| a few mod sugjestions | |
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+21Pelpel dutchblizzard caberg2000 HexionSwiftblade Beckon Lord Gilgamesh xXnightfuryXx Walkerz Nampot oreganobag KomradeKalm Daugaard92 Starforce12 Petkr RottenDub Azraile ShdwKnght Tenka SirLootalot SuperSixNine freakinabox 25 posters |
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freakinabox New Face!
Posts : 1 Join date : 2017-02-22
| Subject: a few mod sugjestions Wed Mar 15, 2017 6:00 am | |
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SuperSixNine Look ma no hands
Posts : 34 Join date : 2017-02-08
| Subject: lethal traps Wed Mar 15, 2017 8:39 am | |
| I was just thinking about skyrim traps...they are pointless. at a very early level you can walk right through them. is there a way to make them more lethal | |
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SirLootalot Look ma no hands
Posts : 31 Join date : 2017-01-24
| Subject: Re: a few mod sugjestions Mon Mar 27, 2017 2:52 pm | |
| At the moment I'm still playing SPM 4.4 and before that I used the Skyrim Ultimate Modding Guide on Nexus. After playing my own modded skyrim for a few weeks and then changing to 4.4 it was unbelievable what Skyrim can be if you have skills and dedication like Rotten. So thank you Rotten for this awesome mod pack and your continuous support and dedication. But i also noticed some mods and changes which i was missing from my own modded skyrim and this is why i here want to give some suggestions and hope that i maybe get a small reply from Rotten if these will be included or if not why. 1. Aurora Standing Stones of Skyrim http://www.nexusmods.com/skyrim/mods/29311/? is a mod which replaces all the Standing Stones abilities to arguably a more coherent and better set of skills although i might think if these abilities are not counterbalanced by some mods for example stronger mobs, better Ai and more spawnrate they could mabe be to powerful. 2. Imperious - Races of Skyrim http://www.nexusmods.com/skyrim/mods/61218/? is a mod similar to Aurora Standing Stones that replaces racial abilities with arguably more coherent and better ones. I also would say here that when not countered by better AI, more spawns and stronger enemies it could be a bit to powerfull but i think it can be balanced with a decent tweaking of mods. 3. Helgen Reborn http://www.nexusmods.com/skyrim/mods/35841/? is a mod which lets the player rebuild Helgen in a very lorefriendly and thouroughly thought out campaing. 4. Winterhold Rebuild http://www.nexusmods.com/skyrim/mods/50491/? is a similar mod to Helgen Reborn but as the title says for Winterhold. 5. As I was playing SPM 4.4 i found a stahlrim weapon which i found was not looking very nice, i will upload a picture later. I saw that in SPM 4.4 you included the Refracting Stahlrim mod http://www.nexusmods.com/skyrim/mods/53067/? but it did not seem to work for the stahlrim weapon i found. Maybe you could include something into SPM 5.0 if you havent allready but it could also be that i might not have tested the stahlrim weapons enough in SPM 4.4 and havent seen that all of this was allready included. | |
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Tenka Dragon Slayer
Posts : 196 Join date : 2016-03-11
| Subject: Re: a few mod sugjestions Tue Mar 28, 2017 1:58 am | |
| Piggybacking this thread so I don't cover it up, I've just found out about Extra Bandits. http://www.nexusmods.com/skyrim/mods/64654/? The description reminded me that I'm bored of bandits all being kind of the same. It adds sorcerers and beast races and other kinds of diversity to bandits, do you already have something like this or will this fit? I didn't see it in SPM5's mod list but it might have been combined. | |
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SirLootalot Look ma no hands
Posts : 31 Join date : 2017-01-24
| Subject: Re: a few mod sugjestions Tue Mar 28, 2017 7:51 am | |
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Tenka Dragon Slayer
Posts : 196 Join date : 2016-03-11
| Subject: Re: a few mod sugjestions Tue Mar 28, 2017 8:53 am | |
| Oops, maybe. OBIS doesn't sound as cool, but that's neither here nor there. I got nothing else. | |
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ShdwKnght Rookie poster
Posts : 8 Join date : 2017-03-29
| Subject: Re: a few mod sugjestions Wed Mar 29, 2017 8:14 pm | |
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Azraile Look ma no hands
Posts : 33 Join date : 2017-03-31
| Subject: Re: a few mod sugjestions Fri Mar 31, 2017 5:07 pm | |
| Here some mods i got to work with 4.2~4.4 (don't remember) Wormstooth - A DLC sized mod so big and so exspansive the person making it had it removed so he couldn't access it with out searching to find it because he was wasting his life away working on it. lol Guy litteraly was putting EVERYTHING into this mod to the point it was consuming him. It is HUDGE, on the scale of Shimering Islands. https://skyrimwyrmstooth.en.softonic.com/Relics of Hyrule - The shards of an age long forgotten, the remnants of a civilization older than the Dwemer. So old that it was a myth during their time, and little evidence of the civilization remains. All that remain are artifacts: weapons, armor, magic. As you travel through Skyrim, you will stumble across pieces of a long-lost civilization, and will eventually discover what led to its demise. Rather than trying to turn skyrim into a Zelda game or remake zelda games with skyrim engin this just adds little bits of archiolgical finds and a few NPC's and locations... It has little affect on the game as a whole but at the same time has a large amount of content. You actively have to SEARCH HARD for content of this mod even if it's everywhere. http://www.nexusmods.com/skyrim/mods/40615/?Skyrim Underground - This takes the many underground ruins, caves, and passages through out the world and connects many of them. With this mod it is possible to go from any city to another completely underground. (includes the DLC island aswell as there is an underwater/underground passageway) Most places are not safe however and some places may need to be opened. http://www.nexusmods.com/skyrim/mods/75004/?Moonpath to Elsweyr - Join a carivan to Elsweyr and open up player home. Don't hit the talking tigers, just because there civilized don't mean they won't eat you. http://www.nexusmods.com/skyrim/mods/9782/?Underwater Treasure - Adds 15 sunken treasure chests and an underwater Dwemer ruin along the coast of the Sea of Ghosts, as well as 36 treasure chests to assorted rivers and lakes around Skyrim. http://www.nexusmods.com/skyrim/mods/33994/?Tel Nalta II - An AMAZING player home you grow on the lake near where you start. I had some problems with this one.... but I think i got it to work in the end. (had the wrong version in the wrong place?) Problematic but probably the best player home I've seen. http://www.nexusmods.com/skyrim/mods/59558/?The Oblivion Realms Serie - So... seams Oblivion wasn't done invading? That can't be good.... http://www.nexusmods.com/skyrim/mods/21256/?http://www.nexusmods.com/skyrim/mods/25676/?Here There Be Monsters- This mod adds nine massive boss monsters that prowl the Ghost sea. They are based off of various world myths regarding sea monsters. There are also three ship captains and an expert monster hunter for hire. (all are least as big as dragons...at least one makes giants look small) http://www.nexusmods.com/skyrim/mods/32411/?Als Vault of the Old Slayer Liked the dungeons with the Dragon Claw vults? How about a dungeon so deadly no one should be able to survive, and that takes all 10 claws to open? http://www.nexusmods.com/skyrim/mods/30915/?Hraghenskaag Labyrinths - Dwemer based puzzle heavy dungeon http://www.nexusmods.com/skyrim/mods/50352/?Sea Of Ghosts - Adds quests to explore the Sea of Ghosts (with new content) https://steamcommunity.com/sharedfiles/filedetails/?id=1677559RUSTIC SOULGEMS - beautiful soulgem re-texturing, with interesting lighting affects for charged gems. Uses the same models but makes them look much better. http://www.nexusmods.com/skyrim/mods/63766/?The College of Winterhold Improvement - Just some general Winterhold improvements. http://www.nexusmods.com/skyrim/mods/18273/? Midas Magic - amazing new spells, one of the best spell mods there is. http://www.nexusmods.com/skyrim/mods/44197/?Midas Magic Evolved - even more amazing new spells http://www.nexusmods.com/skyrim/mods/35506/? Mysticism - The Lost Art - Re-adds Mysticism spells to the game under diffrent schools. http://www.nexusmods.com/skyrim/mods/77170/?Got working but didn't figure out much about: The Azure Tree- http://www.nexusmods.com/skyrim/mods/76673/?Much Ado about Snow Elves http://www.nexusmods.com/skyrim/mods/16455/?Adal Matar the Lost Stronghold - http://www.nexusmods.com/skyrim/mods/30915/?Reapers The Dark Tower http://www.nexusmods.com/oblivion/mods/31183/?The Paarthurnax Dilemma http://www.nexusmods.com/skyrim/mods/18465/?consider as exstreamly optional as don't fit well with lore at all: TARDIS - Regenerated http://www.nexusmods.com/skyrim/mods/35774/? | |
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Tenka Dragon Slayer
Posts : 196 Join date : 2016-03-11
| Subject: Re: a few mod sugjestions Sun Apr 02, 2017 6:41 am | |
| Azraile, most of those mods sound must-have, in the ideal circumstances anyways. Wormstooth especially excites me. Thanks for sharing them.
Last edited by Tenka on Sun Apr 02, 2017 6:49 am; edited 1 time in total (Reason for editing : High.) | |
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SirLootalot Look ma no hands
Posts : 31 Join date : 2017-01-24
| Subject: Re: a few mod sugjestions Sun Apr 02, 2017 9:57 pm | |
| Just a small mod for baeutification which i just remembered is Deadly Spell Impacts http://www.nexusmods.com/skyrim/mods/2947/?I had it installed in my self modded game and it makes the spellimpact look much more beautiful. | |
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RottenDub Admin
Posts : 1970 Join date : 2015-08-06 Age : 37 Location : Where bad dreams begin
| Subject: Re: a few mod sugjestions Sun Apr 02, 2017 10:13 pm | |
| Thank you all for the suggestions so far i got some of them(most of them) and you'll be able to see a part in tonight's stream. | |
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SuperSixNine Look ma no hands
Posts : 34 Join date : 2017-02-08
| Subject: Skyrim with gamepad Sun Apr 02, 2017 10:59 pm | |
| I'd like to see mods that make it easier to play with a gamepad (xbox controller) | |
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Tenka Dragon Slayer
Posts : 196 Join date : 2016-03-11
| Subject: Re: a few mod sugjestions Sun Apr 02, 2017 11:09 pm | |
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RottenDub Admin
Posts : 1970 Join date : 2015-08-06 Age : 37 Location : Where bad dreams begin
| Subject: Re: a few mod sugjestions Sun Apr 02, 2017 11:12 pm | |
| - Tenka wrote:
Newest video footage incoming? Rotten news. Yup i'll do a quick stream in the next few minutes, don't know how long it will be since this last week has tired me more than i wanted. | |
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Tenka Dragon Slayer
Posts : 196 Join date : 2016-03-11
| Subject: Re: a few mod sugjestions Mon Apr 03, 2017 2:05 am | |
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Last edited by Tenka on Sun Apr 09, 2017 9:48 am; edited 1 time in total (Reason for editing : HNB's URL changed.) | |
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Azraile Look ma no hands
Posts : 33 Join date : 2017-03-31
| Subject: Re: a few mod sugjestions Mon Apr 03, 2017 5:00 am | |
| I wish I could find the house I did use, might have been part of SPM, I LOVE Tel Nalta II but I'm not a big fan of the lay out inside, nor the fact that it's not all in one area (loading screens *shakes fist* though that won't be as big a problem on my new computer but still...).... all I can remember of the one I used was it was south of ivarstead in the mountains with a door in the imperal camp... >.> and some aspects of it where broke But I love the morrowind style buildings that you grow yourself.... actually takes you gathering all the materials, and waiting for the buildings to grow before you can furnish them. Also the place is EXSPENSIVE to fully grow and furnish while the one I used was free fully furnished. <.< not as satisfying but a good place to dump all your stuff. I've thought of some other mods: Unknown sorting mod >.> can't think of the name of the one but it is used by a lot of homes to allow items to automatically be taken from your inventory and sorted into various containers around the building.... Ulimited bookshelves - This opens up an invitory when you click on a bookshelve in the game... you can then place any number of items into the shelf and this mod will arange them in such a way as they fit into the shelves. This gets a little buggy though with large items and large quanities of items.... however most of the time you get exsactly the kinda lay outs you see when you first run into bookshelves. Books and items layed out neatly onto the shelves. http://www.nexusmods.com/skyrim/mods/10891/?Undeath -When a powerful necromancer and his followers seek out the forbidden secrets of immortality that could threaten Skyrim, will you defeat him to stop his evil quest, or continue it yourself? http://www.nexusmods.com/skyrim/mods/40607/?Redemption For The Forsaken - looks like a tromp into another demention where gods on an acid trip.... fun.... starts on flying islands too... http://www.nexusmods.com/skyrim/mods/57359/?Summerset Isle - is apparently done.... name says it all... http://www.nexusmods.com/skyrim/mods/68406/?another you might look into http://www.nexusmods.com/skyrim/mods/70219/?But if you want to help you can sift through these things and try and find some good ones: http://www.nexusmods.com/skyrim/mods/searchresults/?src_cat=89http://www.nexusmods.com/skyrim/mods/searchresults/?src_cat=35http://www.nexusmods.com/skyrim/mods/searchresults/?src_cat=30There the catagories the modpack is lacking from the most.... Well that and player homes but player homes are probly best left up for the individual to add... unless there some REAL good ones. (and there are.... wish some one could fix the flying ship home... x.x) but most player homes are damn near plug and play | |
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Azraile Look ma no hands
Posts : 33 Join date : 2017-03-31
| Subject: Re: a few mod sugjestions Mon Apr 03, 2017 6:43 am | |
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Azraile Look ma no hands
Posts : 33 Join date : 2017-03-31
| Subject: Re: a few mod sugjestions Sat May 06, 2017 8:36 pm | |
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RottenDub Admin
Posts : 1970 Join date : 2015-08-06 Age : 37 Location : Where bad dreams begin
| Subject: Re: a few mod sugjestions Sun May 07, 2017 3:32 am | |
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Petkr New Face!
Posts : 2 Join date : 2016-10-10 Age : 25 Location : Slovakia
| Subject: Re: a few mod sugjestions Sun May 07, 2017 10:46 am | |
| Guild Master - Create Your Own Guild http://www.nexusmods.com/skyrim/mods/75110Seems like a nice mod where you can start your own guild. Has some issues with breaking the game (like killing essential NPCs) when not used properly but i think that some warning would be enough to prevent it from happening. | |
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Azraile Look ma no hands
Posts : 33 Join date : 2017-03-31
| Subject: Re: a few mod sugjestions Sun May 07, 2017 9:50 pm | |
| it's been a while and I didn't remember if i added the mods or they where already in the pack.... i modded the pack a lot ^.^;;;
though two of those enchantment ones look fairly neat adding a lot | |
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RottenDub Admin
Posts : 1970 Join date : 2015-08-06 Age : 37 Location : Where bad dreams begin
| Subject: Re: a few mod sugjestions Sun May 07, 2017 10:25 pm | |
| - Azraile wrote:
- it's been a while and I didn't remember if i added the mods or they where already in the pack.... i modded the pack a lot ^.^;;;
though two of those enchantment ones look fairly neat adding a lot The problem with enchanted gear breakdown is that even adding a mod/s that let you do that there are some enchanted items that have their unique id's from a couple of mods and don't know if they can do what they are supposed to do due to the nature of said mods. Give it a try and let me know | |
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Azraile Look ma no hands
Posts : 33 Join date : 2017-03-31
| Subject: Re: a few mod sugjestions Sun May 07, 2017 11:31 pm | |
| I know there is a mod out there (don't know which) that unlocks all enchantments for brake down learning even ones added by other mods... just don't know wich >.> | |
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Azraile Look ma no hands
Posts : 33 Join date : 2017-03-31
| Subject: Re: a few mod sugjestions Mon May 08, 2017 8:12 pm | |
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Starforce12 I'm getting the hang of this
Posts : 10 Join date : 2017-05-08
| Subject: flexcreator follower mods Mon May 08, 2017 8:28 pm | |
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Azraile Look ma no hands
Posts : 33 Join date : 2017-03-31
| Subject: Re: a few mod sugjestions Tue May 09, 2017 12:36 am | |
| there is a nother mod that makes actual battles take place over the land.... like you will run into like 8~10 people fighting another 8~10 people usaly between bandits, impirials, elf conclave thing who's name i can't remember, and stormcloaks... some time dark hand or evil nasty dark mage cultists... you know the guys absesed with the power of black soul gems | |
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Starforce12 I'm getting the hang of this
Posts : 10 Join date : 2017-05-08
| Subject: perhaps you mean Tue May 09, 2017 4:37 am | |
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Daugaard92 Rookie poster
Posts : 5 Join date : 2016-10-07
| Subject: Increased difficulty with inspiration from "The Journey" Tue May 09, 2017 1:35 pm | |
| Although I'm only a newbie on this forum, I very much like this topic and would like to include my opinion. This isn't me suggesting any "specific mods", but more a macro-orientered perspective, of which direction i hope the upcoming SPM 5.0 will be taking. I don't have that much knowledge about what we can expect in terms of difficulty for the upcoming SPM 5.0, although i read a review by someone, who had played both "The Journey"-modpack and SPM. He said:".. Overall, between The Journey and Perfectly Modded I like both equally for different reasons. Perfectly Modded I find I have a lot more fun with just doing random stuff. But, The Journey is also fun and is a lot more challenging...". (https://www.reddit.com/r/gaming/comments/3ej8kl/this_over_600_skyrim_perfectly_modded_compilation/)I somewhat agree with this. In particular, I really liked the difficulty in "The Journey" - Not so much the immersive difficulty, like being forced to eat or sleep, but more the combat- and skill-related difficulty - How skills progressed much slower and encounters were a lot more dangerous and enemies dealt A LOT more damage. What made SPM better than "The Journey" though, was that it runs MUCH more smoothly. There's a much better framerate and also the graphics are better in each and every way. To sum up however, I hope, that the upcoming SPM 5.0 will be a combination of 4.4 and "The Journey", although this might just be wishfull thinking, since I haven't really been up to date on the development of SPM 5.0 and I'm therefore offering my opinion very late in the development, I still hope that this might be taken into consideration for potential future undertakings :) ! | |
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RottenDub Admin
Posts : 1970 Join date : 2015-08-06 Age : 37 Location : Where bad dreams begin
| Subject: Re: a few mod sugjestions Tue May 09, 2017 6:17 pm | |
| Hello and welcome to the forums! To learn more about the pack you can take a look at : http://perfectlymodded.weebly.com/about-spm.htmlhttp://perfectlymodded.weebly.com/information.htmlThe "review" you've read is about 1 year old.Since then about 3 new versions/updates are out. While SPM 5 will indeed be focused on new quests and landmasses i've tweaked the difficulty and behavior of enemies quite a bit.A few more people wanted to know about difficulty so i'll make a little summary of what's been added below. As the pack stand right now i have difficulty killing mobs on the lowest difficulty. I'll also tweak the XP gain to about 1/3 compared to vanilla while also tweaking the perks per level and /health/stamina and mana values. I have never played the journey nor do i have any intentions of testing it out but i get why people try to compare the two packs since they are the only modpacks worth looking into (as far as i know) Enemies and tweaks I : Dragons : Combat tweaks II •A lot more dragon variety / Dragons spells / Combat behavior / Stats •A lot more enemy variety / Spells / Perks / Stats / Damage / NPC will be able to use all the spells from spell mods available in the pack. All of the immersive survival mods are optional and don't start unless the player "tells" them to Hopefully this answers your questions @ Starforce12ultimate deadly encounters - crash happy legacy of the dragonborn - in the pack already interesting NPCs - in the pack for about 2 years Bijin all in one - performance heavy ( when combined with the pack after exiting a tavern FPS will go down to 13FPS and stay there ) Some of the dragons mods you mentioned are in the pack and more @ AzraileESO sky shards - in the pack already RFYL - in the pack already | |
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Starforce12 I'm getting the hang of this
Posts : 10 Join date : 2017-05-08
| Subject: Re: a few mod sugjestions Tue May 09, 2017 9:56 pm | |
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RottenDub Admin
Posts : 1970 Join date : 2015-08-06 Age : 37 Location : Where bad dreams begin
| Subject: Re: a few mod sugjestions Wed May 10, 2017 1:09 am | |
| - Starforce12 wrote:
- but in your opinion there is no hope for deadly enemy encounters plus civil war unrest ???
or can we install it independently after installing your PACK As I've said in my experience both are crash happy at least with this pack,so i wouldn't recommend them on top of the pack. | |
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Petkr New Face!
Posts : 2 Join date : 2016-10-10 Age : 25 Location : Slovakia
| Subject: Re: a few mod sugjestions Wed May 10, 2017 5:28 pm | |
| Dynamic Things - Enhanced http://www.nexusmods.com/skyrim/mods/54116A nice patch which fixes some stuff from the original mod (e.g. spawning of loot in crates, barrels, etc.) and also adds something new (e.g. harvesting mammoth tusks from mammoth skulls). | |
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KomradeKalm New Face!
Posts : 1 Join date : 2017-05-09
| Subject: Re: a few mod sugjestions Thu May 11, 2017 7:07 am | |
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Starforce12 I'm getting the hang of this
Posts : 10 Join date : 2017-05-08
| Subject: Re: a few mod sugjestions Thu May 11, 2017 9:44 pm | |
| okay what about the children mods like RS and the kids are alright ? in your opinion which mod most likely to be included in SPM 5 and DSAMG glorious soul absorption | |
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RottenDub Admin
Posts : 1970 Join date : 2015-08-06 Age : 37 Location : Where bad dreams begin
| Subject: Re: a few mod sugjestions Thu May 11, 2017 10:21 pm | |
| - Starforce12 wrote:
- okay what about the children mods
like RS and the kids are alright ? in your opinion which mod most likely to be included in SPM 5
and DSAMG glorious soul absorption Tk_children because TKAA causes performance problems and TK seems to be just fine. DSAMG is in but will see about animation (effects and sounds are in) because it messes with dragon quest. | |
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Azraile Look ma no hands
Posts : 33 Join date : 2017-03-31
| Subject: Re: a few mod sugjestions Fri May 12, 2017 12:54 am | |
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Azraile Look ma no hands
Posts : 33 Join date : 2017-03-31
| Subject: Re: a few mod sugjestions Fri May 12, 2017 2:54 am | |
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Guest Guest
| Subject: Re: a few mod sugjestions Fri May 12, 2017 11:49 pm | |
| Hi Rotten , since you already use dyndolod have you thought of adding a mod like http://www.nexusmods.com/skyrim/mods/68782/? to this mod pack? It will for sure decrease performance but it makes the mountains "rockier" (I don't know if it will interfere with other mods in this mudpack since its massive). Also if you are looking for high quality textures Drigger has done an excellent job at finding the best http://www.nexusmods.com/skyrim/mods/51467/? . As for the mention of children retexture mods I think RS children overhaul looks the best and this is a mod that has tons of high poly meshes http://www.nexusmods.com/skyrim/mods/79813/?
Ps. For the "Bijin all in one" you can try to download the loose files version and replace the body meshes and textures with the ones you already have in the modpack and see if you still experience frame drops (its a quality mod)
Pss. What textures and meshes do you use for the male and female body (the mod list did not specify). Will you use high poly heads like Citrus? (http://www.nexusmods.com/skyrim/mods/58989/?)
Psss. Keep up the good work! |
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Starforce12 I'm getting the hang of this
Posts : 10 Join date : 2017-05-08
| Subject: Re: a few mod sugjestions Sat May 13, 2017 1:15 am | |
| - RottenDub wrote:
- Starforce12 wrote:
- okay what about the children mods
like RS and the kids are alright ? in your opinion which mod most likely to be included in SPM 5
and DSAMG glorious soul absorption Tk_children because TKAA causes performance problems and TK seems to be just fine. DSAMG is in but will see about animation (effects and sounds are in) because it messes with dragon quest. http://www.nexusmods.com/skyrim/mods/81004?this skin retexture is awesome as well and one more thing audio books ................ yeah audio books mod that would be awesome with book cover texture but I think that will load too much on the game performance | |
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RottenDub Admin
Posts : 1970 Join date : 2015-08-06 Age : 37 Location : Where bad dreams begin
| Subject: Re: a few mod sugjestions Sat May 13, 2017 2:51 am | |
| TK children are final ATM. The dwarven home looks nice i think i'll try to squeeze it in. Body's already look very good and detailed for both males and females and i think 90% or more of the creatures and other mobs have high quality retextures. Audio books ... you guys guys should really check the Modlist more often I'll squeeze the bookshelf mod in a future merge if it's a small mod. | |
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Azraile Look ma no hands
Posts : 33 Join date : 2017-03-31
| Subject: Re: a few mod sugjestions Sat May 13, 2017 4:56 pm | |
| It's a neat one, lets you click on any book shelf and put things into it like any invitory, then it organizes them and places them on the shelfs.
It gets a little buggy though if you put something in there too big to fit. Also some very large items tend to overlap.
It always places books, notes, papers, and the like in very well though. (though if not full or something on the end the last books will fall over) | |
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Azraile Look ma no hands
Posts : 33 Join date : 2017-03-31
| Subject: Re: a few mod sugjestions Sat May 13, 2017 6:49 pm | |
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Azraile Look ma no hands
Posts : 33 Join date : 2017-03-31
| Subject: Re: a few mod sugjestions Sun May 14, 2017 1:45 am | |
| Oh and I checked the Transformer Abode Vehicle out.... kinda sucks. | |
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oreganobag New Face!
Posts : 4 Join date : 2016-04-15
| Subject: Re: a few mod sugjestions Thu Jun 01, 2017 3:28 am | |
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Azraile Look ma no hands
Posts : 33 Join date : 2017-03-31
| Subject: Re: a few mod sugjestions Fri Jun 02, 2017 5:07 pm | |
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RottenDub Admin
Posts : 1970 Join date : 2015-08-06 Age : 37 Location : Where bad dreams begin
| Subject: Re: a few mod sugjestions Fri Jun 02, 2017 5:41 pm | |
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Nampot Rookie poster
Posts : 8 Join date : 2017-06-03
| Subject: Re: a few mod sugjestions Sat Jun 03, 2017 9:43 pm | |
| This is a mostly a list of my favourite immersion mods. I had a little search to see if any of these were already included, but I didn't find them, so sorry if they're already in there! I'd be ever so grateful if you decided to include any of these and I'm loving the look of the mod pack so far. I noticed that you have Run For Your Lives & When Vampires Attack in the pack. Is there a reason why you didn't opt for Immersive Citizens instead? It's a complete AI overhaul, so I'd understand if it were just because if conflicts or something. http://www.nexusmods.com/skyrim/mods/65013/?Also, any chance of getting Familiar Faces? It's great for people who like to create different character save games and then even have their other characters as followers. http://www.nexusmods.com/skyrim/mods/54509/?And to further compliment that, Alternate Actors allows you to take control other NPCs, switching to their stats, gear, etc. It even lets you take control of animals. I've tried to set this mod up with a big load order before and the results weren't good. Maybe you could succeed where I keep failing though. http://www.nexusmods.com/skyrim/mods/36047/?This one is another must have for me, and it particularly compliments camping mods: Real Shelter. Stops rain/snow from ghosting through any kind of shelter, which is particularly immersion breaking if you're playing any character that likes to live out in the wilds. http://www.nexusmods.com/skyrim/mods/52612/?Lively Inns And Taverns, a great little mod that really makes taverns feel more alive and real to me. The sound occlusion effects are just great as well. http://www.nexusmods.com/skyrim/mods/19841/?Sounds of Skyrim also does a similar thing, but to everywhere else. There will be more sounds in the wild, and the streets will actually sound like busy streets with lots of inhabitants going about their business. http://www.nexusmods.com/skyrim/mods/10886/? | |
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RottenDub Admin
Posts : 1970 Join date : 2015-08-06 Age : 37 Location : Where bad dreams begin
| Subject: Re: a few mod sugjestions Sat Jun 03, 2017 10:19 pm | |
| Immersive Citizens causes the pack to crash when setting timescale to high values (example settimesacale to 3000/9000) i get the reason why the mod is crashing it (because of the very fast time setting) but no mod should ever do that.
Most of the rest of the mods where tried at one point and all or most caused long transitions or did not function properly with the pack as it set right now.You can of course add them after the pack is released and try the thing that suits your taste, tho for V5 of the pack i would strongly advice for the people getting it to just leave it as it is. | |
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Nampot Rookie poster
Posts : 8 Join date : 2017-06-03
| Subject: Re: a few mod sugjestions Sun Jun 04, 2017 7:24 pm | |
| Okay, that's good to know. The pack is incredibly expansive anyway, so I'll probably have main playthrough without tweaking much or anything and also a duplicate profile on Mod Organizer for experimentation... I just love modding too much.
I didn't have any trouble adding Real Shelter onto your last mod pack, so am I likely to encounter any serious problems with this one, or might it just affect transitions? The sound mods also worked fine for me before. | |
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Walkerz I'm getting the hang of this
Posts : 24 Join date : 2016-07-08
| Subject: Re: a few mod sugjestions Wed Jun 07, 2017 1:28 pm | |
| Will you add beyond skyrim: Bruma to the pack? Is it possible? | |
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| Subject: Re: a few mod sugjestions | |
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| a few mod sugjestions | |
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