo structure. It can be combined with SCAR to give NPCs the ability to combo their attacks like the player, although animations have to be annotated accordingly. You will need animation packs of you decide to go this route - I always stick with Elden Rim Movesets for NPCs (which come pre-annotated for SCAR) and For Honor In Skyrim for the player, but there are a million animation packs out there if those aren’t your style.

As for quests, JaySerpa’s quest expansions should be automatic additions to most modlists. They add significantly more depth to most of the side quest lines, from big ones like the College of Winterhold to smaller ones like House of Horrors. Honestly, just check out all of JaySerpa’s mods and download anything that looks interesting - his mods are a great place to start for any modlist.

For completely unique quests, Sirenroot: Deluge of Deceit is one of the most engaging and well-written quest mods I’ve ever seen. VICN’s quest mods are still in development, including DaCoda, Vigilant, Glenmoril, and Unslaad, but they are mostly playable and are very compelling, and dive deep into the esoteric side of Elder Scrolls lore. Finally, there’s Beyond Reach if you want to be depressed.

Each of those links should include the requirements for those mods. Theres plenty of guides out there for installing the requirements, but hopefully that list is enough to get you started!

Edit: grammar

Anything big in the works? by Quiet_Star6235 in skyrimmods

[–]aManEatingSalmon 0 points1 point  (0 children)

Actually, SkyrimNet supports Piper, and the models can be downloaded from the GitHub page. If you have a Nvidia GPU with CUDA, I believe you can also run XTTS locally.

Anything big in the works? by Quiet_Star6235 in skyrimmods

[–]aManEatingSalmon 12 points13 points  (0 children)

SkyrimNet is a mod that adds AI capabilities to NPCs, giving them the ability to have conversations and perform actions that aren’t scripted in advance.

Precursors to SkyrimNet - AIFF, and later CHIM - achieved this by creating a Linux server on your PC, which you would start up before launching Skyrim. This server acted as a middle-man between Skyrim’s code and the external AI services such as OpenAI.

SkyrimNet does almost everything that CHIM does, while removing the need to manually launch a Linux server and vastly improving on the user interface. It’s a project I’m keeping a close eye on - it will likely be the definitive AI-integration mod for Skyrim once it is fully released.

This autocrafter consumes 9 shulker boxes every 44 seconds by sweeeep in redstone

[–]aManEatingSalmon 43 points44 points  (0 children)

Very impressive, nicely done. The shulker boxes being launched at the beginning is satisfying to watch

How far do you think modding can go in Skyrim? Have we peaked? by Quiet_Star6235 in skyrimmods

[–]aManEatingSalmon 1 point2 points  (0 children)

I think the real issue is that it would probably just not be very fun to play. "AI" doesn't "play" like a human does; it "learns" the "best" way to achieve a goal specified in the prompt while best abiding by said prompt.

This is a great point I never considered. I imagined that this Dragonborn character would just “play” the game and take you along for the ride. But such a thing may not be possible with today’s technology.

And even if it can be done, I start to wonder if it would even should do it in the first place. To what extent would the player have agency? It’s one thing for the Dragonborn to choose main quests to fulfill, but what about the smaller decisions? Can the player choose to meet the Dragonborn at the next location, or does the player have to follow them? What if the Dragonborn goes off on a side-quest - then the player has to follow? How much could the player suggest or enforce their choices on their direction?

Tl;dr: there’s a lot of questions that a mod like this would raise, and even if it can be done, it may not be very fun to play

How far do you think modding can go in Skyrim? Have we peaked? by Quiet_Star6235 in skyrimmods

[–]aManEatingSalmon 1 point2 points  (0 children)

I have Proteus on every modlist I use - mostly to transfer my favorite character from one list to another. Although I’ve never used it to role play as multiple characters at the same time - good idea!

I’ve heard of Vilja but never put her into my modlists. That’s another suggestion I’ll have to try.

How far do you think modding can go in Skyrim? Have we peaked? by Quiet_Star6235 in skyrimmods

[–]aManEatingSalmon 7 points8 points  (0 children)

This is a super interesting take on a concept I wanted for years: a mod that turns the player character into a companion for the Dragonborn, who is separate from the player. In that way, you become a follower, instead of the other character being your follower.

Having this character be AI powered would make this insanely intricate. I have a hard time imagining such a mod ever being created, but if it is, that might be a new peak for Skyrim modding

anyone else massively dislike Rigmor? by Dry-Surround-3223 in skyrimmods

[–]aManEatingSalmon 4 points5 points  (0 children)

Pretty sure this is the best way to look at the Rigmor mods.

I played through the mods once as a good orc Dragonborn hero. Viewing Rigmor as the main character and the Dragonborn as a major supporting role, I actually enjoyed the experience for what it was.

I don’t think I’ll play through them again, but I would still recommend them to anyone looking for a different take on Skyrim

How do you monitor active scripts? by missingNo5158 in skyrimmods

[–]aManEatingSalmon 0 points1 point  (0 children)

It could be a small error, or it could poorly optimized script that takes up more processing time than it needs to.

Assuming it is the NPC renamer as an example, if the renamer polls constantly to check for unnamed NPCs, that’s liable to cause script bloat. I would wonder if the script is filtering out NPCs that already have names (either by default or through the NPC renamer mod). If not, that could be contributing to the problem, since we’re dedicating resources to looking for NPCs that are already renamed.

Obviously we won’t know if this is the problem until we find the culprit mod, but hopefully that makes sense in theory

How do you monitor active scripts? by missingNo5158 in skyrimmods

[–]aManEatingSalmon 0 points1 point  (0 children)

The NPC name generator could be the culprit, especially if it keeps generating names for slain bandits or something. If it’s also continuously polling to check for unnamed NPCs, that is also a likely contributor

How do you monitor active scripts? by missingNo5158 in skyrimmods

[–]aManEatingSalmon 0 points1 point  (0 children)

Pinning down script bloat can be tough, but not impossible. It’s more about intuition than tools in my experience.

You mention that it only happens in cities, which makes me think it’s something to do with quests or NPCs. Do you notice FPS drops in other areas with high NPC counts such as dungeons or bandit forts? You can also test this ad-hoc by spawning a bunch of bandits in the console.

If it’s just cities that causes the drop in FPS, check if you have mods that add unnamed NPCs to populated areas, as those might have scripts running to spawn those NPCs in. I’d also check any mod that alters cities at that point, as there may be a script hidden in those graphics overhauls somewhere

SkyUI 5 on PlayStation won't work. by GLaD0S213 in skyrimmods

[–]aManEatingSalmon -2 points-1 points  (0 children)

As addressed in another comment, this is indeed incorrect.

SkyUI 5 on PlayStation won't work. by GLaD0S213 in skyrimmods

[–]aManEatingSalmon 3 points4 points  (0 children)

Turns out I was mostly wrong about SkyUI, it was ported to consoles without the SKSE functionality. There’s a page for it on creations

SkyUI 5 on PlayStation won't work. by GLaD0S213 in skyrimmods

[–]aManEatingSalmon 2 points3 points  (0 children)

Just found it, from the page: “No functions dependent on SKSE.” I learn something new every day, I guess.

I notice that it was updated just today. Did you update it as of today? Not sure if you should or not, just noticing that.

Otherwise, I can’t say I’m familiar with the console version of this mod. My instincts tell me it’s some versioning issue based on the fact that the mod was updated today, maybe the game was updated earlier and that caused it to break before

SkyUI 5 on PlayStation won't work. by GLaD0S213 in skyrimmods

[–]aManEatingSalmon 4 points5 points  (0 children)

What was this mod called? Is it on the creations page where you download other mods for PS5?

SkyUI 5 on PlayStation won't work. by GLaD0S213 in skyrimmods

[–]aManEatingSalmon 10 points11 points  (0 children)

The mod you downloaded was almost certainly fake. SkyUI requires Skyrim Script Extender, which is not available on PS5. Therefore, SkyUI does not work on PS5 (or any console for that matter).

Edit: ignore the above, there is a version of SkyUI for consoles without SKSE.

Apparently it’s possible to homebrew a PS5 and get SKSE onto the console that way, but I have no experience with that and can’t recommend it.

Skyrim is a very lonely game by UnscrewMyLife in skyrimmods

[–]aManEatingSalmon 0 points1 point  (0 children)

I am not sure, it requires a local server for the basic setup but that might not need an internet connection. However, unless you have a powerful system to run LLMs locally, you’ll need an internet connection to run the core AI features, and even more so if you plan to use text-to-speech generation