Adventurion Posted April 11, 2015 Posted April 11, 2015 laptop coolers are very cheap and can save you a big headache while gaming. Longer sessions should be possible as this should keep your laptop about 10 to 15 degrees cooler depending on how much money you want to spend. here is an example http://www.newegg.com/Product/Product.aspx?Item=N82E16834997819 with the 512 dedicated video card memory, make sure to look at options that tend to lean towards performance vs high end. Also try to stay with 1k textures where you can vs going for 2k or 4k. Compressed air cans are your friend, make sure your ventilation slots stay cleaned of dust, and with a cooler (get one that runs off a usb port vs another wall plug) you should be good to rock. You can also pick these coolers up at stores like officemax, officedepot, I think even Walmart carries them. I like newegg for the fast shipping and selection, but just get one that matches your taste and laptop size. Oh last thing, make sure your using it on a tabletop or desk. If you cant do that, use a dinnertray or some other flat surface, avoid any type of carpet, pillow, towel etc as it will restrict the airflow. Let us know how this works, I think you should be fine and can start playing the game you love (we all do). Ok ! I'll report back to you guys once i get my Laptop serviced [ It'll be a while , I'm afraid ]...Thank you so much for all this information ! The next time I play Skyrim, very likely it will be with a Laptop cooler installed !
trpd Posted April 11, 2015 Posted April 11, 2015 I've made a few mods of my own, mostly mergers and compilations of other mods, let me know in a PM if you want any of these; Bijin Enhancements; this merges Bijin Warmaidens, Bijin Wives, Toccata as Elisif and Seranaholic into 2 files, all of them have full USKP changes as well as ERSO changes and uses the UNPB body (HDT TBBP for belly, butt and breasts) with an HDT vagina, muscle maps for many of the girls, and gives Serana the full Queen of the Damned overhaul making her way more useful. ERSO Merged; This merges 20+ ERSO files together and completely revamps your game, including populated ruins and overall a harder game, huge mammoths and giants, a few changed skills, and overhauls for all of the NPCs in game. If you're using a skill overhaul like SPERG load this before that so your Skill/Perk overhaul wins. Mighty Enhanced Dragons; This merges 10+ files into one, these are great textured dragons set up to be very powerful, it requires Deadly Dragons as well which you should have anyway, and compatible with mods like Ultimate Dragons and Dragon Combat Overhaul (just one of these at a time, these two are not compatible!). Don't ask for this unless you want a serious challenge on the dragon front, this will probably be a greater challenge than even Elemental Dragons (which by the way is horribly bugged and likely to cause crashes, I wouldn't recommend using that). Open Cities Merged; this merges Open Cities, JK*s Skyrim and the compatibility patches for Cutting Room Floor, Falskaar, Interesting NPCs, Immersive College of Winterhold and Moon and Star into one file. This is a version of Open Cities that will actually work with all quests that these patches include, and has all of the JK's changes. You actually won't see much more of an FPS drop with this than you did with JK's alone. Note that this needs A NEW GAME to use, do NOT put this into an existing game! Send me a PM if you want any of these and I'll provide a MEGA link for download. Didn't even know such thing as ERSO existed. Come to think about it You didn't cover perk overhauls ? Open cities - tempting. I've been always considering open cities as too dangerous to use. Doesn't they cause issues with like every mod out there? from light mods (to add proper lights to citie fires) to npc behaviours ?
Skippe Posted April 11, 2015 Posted April 11, 2015 thank you sacremas i have always wondered a bit in follower mods do you put them just before aft fco seranadialogue and marriable serana or after all them ? it seems that some follower mods like excample tamaria and lucretia is better placed before them and vilja after aft since she is custom made. well that is what i have done and noticed that otherwise tweaks option isnt showed at dialogue to see stats. cant be sure if this is a case with all follower mods tought. sorry if that seemed bit long and random .
Sacremas Posted April 11, 2015 Author Posted April 11, 2015 I've made a few mods of my own, mostly mergers and compilations of other mods, let me know in a PM if you want any of these; Bijin Enhancements; this merges Bijin Warmaidens, Bijin Wives, Toccata as Elisif and Seranaholic into 2 files, all of them have full USKP changes as well as ERSO changes and uses the UNPB body (HDT TBBP for belly, butt and breasts) with an HDT vagina, muscle maps for many of the girls, and gives Serana the full Queen of the Damned overhaul making her way more useful. ERSO Merged; This merges 20+ ERSO files together and completely revamps your game, including populated ruins and overall a harder game, huge mammoths and giants, a few changed skills, and overhauls for all of the NPCs in game. If you're using a skill overhaul like SPERG load this before that so your Skill/Perk overhaul wins. Mighty Enhanced Dragons; This merges 10+ files into one, these are great textured dragons set up to be very powerful, it requires Deadly Dragons as well which you should have anyway, and compatible with mods like Ultimate Dragons and Dragon Combat Overhaul (just one of these at a time, these two are not compatible!). Don't ask for this unless you want a serious challenge on the dragon front, this will probably be a greater challenge than even Elemental Dragons (which by the way is horribly bugged and likely to cause crashes, I wouldn't recommend using that). Open Cities Merged; this merges Open Cities, JK*s Skyrim and the compatibility patches for Cutting Room Floor, Falskaar, Interesting NPCs, Immersive College of Winterhold and Moon and Star into one file. This is a version of Open Cities that will actually work with all quests that these patches include, and has all of the JK's changes. You actually won't see much more of an FPS drop with this than you did with JK's alone. Note that this needs A NEW GAME to use, do NOT put this into an existing game! Send me a PM if you want any of these and I'll provide a MEGA link for download. Didn't even know such thing as ERSO existed. Come to think about it You didn't cover perk overhauls ? Open cities - tempting. I've been always considering open cities as too dangerous to use. Doesn't they cause issues with like every mod out there? from light mods (to add proper lights to citie fires) to npc behaviours ? ERSO's not a perk overhaul, it's more of a world overhaul, it'll put encounter zones all around to make things a bit less leveled, give all NPCs in the game a ton of upgrades (perks and skills), put new bandits aorund, make giants and mammoths freaking HUGE! (Not compatible with More Nasty Critters!) And a lot of small stuff like changing how much trainers cost, how much inns cost, how much gold vendors have, what vendors have in terms of soulgems and enchanted items, etc. Generally this will make it harder, and more interesting. I did not include the race changes because I'm playing custom race so then it's best the races are default skyrim so it won't interfere with Deadly Mutiliation too much. Put in something like Imperious or SkyRe-Races if you want to change vanilla races. Open Cites cause all those problems without a merged patch, because even if you install all the patches then each patch overwrites each other often so you only get one, load Falskaar's patch after JK's Skyrim patch ad your Riften will be vanilla with Jalamar, load JK*s patch after and no Jalamar there. I'm playing through this one now and aside from a few minor issues (and I'm talking things that you don't even need console to solve, just use your head for 2 mins and it's solved) everything seems to be working as it should. Be aware that loading all of Whiterun and all of it's NPCs as well as the JK*s Skyrim and NPC overhauls etc can lead to a bit of a strain on your computer, expect to loose a few FPS. Most importantly is load order, only mods that can be after this is Live Another Life and your merge and SUM patches (ASIS, Automatic Variants, etc). Be aware that your cities are no longer safe areas for mods that spawn monsters randomly, such as Deadly Dragons Assault feature, you can easily end up with 3 revered dragons flying over Whiterun. So use my ERSO mod as well which sets all those NPCs to Protected status so they won't get killed! I never touched on perk overhauls because they're so subjective, I really like SPERG (its very compatible and light on your system but still changes the entire game), but a lot of people swear to Requiem which I don't like. SkyRe is good, but don't use PerMa, that mod is still in it's infancy and horribly bugged, wait a year or so to use that. I've used ACE and a few other perk overhauls as wlel. For my next Mage related playthrough I'll be using Mighty Magic to replace the magic skilsl including Enhchantments, Vile Concoctions to replace Alchemy, Smithing Perks Overhaul for Smithing, and ERSO's Pickpocket and Lockpicking. Combat will stay mostly vanilla, except I'm adding a ton of magic combat things that put magic effects with your strikes like Imbued Weapons, Whirlwind, Destruction, WarriorKeKe's Skyrim Spells and Powers, and a lot of other stuff. Going to be very high powered and anime style playthrough. Current play is much more realistic with Frostfall, iNeed, Hunterborn, Loot and Degredation, in general realism and survival mods. thank you sacremas i have always wondered a bit in follower mods do you put them just before aft fco seranadialogue and marriable serana or after all them ? it seems that some follower mods like excample tamaria and lucretia is better placed before them and vilja after aft since she is custom made. well that is what i have done and noticed that otherwise tweaks option isnt showed at dialogue to see stats. cant be sure if this is a case with all follower mods tought. sorry if that seemed bit long and random . Generally I grab my overhaul mods (NPCs of Dibella, Bijin, whatever else I have) and sticky them to the bottom, I leave AFT after those mods (I have Sofia that uses a unique system but it doesn't matter load order there, she works fine), then Amorous Adventures after that, then Open Cities, then Live Another Life, then the merge, bash and SUM patches. A overhaul mod like Seranaholic, Queen of the Damned or my Bijin Enahcements do not touch the same things that Dialogue Edit, Marriable Serana and Amorous Adventures Serana touch, so it's safe to leave such mods whereever you'd like. At least that's what I assume, we'll see when I get Serana if I get the marry option as well as edited dialogue and Amorous dialogue. I'm attaching my current load order as an example. Eeh... this is probably not very smart for me to do but fuck it. Odds are I'm going to have to take a few of these down if anyone goes boo-boo (especially on that KS Hairdos). So grab them while you can! https://mega.co.nz/#!1Bp0iIib!CSnNk8DJrbgABeyR3UMD8XmyCf8OghOQaGEWzlZ7xxA Bijin Enhancements if I didn't send you, merges all Bijin mods and gives them USKP + ERSO upgrades, Serana gets Queen of the Damned upgrades. A similar mod will... sometime be added to the Nexus by me, but not this one, to get the Merger working we had to actually merge all of those files and facegens and all of it, don't use any of those mods along with this one. Load as low on your list as you can. https://mega.co.nz/#!FV5BRAqQ!kgdtQAJ85WYVO1tAs-FBoV_EI7KeLf1toHUQO9EDmW0 Just a bonus, Don't Show Headgears Merged, this is Skyhide - Don't SHow Headgears all options except Circlet in one ESP. https://mega.co.nz/#!9dR0xDIb!0MK6H8Hv0vQsrv0_DoU87hnbxTGVTKB5k9qs64xwXDE Enhanced Super Mighty Dragons with Deadly Dragons, don't install this unless you want a serious fight, expect even the Mirmulnir fight to take something like 10 mins. Needs Deadly Dragons as well. https://mega.co.nz/#!EUZSEKQI!jN3WBR-Bes4MkbBMa0VhxFPNEMbR9ArEYTUTnMv0gCo ERSO, I don't remember exactly what I merged of that but it changes everything, I seem to have forgotten populated caverns but forts are in there. Load this before you load your perk overhaul if any, and before all appearance changers and the like and make a TES5Merged patch like in my guide. https://mega.co.nz/#!wR4DnCRY!rveRnoQy5WGZnv2oI3YUQLB0Jmg3c3tSc5DTF-c0xDc Swap this ESP for the one you use for NPCs of Dibella if you use that replacer (find it here), that has all of the ERSO changes and more. Note that this also requires Cutting Room Floor, as well as the mage replacer version of this; http://www.nexusmods.com/skyrim/mods/35002/?That's also good for the enhanced NPCs addon for Immersive College of Winterhold, get that here; http://www.nexusmods.com/skyrim/mods/36849/? you need it for Open Cities. https://mega.co.nz/#!FNpSgToR!3-ay7PiLBvZfY--MlFphholCpS7XWZH0ulVMbvPGHqA Merging of the Inconsequential NPCs with Inconsequential Babes as well as Cutting Room Floor and USKP. Still needs Enhancements mod to give them Immersive Armors. Note you don't need Inconsequential Babes with this, I merged the whole mod. Let me know if you get Bluefaces, if so I may have to redo it. You need Apachii for it now. https://mega.co.nz/#!4ZIX2YLJ!H06H9qiBYPyLailSSQ_DRg0wx_sT1DWYHWqgWe4M2vg Open Cities Merged, this Merges Open Cities and JK's Skyrim (don't use those two mods with this) and the changes done to the cities by Immersive College of Winterhold, Cutting Room Floor, Moon and Star, Interesting NPCs and Falskaar, all of those mods are required to use this. YOU HAVE TO START A NEW GAME IF YOU WANT TO USE THIS, and no I don't mean a Helgen save, I mean a new game from the main menu, otherwise none of your NPCs will be where they should be, and a lot of quests will break! This should be one of the absolute last mods you load, LOOT won't recognize it but you need to put it as the mod that loads just before Live Another Life, only your Merge patches should come after. Note that Inconsequential NPCs works very poorly with Open Cities, generally you don't want to add a lot of new NPCs unless they are very important, so that's not merged. https://mega.co.nz/#!4Y5EEAQK!9GUXs_SzKySpIKoYQfbDeF2wPafR7KvGQwC9MNJvl3U Not a merger but damn hard to get elsewhere these days! KS Hairdos 400. EXPECT THIS TO VANISH SOON, someone's been systemathically pursuing this mod and getting it removed from just about everywhere, if whoever these people are learns about this expect I'll have to take it down. Note if you happen to be one of these very strange people, please send me a PM or post here for me to take it down rather than send a cease and desist to MEGA or something silly like that. I promise I won't even argue it if a single person asks me to take it down. So yeah, rest of you, get it fast! loadorder.txt
Sacremas Posted April 11, 2015 Author Posted April 11, 2015 Never mind, you actually need JK's skyrim, this only merges the stuff that counts for the actual cities. Load JK's first, then later the merger, JK*s will take care of Riverwood, Ivarstead and such and Whiterun Outskirts, merger takes care of Whiterun, Solitude, Riften, Markarth and Windhelm insides, the stuff that would be after the area separation.
Skippe Posted April 12, 2015 Posted April 12, 2015 thank you sacremas i really apreciate your advices
Guest Posted April 12, 2015 Posted April 12, 2015 Thank you very much for the guide Sacremas, it's been extraordinarily useful. One thing I noticed in the Mias Sex Slaves thread was about Dual Sheath Redux and how uninstalling it can improve performance of scripted events like Aroused Redux, ect. So I took the advice and chose to uninstall it. Yet for some amazing reason, all the Sheath meshes are still in game! I uninstalled exactly like the mod said to: While there is no such thing as a fully clean save performing the following procedure will ensure there are no running scripts left in your save file.1. Load your game and on the MCM menu Start/Stop tab click Uninstall and follow the on screen instructions.2. Overwrite the save or create a fresh save. Be sure to repeat this for any other saves you wish to purge.3. Uninstall/Remove the mod in your mod manager and all dynamic files created including: Dual Sheath Redux Patch.esp in the data folder and all the folders/files under SkyProc Patchers/Dual Sheath Redux Patch.4. !Important! Load the saves you made in step 2 and overwrite them again one by one. I still had all my sheaths acting properly, so I then went into my Data folder (I use Nexus Mod Manager) and ran a search, deleting anything falling under 'dual', 'sheath', 'redux', 'sky', 'proc', and 'patch'. I then went and made a new game and still, my character and all NPC's still had sheaths equipped as if DSR was acting normal. Even modded weapons, such as Ancient Tongue had it's sheath. I'm not too sure how proc patchers work, but you mentioned that Nexus Mod Manager can sometimes leaver mod remnants even after uninstalling the mod, perhaps the meshes were left and that was all that is needed? It'd be amazing if we could figure out how this happened. There was another person in the Mias thread that had a similar experience after uninstalling DSR, so it must be repeatable. Having all the sheaths and none of the script lag? It'd be glorious.
Zhukov Posted April 12, 2015 Posted April 12, 2015 Bijin Enhancements; this merges Bijin Warmaidens, Bijin Wives, Toccata as Elisif and Seranaholic into 2 files, all of them have full USKP changes as well as ERSO changes and uses the UNPB body (HDT TBBP for belly, butt and breasts) with an HDT vagina, muscle maps for many of the girls, and gives Serana the full Queen of the Damned overhaul making her way more useful. Hi, Sacremas. Downloaded your merged Bijin file to see how the girls look with the retextures (great all I have seen. Only thing I miss is a bit of hair ), but I'm really curious about what HDT xml are you using. Yours is more subtle than the one I'm using, making the breasts seem firmer and with more mass. Anyway, waiting for that Nexus pack for enhancing the already mighty Amorous Adventures
Mimirue17 Posted April 12, 2015 Posted April 12, 2015 ok looking at your load order, I am not sure I have my mods in the correct order anymore. JK Skyrim, all in one Skyrim Particle patch Skyrim Subsurface Patch SMIM Tamriel Reloaded HD Pure Waters Pure Waters - Waterfall COT COT weather patch ELFX Cinematic Fire FX Realvision ENB I was looking at puting in Open Cities, ERSO and Dont show Headgear. Suggestions on where to put them? loadorder.txtmodlist.txt
Sacremas Posted April 12, 2015 Author Posted April 12, 2015 Thank you very much for the guide Sacremas, it's been extraordinarily useful. One thing I noticed in the Mias Sex Slaves thread was about Dual Sheath Redux and how uninstalling it can improve performance of scripted events like Aroused Redux, ect. So I took the advice and chose to uninstall it. Yet for some amazing reason, all the Sheath meshes are still in game! I uninstalled exactly like the mod said to: While there is no such thing as a fully clean save performing the following procedure will ensure there are no running scripts left in your save file. 1. Load your game and on the MCM menu Start/Stop tab click Uninstall and follow the on screen instructions. 2. Overwrite the save or create a fresh save. Be sure to repeat this for any other saves you wish to purge. 3. Uninstall/Remove the mod in your mod manager and all dynamic files created including: Dual Sheath Redux Patch.esp in the data folder and all the folders/files under SkyProc Patchers/Dual Sheath Redux Patch. 4. !Important! Load the saves you made in step 2 and overwrite them again one by one. I still had all my sheaths acting properly, so I then went into my Data folder (I use Nexus Mod Manager) and ran a search, deleting anything falling under 'dual', 'sheath', 'redux', 'sky', 'proc', and 'patch'. I then went and made a new game and still, my character and all NPC's still had sheaths equipped as if DSR was acting normal. Even modded weapons, such as Ancient Tongue had it's sheath. I'm not too sure how proc patchers work, but you mentioned that Nexus Mod Manager can sometimes leaver mod remnants even after uninstalling the mod, perhaps the meshes were left and that was all that is needed? It'd be amazing if we could figure out how this happened. There was another person in the Mias thread that had a similar experience after uninstalling DSR, so it must be repeatable. Having all the sheaths and none of the script lag? It'd be glorious. Yeah that sounds great, but I've been unable to duplicate this on my own, please play around some more with your files and try to figure out which ones are still in the correct folders. Bijin Enhancements; this merges Bijin Warmaidens, Bijin Wives, Toccata as Elisif and Seranaholic into 2 files, all of them have full USKP changes as well as ERSO changes and uses the UNPB body (HDT TBBP for belly, butt and breasts) with an HDT vagina, muscle maps for many of the girls, and gives Serana the full Queen of the Damned overhaul making her way more useful. Hi, Sacremas. Downloaded your merged Bijin file to see how the girls look with the retextures (great all I have seen. Only think I miss is a bit of hair ), but I'm really curious about what HDT xml are you using. Yours is more subtle than the one I'm using, making the breasts seem firmer and with more mass. Anyway, waiting for that Nexus pack for enhancing the already mighty Amorous Adventures The bodies used in that pack are Uglykidicid's HDT-TSPB UNPB bodies based of Unified UNP and Bl3saro's work. You can get a general replacer here; http://www.loverslab.com/topic/37741-angelic-temptress-unpb-special-ukc/You also need XP32 Maximum Skeleton Extended by Groovatrama, as well as a HDT physics package, the one UKC posts should cover all your needs. ok looking at your load order, I am not sure I have my mods in the correct order anymore. JK Skyrim, all in one Skyrim Particle patch Skyrim Subsurface Patch SMIM Tamriel Reloaded HD Pure Waters Pure Waters - Waterfall COT COT weather patch ELFX Cinematic Fire FX Realvision ENB I was looking at puting in Open Cities, ERSO and Dont show Headgear. Suggestions on where to put them? loadorder.txtmodlist.txt For most of those it's not the load order of the ESPs that matter but the load orders of the assets, aside from the top mods in my load order (Cutting Room Floor, Complete Crafting, Weapon and Armor Fixes) and the bottom mods from Deadly Mutilation and on I've let LOOT sort all the other mods. I'm leaving with this the Mod List and asset load order attached, now since this contains currently 1048 mods this is rather huge, but I've moved all the ones that actually matter the load order of to the top 50ish mods, for all the others it doesn't really matter load order for that. Note that this is in Reverse Order, so scroll down to the bottom to begin and read upwards! If there's a mod on this list you don't recognize then it's probably another Merger, I have something like 10 more mergers other than the ones posted here, but those were made by uglykidcid, not me, so I can't post Climates of Tamriel Merged or ELFX merged for that reason. modlist.txt
Sacremas Posted April 12, 2015 Author Posted April 12, 2015 Let me know if anyone is interested in a guide to either give your own bodies to the Bijin Enhcnements mod (and it's component mods) and how to do simple mergers of non-scripted mods. I can provide either, but I'm not sure if anyone actually need it.
trpd Posted April 12, 2015 Posted April 12, 2015 Giving bodies to Bijins should be rather easy thing to do - just replace files in meshes/<bijin name> ?. Or do you also need to edit texture path ? I belive the thing is to have them use default UUNP and then use body morphs to differentiate shapes. This way armors will reflect body shape if is also build with morphs. Expired mentioned you can do that with EFF so i wonder if it will work with bijins. Merging plugins - there is guide for it on STEP, not sure how good it is as i've never done it and will avoid breaking my game in this spectacular fasion
Sacremas Posted April 12, 2015 Author Posted April 12, 2015 Correct, that's all you need, install the mod as UNP, then replace the meshes with UNPB or SeveNBase or another UNP based body, if you want CBBE bodies then install CBBE first to get the right textures, then install CBBE v3 HDT for example in the meshes folder. That's the only way I've been making these. To put for example sweat on them or different muscles then just do the same and put the texture in textures/<Bijin Name> and overwrite. For merging plugins there's the manual method that takes a lot of effort and work that you have to use to merge something like Climates of Tamriel, whereas if you want to merge an unscripted mod like Bijin then just use this mod, that's what I used to make the ERSO, Open Cities and Enhanced Dragons mergers; http://www.nexusmods.com/skyrim/mods/37981/?I can't help you with merging scripted mods because I don't know entirely how to do it myself, I've let uglykidcid do all of those.
Sacremas Posted April 12, 2015 Author Posted April 12, 2015 If you guys haven't checked them out yet you should really check out Immersive Wenches and Deadly Wenches, both are awesome and actually works well with Open Cities, here's some screenshots of a few of the Wenches, these are only Immersive because the Deadly ones tend to be hostile, but they also take the place of Imperials and Stormcloaks as well dynamically in the leveled lists; http://cloud-4.steamusercontent.com/ugc/539645482733866566/4DD4D7899EFB799C93890CA7D8F24E54E2BDA459/ http://cloud-4.steamusercontent.com/ugc/539645482733866800/6D307964022BA7198F1CBD233CCC33380F95F171/ http://cloud-4.steamusercontent.com/ugc/539645482733867051/0A0263E4A459FB1FBBD0EC905DE3D90E309C82E5/ This was the coolest one however, a Vampire wench that hangs around graveyards in cities and sells human hearts and flesh (along with identifying papers telling you who it's from individually) and a Blood Wine potion that acts as drinking blood as well as a strong healing potion for vampires. http://cloud-4.steamusercontent.com/ugc/539645482733865734/5A46CAE993700C77E9BF601F1653B96375163F3D/ All the wenches in the inns sells new alchohol that does things like fortify health or heavy armor +50 points for 60 seconds, loads of different drinks, costing from 300 to 1200 each. You can also get Wench Spellbooks from any wench that will allow you to summon a wench and set her to work in another location, a wench of any of the races as well as a merchant wench can be summoned, I'm going to put a few in the Bathouse.
Sacremas Posted April 14, 2015 Author Posted April 14, 2015 Ah, I hereby love the Wenches mods, check out this insanely hot bandit I just raped; http://cloud-4.steamusercontent.com/ugc/539646115789868530/40918B739A31E16F164C826C4F7352511BAA2052/ It's gotta be interesting to be a hot bandit girl, if your co-bandits aren't raping you the people coming for you certainly will. And also just imagine the dialogue when you ravish a bandit, then leave her alone and tell her to get out of here (bad form killing someone you had sex with), then ask her if there's any more cute bandits or forsworn or vampires in the next area. Bandit stops up, looks around... some of her friends are pulverized into little chunks, heads are rolling around, brains splattered against the ceiling, others are scorched beyond recognition, and she's just got an aching pussy... while the guy that did it was utterly impossible to hurt or stop. Then of course bandit goes "Uhuh, my mother and three sisters, they're totally hot, please rape them, I beg you! And please rape my dad and brother too, I bet they're real tight!"
Sacremas Posted April 14, 2015 Author Posted April 14, 2015 I know I recommended it on the factions overhauls, but don't install Adopt Aventus Arentino, it may sound like such an obvious thing what with him starting the whole Dark Brotherhood questline and being the only one in Honorhall you can't adopt, but the mod actually creates a new Aventus that probably don't share your child replacer's look for him (it uses another kid for it and renames him to Aventus Arentino), and much worse than that it actually breaks the Dark Brotherhood questline and causes it to never be able to start up, even spawning Aventus (either one of the two you're going to find with "help aventus") and talking to him in his house will not start up the questline until the mod is uninstalled, then it works fine. It may be one of those mods you can only install at some point in the storyline, but I despise such mods.
Sacremas Posted April 14, 2015 Author Posted April 14, 2015 Here's some mod recommendations I originally put up for the Sexlab Troubleshooting thread in case you missed them; SPERG (best perk overhaul mod I've found with the least amount of errors or problems for your game, makes every playstyle viable rather than basically only combat assassins, but makes combat assassins scary good as well); http://www.nexusmods.com/skyrim/mods/24445/? Falskaar (57000 endorsements and counting, this mod got the author a job at Bungie); http://www.nexusmods.com/skyrim/mods/37994/? Moonpath to Elseweyr; http://www.nexusmods.com/skyrim/mods/9782/? Moon and Star; http://www.nexusmods.com/skyrim/mods/52397/? Wyrmstooth; http://www.nexusmods.com/skyrim/mods/25704/? Undeath (get the Moon and Star patch, this one lets you do a ritual to become a lich/drgonpriest); http://www.nexusmods.com/skyrim/mods/40607/? Apocalypse - Magic of Skyrim (no quest here, but an awesome collection of spells from a genius scripter, let me know when you figure out how to kill someone with a swim speed buff) http://www.nexusmods.com/skyrim/mods/16225/? Forgotten Magic Redone (awesome magic mod by the guy who did Deadly Dragons, with spells that evolve and gain experience as you use them, and does some really cool things) http://www.nexusmods.com/skyrim/mods/35339/? Imperious - Races of Skyrim (race overhaul mod by the guy behind Apocalypse, inclludes racial quests); http://www.nexusmods.com/skyrim/mods/61218/? Spectraverse - Magic of the Magna-Ge (same guy as Apocalypse, includes a quest with space travel and meeting the god-like children of Magnus the God of Magic); http://www.nexusmods.com/skyrim/mods/53780/? Thunderchild (entirely new shouts based on original ones by the guy who made Apocalypse etc, this is one of my favorite mods ever, cause meteors to fall from the sky, shout out the stars themselves and use their energy in your spells, call down a thunderstrike when you hit with your weapon, cause a snowstorm to cover your sneaking, shout apart your enemy's magic resistance, summon a tower to cast enhanced spells from, teleport, and so on) http://www.nexusmods.com/skyrim/mods/41376/? Ruminations on the Romtulaag (Alters existing dragon shouts to make them genuinely useful, adds basically a quest as you need to find new tomes spread across SKyrim and Dawnguard that has all the new powers you get, each power is an active Magic Effect like Paarthunax's Fire Within etc, which can be learned from one of these books); http://www.nexusmods.com/skyrim/mods/9749/? Dragons! Deadly Dragons (get Deadly Monsters as well, even if you go for just Deadly Dragons and Deadly monsters out of all these mods, you can use those two along with SkyTweak to change the difficulty of your game entirely and make a game overhaul while never leaving the game itself); http://www.nexusmods.com/skyrim/mods/3829/? Ultimate Dragons (New animations and kill moves and behaviour for Dragons, does a lot of the same things that Dragon Combat Overhaul does so don't use the two at the same time, turn off it's hp scaling however and let Deadly handle that) http://www.nexusmods.com/skyrim/mods/55206/? Enhanced Mighty Dragons (by the guy who did ERSO, use this instead of the dragons in that as this is a bigger version with more customization options, go for Mighty + Deadly) http://erkeilmods.altervista.org/skyrim/enhanced-mighty-dragons/ World Eater Beater! (Alduin's kind of a whuss even at level 100 with 20.000 health... what if he was an actual god who could actually eat the world? Includes mini adventure inside the stomach of the World Eater, by the Wheels of Lull guy - DISABLE any script mod that can be disabled in MCM like Aroused, Frostfall and needs mod when fighting Alduin or you will crash, do that and you'll be fine, and it doesn't touch your game until you do the final part of the main quest); http://www.nexusmods.com/skyrim/mods/53350/? Make sure to go over dragons in TES5Edit with a merge patch and make sure the ones who are altered by multiple mods (Dawnguard dragons, Duhrneviir, Dragonborn dragons, and Alduin) gets all the changes they should. Hint; you can drag and drop values between mods. Make sure Ruminations win for Duhrneviir and Odahviing, make sure World Eater Beater wins for Alduin. The following mods all have to do with Dwemer, you'll meet Dwemer, you'll find new dungeons, AIs, computers, become a cyborg, travel through time and go to the moon and a space station; Hanging Gardens; http://www.nexusmods.com/skyrim/mods/30279/? The Lost Wonders of Mzark; http://www.nexusmods.com/skyrim/mods/36317/? Wheels of Lull (top quest mod of 2014, by Trainwiz, the World Eater Beater guy) http://www.nexusmods.com/skyrim/mods/58672/? Fyr Manor (a house mod actually but combines very good with Wheels, especially considering same guy made them, this is a house that exists in multiple dimensions, includes an attached city, fabricators and a portal to the soul cairn); http://www.nexusmods.com/skyrim/mods/50115/? Dwemertech (this is a magic mod actually by the guy behind Apocalypse, Thunderchild and Specraverse, includes a quest with time travel and space travel, cybernetics and computers); http://www.nexusmods.com/skyrim/mods/56037/?
trpd Posted April 15, 2015 Posted April 15, 2015 Ehm... SPERG vs mighty magick for mage play ? would also like apocalypse with it. SPERG just changes perks so its nothing too fency. Mighty magick well i honestly have problem gauging what it does. also ... UKC utilities - there is lots of stuff there that i don't need (atm). Is there any impact for using it? like conflicts with perk mods or mods that modify said parameters already ?Inhabitans of skyrim vs females of dibella - i know there is functional differance between those - so i wonder if you can use both ?Or maybe UNO - trying them out just- omg just how many hairs are there and why said mods use all of them ?!! , i don't need every npc to have unique hair!
Sacremas Posted April 15, 2015 Author Posted April 15, 2015 SPERG vs Mighty Magick - it's like you say, SPERG do perks, Fire do more damage, shock do more damage, you get an aura that lowers everyone's cold resistance, you can charge and chain-cast spells, etc. Migthy Magic is what I prefer however because it adds a ton of new spells to the level lists, and we're talking the same amount as Apocalypse does probably. It also changes all of the mage gear for the better. Perk wise it just makes spell power scale instead of spell cost going down, it reverses the same on enchatments and potions (potions let you cast for free, items let you cast harder), and it raises the cap of creatures you can control via summons to 5 of any type. Actually that one I*m not so sure, it may actually be 15 if they stack, 5 daedra, 5 undead, 5 illusions. Spells get hugely more powerful with Mighty Magick, I'm talking on upper level probably 2-5000 damage per master spell. In addition to Apocalypse, make sure you also get Forgotten Magic Redone, Spectraverse and Dwemertech, and get Thunderchild and Ruminations of the Romtulaag for Shouts. Forgotten Magic Redone are the spells that you're going to be casting again and again along with 1 or 2 "master" level spells, they're your main summons, cloaks, etc, Apocalypse is the utility spells, the spells you use to set up FMR spells for greater effects and the spells that just helps out in general. Spectraverse and Dwemertech both gives a lot of spells and summons, and they also gives two incredibly cool fully voiced questlines to go with it on mini-DLC level. Thunderchild is also by Apocalypse author and gives you entirely new shouts, shout to make arrows do more damage, shout to call down a lighting bolt when your weapon strike, shout to summon a mage tower to cast enhanced spells from, shout to lower magic resistance, shout to teleport, etc. Ruminations of the Romtulaag adds tons of new effects to your shouts, 3 new effects on the line of "The Fire within" or "Force without Effort" that get added to every shout, and you get to have all of them at once, shouts are insane with these upgrades. Also get Dragonfire (and the Ruminations patch) to be able to spit fireballs. Thunderchild will increase passively your shout power as you finish it's quests and objectives. Both perk mods include ways to boost your shouts even further, SPERG does it via 3 perks (1 gives 20 % more power and 30 % more duration, one makes your shout make dragons and draugr unable to shout for a while, third gives you +50 % shout recovery), Mighty Magick does it via 2 masks (Vokun gives 50 % shout recovery and +100 % shout power and duration, Miraak gives new shouts entirely IIRC). UKC Utilities are just a lot of things that you are going to find very useful, but they're all optional. They do not interfere with perk mods any more than SkyTweak that I've been telling you all along to use does, and does things like hide your helmet with a hotkey, give yourself a power to toggle NPCs as protected, increase the level of what the Eagle Eye perk can zoom, and so on. I'd suggest keeping them in there, they won't interfere with your game if you choose not to use some of them. I used to use Inhabitants, then I swithced to UNO which is kind of the mod that came after it (it's based on Inhabitants), it does a lot of stuff I like and takes away a few of Inhabitants inappropriate anime hairs, and also covers Dawnguard. And yeah it's a fukton of hair packs, but I almost always have all of those enabled anyway so I don't notice it. NPCs of DIbella will have much less requirements, will only cover women, and I included above a version that intergrates changes from a few popular mods, including the ERSO merger, so every NPC except guards or bandits or people who are meant to die anyway will be Protected and can't die except if killed by the player, that alone will save you a lot of grief and broken quests, and also fixes a few bethesda oversights with for example Eorlund Gray-Mane being the best smith in Skyrim but he's actually got a Smithing skill of 30ish I think. I'm reasonably certain I fixed that.
trpd Posted April 15, 2015 Posted April 15, 2015 Hoho many mod names to go over . Not sure if i will use this many spells , You use some mod to shortcut casts? (like press key to have the spell cast rather then equip cast release , equip another cast...). Do any of said mods cover staves? Will Mighty magic enchant module conflict with wintermyst? Did try out the NPC overhauls (RIP disk space 50gb MO folder) - UNO is winner. So i won't be using that dibella merger. But is there any mod to fix old people so they either don't use cut armors? Or get old body to go along the face. It doessn't fit when face is all in wrinkles and neckline teen smooth Hmm doesn't Helmet toggle from UKC conflict with skyhide?
Sacremas Posted April 15, 2015 Author Posted April 15, 2015 Shortcut to cast spells; UKC utlities Grimy Utilities is your key to that, as well as to quickslot potions and poisons and shouts. Grimy Utilities is by the same guy that did SkyTweak. Same guy also has a mod called Vile Concoctions that changes potions and alchemy to work more like the Witcher games, for my next play I'll be using Mighty Magick for the magic and enchanting, Vile Concoctions for Alchemy, Smithing Tools Ovehaul (the one Complete Crafting Overhaul suggests) for smithing, ERSO has some changes for lockpicking and pickpocketing, and Sneak Tools will handle the sneakyness of things. And you probably won't use a fourth of all the spells even, but on the other hand if you use ASIS you'll see all of those spells handed out to enemies so you'll see them in game. And while you won't use a fourth even of the spells, it's not just going to be one of the mods you use, you'll use four-five spells from one mod, ten spells from another mod, etc, and over the course of 1-100 and beyond (depending on uncappers) you'll be using various spells depending on your skill levels, novice to apprentice to expert to master spells, ending with tossing expert and master spells, while with Forgotten Magic you'll probably pick 4-8 spells that you cast a lot and cast them constantly your entire career (Forgotten Magic spells get xp and level up as you use them, so they're always useful). Same goes with shouts, you'll learn maybe 3-4 dozen shouts in all with Thunderchild and use maybe 6ish or so on a regular basis. Actually for elderly women they use another race than young women (there's just one "Old People" race with maybe dark skin for redguards, etc), and that race uses different skin textures than your other replacers will. Or it should at least. Same goes with old men, give young men burly SOS or Favored Soul bodies and old men will be skinny and wrinkeled. SkyHide and Helmet toggle only conflicts on you, Helmet Toggle only toggles your own helmet, SkyHIde hides all vanilla helmets on all NPCs, so beautiful NPCs with one of those hairpacks will have their hair out instead of covered up. However SkyHide only covers vanilla helmets, if you want to hide an Immersive Armors helmet or other mod-added helmet on yourself Helmet Toggle works.
trpd Posted April 15, 2015 Posted April 15, 2015 Grimy utils doesn't cast spells more like throw them - it is important balance issue to have player locked (and possibly be interrupted) in casting animation. Eldery woman for me use textures/body i have installed Helmet toggle - ok however it doesn't work too well when i used it. Redguard helm was only hidden partially and hair was clipping though the remains.
Sacremas Posted April 15, 2015 Author Posted April 15, 2015 Yeah I also had issues with the Redguard helmet in particular, no other helmets that I have tried it with however. What body replacers are you using, and will you be playing as male or female (or futa)? What race?
trpd Posted April 15, 2015 Posted April 15, 2015 I'm using UUNP, idea is to make succubus. Didn't decide yet how to handle race, initially was planning to use PSQ to transform. Now i lean towards UKC angelic temptress that got succubus version in it. I plan on replacing its body witth UUNP + morph files to support racemenu morphing. Then i hope angrims will handle succubusness. Futa when transformed , normal othwerwise. I've been unlucky with that helmet then
Sacremas Posted April 15, 2015 Author Posted April 15, 2015 Yeah I highly suggest UKC's Angelic Temptress pack. Also get his general replacer pack, that will take care of your old women, a bit up the thread Bodyslide morphs were posted that still work fine, but will clip with outfits. Get his outfit replacers as well, a complete replacer of all vanilla gear should be out during tonight or tomorrow. Underground Bathouse from his Abodes thread is probably the single best player home available for a sexlab play or if you just want to enjoy the game and have workarounds available. Angrim's will in theory work to make you a succubus, just make sure not to become a ghost permanently (stay away from Yngvild, or at least be prepared to reload it constantly, save outside the dungeon, if you end up being turned into a ghost then reload, there's nothing around that once it happens). That mod is very harsh in that there's little warning in what you become and if you pick the bad one there's no going back, your character will be permanently changed. Do be aware both Mighty Magick and SPERG will make you way outlevel Angrim's very fast however, it's meant for low level but it's very hard to stay low level through the mod. I was throwing around master destruction spells by the time I got a bit on in Angrim's, and that kinda messed up a quest entirely. There's a ERSO module I didn't include that slows down leveling severely however, or you can use SkyTweak to do it.
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