skyrimmods

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MetricExpansion, in Working on modlists more than playing

Modding Skyrim is the real game

Smash, in Lighting and quest paths mods?

Tamriel Master Lights + ENB

kbal, (edited ) in Lighting and quest paths mods?
@kbal@fedia.io avatar

For outdoor lighting I remember the first thing I tried was surreal lighting. I've done many things since, but seem to remember it looking pretty good in itself, once eye adaptation was removed.

You might want more of a weather mod such as obsidian or cathedral. Better textures also make the whole world easier to look at, such as smim and maybe some kind of rock texture mod (I can't even remember which one I have installed) for a place to start. Better trees and water were also high priorities for me.

Apparently it's possible to get a minimap, but I don't know about that. The only thing I have that helps navigation rather than hindering it (such as by removing the compass and the "you are here" arrow on the map) is a map that shows the roads, which makes it much easier to use.

PS everything works on linux, the only thing I've had trouble with is Nemesis and that barely works on Windows too. Beware of case-insensitive filesystem problems though. I have a script to change capitalization of every file name in a mod so that it doesn't disagree with what's already installed, if you want it.

randomdeadguy, in Lighting and quest paths mods?

The beginner Illusion spell, Clairvoyance, will use pathing to show you the shortest path to your closest active quest marker. It is available in the vanilla game. The merchant in the first town will sell a copy, as will some court mages.

viking, in Lighting and quest paths mods?
@viking@infosec.pub avatar

So instead of a compass, you want GPS? The whole point of the minimap showing arrows only is for you to figure out how to get somewhere and discover alternative routes. A path sounds utterly boring.

Smash, in Suggestions for non Simonrim / Enairim total game overhauls?

You could also try new animations and combat overhauls, fitting that BFCO just released Also Apocalypse is a must have magic mod

kosmoz, in SKYBLIVION Development Diary 5

What an amazing project. I used to love Oblivion so much, but sadly the gameplay hasn’t aged very well…

kbal, in Skyrim's Got Talent - Improve As a Bard
@kbal@fedia.io avatar

Update: I got good at playing the flute. Only took 5 months of mostly forgetting to practice! In that way it's pretty realistic.

Smash, in Looking for some guidance on Grass Mods

I use Verdant together with Grass FPS Booster and Complex grass

I also did some tweaking, throwing together some other flora mods but for grass that’s mainly it

kbal,
@kbal@fedia.io avatar

Thanks for the recommendation. I've added Verdant and am liking it so far.

Also:
*Landscape Fixes For Grass Mods.esp
*Complementary Grass Fixes.esp
*NoGrassINCities.esp

... one or another of which probably helped make the roads stop being so ridiculously overgrown in places. I still have "3D Forest Grass" and "Skyrim Flora Overhaul" installed as well. Not really sure how they all interact, but whatever, grass is looking good.

Smash,

If you’re using MO2 you can simply check the conflicts of the meshes/textures or item records (using the plugin manager for MO2)

FollyDolly, in Looking for some guidance on Grass Mods
@FollyDolly@lemmy.world avatar

I have been out of the mod scene for awhile but I really liked Dense Grass. Doesn’t add in new plants just more of whatever was already there.

Smash, in This torch had purple texture when enable Smim and go away if I disable it

You can use more informative console to look up which mesh it is using and which textures it requires

ColdWater,
@ColdWater@lemmy.ca avatar

Thanks, I never heard of it before and it’s sound very useful

kbal, in This torch had purple texture when enable Smim and go away if I disable it
@kbal@fedia.io avatar

The actual smim textures don't have any .esp/esl and therefore aren't covered by loot, so you probably need to check/adjust that some other way.

ColdWater,
@ColdWater@lemmy.ca avatar

I did a complete reinstall of my mods list and it’s seem to not having any issue with missing texture, I still don’t know what causing it

kbal, (edited )
@kbal@fedia.io avatar

Right, but did you check the non-plugin load order? How to do it depends which mod manager you're using I guess, or if like me you're not using one then which order you install them in. (I couldn't get mo2 running on linux back when I started.)

SMIM should go early. You can see that it's not on the list you posted here.

ColdWater, (edited ) in This torch had purple texture when enable Smim and go away if I disable it
@ColdWater@lemmy.ca avatar

load order from loot

General Information

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Messages

  • Warning: You have not sorted your load order this session.

Skyrim.esm

  • Load Order Index: 00
  • Attributes: Active, Master Plugin

Update.esm

  • Load Order Index: 01
  • Attributes: Active, Master Plugin, Loads Archive

Dawnguard.esm

  • Load Order Index: 02
  • Attributes: Active, Master Plugin, Loads Archive

Dragonborn.esm

  • Load Order Index: 03
  • Attributes: Active, Master Plugin, Loads Archive

HearthFires.esm

  • Load Order Index: 04
  • Attributes: Active, Master Plugin, Loads Archive

Unofficial Skyrim Legendary Edition Patch.esp

  • Version: 3.0.15
  • Load Order Index: 05
  • Attributes: Active, Master Plugin, Loads Archive
  • Current Bash Tags: C.Climate, C.Encounter, C.ImageSpace, C.Light, C.Location, C.Music, C.Name, C.Owner, C.Water, Delev, Graphics, Invent, Names, Relev, Sound, Stats

Obsidian Weathers.esp

  • Load Order Index: 06
  • Attributes: Active, Loads Archive

Obsidian Weathers MCM.esp

  • Load Order Index: 07
  • Attributes: Active, Loads Archive

Obsidian Mountain Fogs For LE.esp

  • Load Order Index: 08
  • Attributes: Active

SMIM-DragonbornTernFix.esp

  • Load Order Index: 09
  • Attributes: Active

SMIM-DungeonsCliffsIceSkirts.esp

  • Load Order Index: 0A
  • Attributes: Active

SMIM-FarmhouseFlickeringFix.esp

  • Load Order Index: 0B
  • Attributes: Active

EnhancedLightsandFX.esp

  • Load Order Index: 0C
  • Attributes: Active

ELFX - Exteriors.esp

  • Load Order Index: 0D
  • Attributes: Active

ELFX - Weathers.esp

  • Load Order Index: 0E
  • Attributes: Active

ELFXEnhancer.esp

  • Load Order Index: 0F
  • Attributes: Active

Cathedral - WaterLE.esp

  • Load Order Index: 10
  • Attributes: Active

Fantastic Grasses.esp

  • Load Order Index: 11
  • Attributes: Active

Fantastic Grasses - v1.0 pine forest.esp

  • Load Order Index: 12
  • Attributes: Active

Fantastic Grasses - v1.0 volcanic tundra.esp

  • Load Order Index: 13
  • Attributes: Active

Imaginator BETA.esp

  • Load Order Index: 14
  • Attributes: Active

SkyUI.esp

  • Version: 5.1
  • Load Order Index: 15
  • Attributes: Active, Loads Archive

SRG Enhanced Trees Activator.esp

  • Load Order Index: 16
  • Attributes: Active

SLO_StoneWalls.esp

  • Load Order Index: 17
  • Attributes: Active

Spaghetti’s Cities - AIO.esp

  • Load Order Index: 18
  • Attributes: Active

Spaghetti’s Faction Halls - AIO.esp

  • Load Order Index: 19
  • Attributes: Active

Spaghetti’s Orc Strongholds - AIO.esp

  • Load Order Index: 1A
  • Attributes: Active

Spaghetti’s Palaces - AIO.esp

  • Load Order Index: 1B
  • Attributes: Active

Spaghetti’s Solstheim - AIO.esp

  • Load Order Index: 1C
  • Attributes: Active

Northern Farmhouses.esp

  • Load Order Index: 1D
  • Attributes: Active

Spaghetti’s Towns - AIO.esp

  • Load Order Index: 1E
  • Attributes: Active

ELFX Fixes.esp

  • Version: 6.1
  • Load Order Index: 1F
  • Attributes: Active
disheveledWallaby, in Mod Release - The Serpent's Covenant

Looking forward to it.

danciestlobster, in Mod Release - The Serpent's Covenant

Awesome! I’ll check it out, sounds cool

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