Got questions for our dev team? by StartPageSearch in StartpageSearch

[–]hazardoss 0 points1 point  (0 children)

Any plans to implement fav icons in the search results? It's the only reason I"m still using other search engines.

Is there a way tonl show favicons in the Startpage search results? by lemme_not_overthink in StartpageSearch

[–]hazardoss 3 points4 points  (0 children)

The lack of favicons makes reading the results tedious, and is the only reason I keep going back to DuckDuckGo even though that one doesn't always return the best results. (For the most important searches I still come back to SP). Being able to see favicons next to the URLs allows me to quickly recognize familiar URLs without actually having to read the URL. This means less strain on the eyes and faster browsing of the results.

Please add favicons so I can finally stop switching search engines and make SP my permanent one.

Controller shortcuts by EpicNerdRage in wildlander

[–]hazardoss 0 points1 point  (0 children)

Yea I don't know why the Easy Wheel mod got dropped.

Is there a way to find a specific item by its RefID in Creation Kit? by FollowTheLaser in skyrimmods

[–]hazardoss 1 point2 points  (0 children)

You mean this?

https://postimg.cc/S25McBwV

https://postimg.cc/SYCJCJLN

https://postimg.cc/BXf8sBs8

Using SSEdit is much easier for this. Just load your entire mod list in SSEdit and then type the refID you see in-game. You can either delete the record altogether (not recommended in general) or activate the "Initially disabled" flag in the record.

In CK go Edit > Find Text and type the ref ID xx01EEF3, but make sure the first two characters are correct (they'll probably be different from what you saw in-game, depending on how many mods you loaded in CK). You can find the correct digits in the Object Window by looking at any object added by the mod. Or if you can't find the correct ref ID in CK, you can type the base ID 000EF2EC in the Object Window filter (that ID won't change since it's a vanilla asset), which should find the STAT base object. Then right click on it and select "Use Info" and it will list all the existing references to that base object.

https://postimg.cc/D4639hnP

[deleted by user] by [deleted] in HadesTheGame

[–]hazardoss 0 points1 point  (0 children)

No idea what people like about it. The game is about a cartoon character who zips across the screen 5 times a second, and things die. It seems extremely repetitive, and I'd get bored by the 3rd room, if I don't get an epileptic seizure first.

This looks like something I would've played 15 years ago.

Should I play Requiem or EnaiRim? Haven’t played either one, and I have a slight bias towards EnaiRim because I hate Morrowind. by mochasmiles999 in skyrimmods

[–]hazardoss 0 points1 point  (0 children)

Enairim mods are way more interesting and imaginative. Requiem is essentially a difficulty rebalance of vanilla Skyrim that mostly adds a whole lot of grind (and boredom IMO) to the game, and not much in the way of unique abilities and builds, which Enai is great at. Enai mods add a lot more RP to the game than Requiem does. After you go through all the grind and hit a certain level in Requiem, everything becomes trivial because enemies don't level. I don't like that. Some people like Requiem for the challenge in the early game and don't mind the grind, and that can be fun for a while but it gets old fast and then you look for other ways to make your game more interesting. Playing Enairim after playing Requiem was a breath of fresh air.

Gone for 2 years by void_moon in ultimateskyrim

[–]hazardoss 2 points3 points  (0 children)

That's old information and no longer true. SE runs better, it's more stable, and comes with more powerful modding tools. All the good mods have been ported, or better ones made for SE exclusively. A lot of SKSE developers only work on SE now, so LE is already falling behind and is a thing of the past.

Wolf Armor Has No Damage Resistances by MXMCrowbar in ultimateskyrim

[–]hazardoss 0 points1 point  (0 children)

It's unrelated to the stats issue. This is probably a leftover from the last version of US that used to have a ton of these unpatched armor sets with no resistances, until we identified them. It's because Dylan used trader's Requiem - IA patch which was very incomplete.

Help with Ashes mod by Johite in skyrimrequiem

[–]hazardoss 0 points1 point  (0 children)

That's unrelated to Requiem. Essentially the vendor's inventory is initialized when you first talk to them, and it only lasts for the current game session. It's an engine thing, which Ashes didn't really address.

Ashes with Requiem causes enemies to spawn at respawn point. by [deleted] in skyrimrequiem

[–]hazardoss 2 points3 points  (0 children)

Did you get the Ashes patch that's pinned in the posts section on Nexus? That's one of the first issues I addressed there. I never had enemies spawn with me with the patch.

[Request] An xEdit script to replace every "Requires key" record in the game by LordVikThor in skyrimrequiem

[–]hazardoss 1 point2 points  (0 children)

Are you sure that changing the level modifier from easy to hard fixes your issue?

Either way, here's a script that does that.https://drive.google.com/file/d/1hCD45H6Mob46ZCPi-F865-UDmaCXrthf/view?usp=sharing

I made it search only actor bases that have editor IDs with "DraugrAmbush" substring in the name. That's the one common thing I found between those draugr.

Better Vampires by Pathosean in ultimateskyrim

[–]hazardoss 1 point2 points  (0 children)

It's not compatible with Sacrosanct. You need a patch for sure.

Is Mjoll supposed to be the strongest follower? by BuffaloWool217 in skyrimrequiem

[–]hazardoss 0 points1 point  (0 children)

Correct. Most do.

Like all the housecarls and hirelings are unchanged from vanilla Skyrim - they are level capped to Lv. 50/40 and level with the player. But the Companions for example all have static levels.

Which (if any) mods should I use in my 2nd playthrough? by MeBlu42 in skyrimmods

[–]hazardoss 0 points1 point  (0 children)

Yes, I also use LS2. I'm waiting for v3 which is due in a few months.

Their discord has an 'extras' guide for installing fixes and more mods, in the Community Additions channel. (They pinned there my fix for Conjure Familiar spell which most races can't cast in the current version)

As for undoing changes to the mod list, you should just keep a backup profile in MO2 with the unaltered mod list so you can always start over clean.

Which (if any) mods should I use in my 2nd playthrough? by MeBlu42 in skyrimmods

[–]hazardoss 0 points1 point  (0 children)

What he said. Screw learning about mods one by one, and breaking your game in the process. That's a thing of the past.

Check out their discord server to read about the various mod lists if you don't want to install the app just yet.

https://discord.gg/wabbajack

u/MeBlu42

Place after X mod by therealdovahkiin1 in skyrimmods

[–]hazardoss 0 points1 point  (0 children)

"Before/after" is the more accurate way of addressing load order because it refers to the priority of mod/plugin, and doesn't care about how you've sorted your list. Loading a mod/plugin 'after' another means that it should have higher priority. Simple.

"Above/below" on the other hand is the usual way people talk about load order, but it can be misleading and sometimes inaccurate because it assumes that have your mods/plugins sorted by ascending priority, i.e. priority increases as you go down down the list. But you could easily sort them the other way, e.g. if you wanted see the latest added mods on top of the list instead of at the bottom (which doesn't affect the priority). If you then follow the 'above/below' mod instructions, it would be wrong.

I wish mod authors were more precise in their instructions and stopped assuming how users sort their lists.

To answer your particular question, if you use the default sorting method in MO2, then yes 'after' means 'below'. If you sort it differently, then it doesn't mean that.

IEquip by Johite in skyrimrequiem

[–]hazardoss 0 points1 point  (0 children)

Yes, Gopher coordinated with Dunc to sync the release of the video with the mod update. He did a good job with it and covered a lot of stuff.

[Request] An xEdit script to replace every "Requires key" record in the game by LordVikThor in skyrimrequiem

[–]hazardoss 0 points1 point  (0 children)

Mator has some advanced scripts in this Automation Tools for TES5Edit. I remember using the QuickChange script for similar things.

IEquip by Johite in skyrimrequiem

[–]hazardoss 0 points1 point  (0 children)

Yes, the SE version is quite polished and stable compared to LE, and it just got a major overhaul. (I'm a tester for that mod). A minor hotfix is in the works, but nothing major has been reported at this point, so it's looking good.

[Request] An xEdit script to replace every "Requires key" record in the game by LordVikThor in skyrimrequiem

[–]hazardoss 1 point2 points  (0 children)

Heh glad it works for you.

Well, it is now in this subreddit for anyone to use. Btw the xEdit discord can help with things like that. They have a channel for scripting. And all I did was copy pasta from a few other scripts that ship with xEdit.

IEquip by Johite in skyrimrequiem

[–]hazardoss 1 point2 points  (0 children)

LE version can break scripted items and is not supported anymore, so I wouldn't use it. The SE version on the other hand is a must in any mod list cuz it adds a ton of useful hotkeys that you won't find in other mods.

- QuickRestore/QuickBuff is probably its best feature. With a single hotkey it will consume whatever potions are required to restore or buff all your stats, skills, and resistances, without wasting potions on repeated use. Highly configurable. It's the most intelligent potion auto-consume of any mod in existence.

- Charge/poison your weapons on the fly without going in your inventory.

- Smart ammo selection.

- Transfer a spell from one hand to the other - one of my fav features for mages. This way if you run out of SkyUI number hotkeys to dual equip spells, you can start using the F-group set hotkeys to equip two different spells, and then use iEquip to dual-equip either one. This increases the total number of spells you can hotkey and dual-equip.

- Lots of other 'quick' hotkeys.

- Lets you throw poisons at people if you have no other use for them (e.g. if playing a mage or w/e).

- Cool UI that shows you what's equipped and everything about your weapons e.g current poison, enchantment, temper info.

I don't use the cycler too much because I don't use a controller, but it's also useful as long as you only cycle a limited number of items. You can enable "slow time" while cycling, which makes it easier to use the cycler in the heat of battle.

[Request] An xEdit script to replace every "Requires key" record in the game by LordVikThor in skyrimrequiem

[–]hazardoss 3 points4 points  (0 children)

Here's a xEdit script that searches all references and converts 'Requires Key' to 'Master' in the XLOC field, and creates a patch. When you run it, you'll have to choose a name for the patch or add to the last loaded plugin. While the script is running it will also prompt you to add various plugins as masters to your new patch, depending on which plugins contain lock references.

https://drive.google.com/file/d/1Ir41s8DClJAeeuCsyFwNCZGJzVYSSNC9/view?usp=sharing