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Maigrets
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Fessels wrote:It certainly sounds a whole lot better, especially the summon spell sounded better, not loud any more.
I'd say it's a big improvement overall, so much so that I'm definitely keeping it in my game. So many of the vanilla spell sounds are like nails on a blackboard.. ;-((

Falskaar patch 1.1.0 is out fixing a ton of things and adding some stuff. :-) Been waiting for this before going to Falskaar with my latest character.

Very long changelog:
spoiler:
Version 1.1.0

1.1.0 (August 15th, 2013)

--New Features and Content--

World
- Added a few new random points of interest in the wilderness.
- Updated LOD to match new content.

Misc
- Added more load screens.
- Added two "Buy all" options for decorating the player home. (One with secret, one without)
- New modified Outro video with the credits removed. PLEASE view the credits online after playing the mod. A lot of people helped make this possible, and they deserve recognition and support!

--Balancing, Bug Fixing and Polish--

Dialogue
- Added a missing script that prevented one of the "services" responses from showing the barter menu.
- Fixed dialogue condition so the line, "Sovngarde can wait, I'm outta here!" can only be said by Nords.
- "Nice to see you again." can now only be said after the main quest is completed. Assuring you've met the involved actors before.
- Fixed scripting issues that resulted in some bard songs being randomly played at invalid times. ("Glory to the Five" was played before beating the main quest, etc.)
- Fixed rare instances of missing topic text.
- Fixed many typos and grammatical issues in dialogue and text.
- Tweaked some general dialogue scenes to run more smoothly.

Quests
- Return objective in "Kind Blood" now properly refers to the 'letter' as a journal instead.
- Made Wilhard essential during "Fort Urokk" to stop him from being killed if using certain mods.
- Fixed faulty conditions preventing the player from learning all of Varrina's recipes.
- Added missing scripts so that Varrina actually hands the player another list of ingredients when asked.
- Bailun Priory is now added to the map when Agnar first asks you to speak to Thorlogh.
- "The Wanderin' Bard" book is now removed at the end of "Songs of the Dead".
- Helena's rare fabrics are now removed properly from the player's inventory.
- Added journal entires to "Lost Knowledge".
- Dream crystals are now properly removed during "Dreams in Oblivion".
- "The Deadliest Catch" is now properly stopped after completion.
- Tweaked "The Forgotten Depths" to try and prevent sequencing issues.
- Altered many quest markers and journals to improve the experience.
- Fixed a dialogue option in "A Craftsman's Finest" to loopback properly instead of ending dialogue.
- Wounded guard now gives you map marker for Mammoth Keep during "The Crusher's End".
- Removed several debug notifications.
- Tweaked scene conditions to prevent issues during "Welcome to Falskaar".
- Elite Guards during the main quest are no longer called "Bandits".
- Fixed many aspects of Harold's AI and packages.
- Fixed condition issues with Svea's ring dialogue in "A Fortunate Find".
- Fixed idle marker issues that caused the wounded guard to be unactivatable.
- The bandits at the docks now talk/yell/etc. Also varied them to include ranged enemies, and tweaked difficulty.
- Fixed a bug that prevented everyone from being present for the last scene in the main quest.
- Fixed package issues at the end of Fort Urokk.
- Improved directions at start of Fort Urokk with map marker, and additional quest markers.
- Fixed issues in Fort Urokk where the captives reacted to combat/etc.
- Added updated quest journal when searching Bearclaw Cave for the key that provides better hints as to its location.
- Unblock the temple door after completion of the main quest, allowing players who wander in afterwards to leave.
- Agnar should now always be in his manor when the player returns from Borvald to prevent scene issues.
- Sitting in the wrong chair at the start of a meeting should no longer stop the scene from completing. It should also no longer cause the actor whose chair you are in to stand for the entire scene.
- Followers now properly leave the temple with you after the finale.
- Tweaked the section in Volkrund Keep to hopefully run a bit more smoothly.
- Ensured that all actors are present at the end of Lost Knowledge.
- The group should now run towards the temple during "The Heart of the Gods" instead of aimlessly meandering through the valley.
- Fixed a whole host of teleporting/popping in and out issues during the end of "An Army of Greed".

World and Levels
- Fixed navmeshing issues all over the place.
- Fixed shadow stripping issues in Hjalmar Armory.
- Removing the first torch in Sunken Skull Barrow now properly disables the light source, instead of the cave wall.
- Fixed z-planing scaffold in the Pinevale Mines, and added additional supports.
- Lowered the teleport marker in the Warthm's Edge Caverns so that there is no longer a 'landing' sound when loading in to the cell.
- Fixed various rock gap issues around the land.
- Fixed a floor gap in the Warmth's Edge Caverns.
- Greatly improved the appearance of the hot springs cliff edge, and fixed a section of river with improper water height.
- Added a dropdown navmesh to the trapdoor in the Falskaar Lighthouse so followers drop down after you.
- Flipped the chests in the secret area of Brittlerun Cave so that they are no longer backwards.
- Added north markers to all interiors in Amber Creek that were missing them.
- Removed a floating road segment just outside of the Northern Pass.
- Fixed Ruins of Holmr exit trapdoor exploit.
- Fixed Stoneridge Watch exit enchanting table exploit.
- Fixed border region cutting into playable area south of hot springs.
- Concealed floor gaps in the Ruins of Vizemundsted.
- Fixed floor gaps in Watervine Chasm.
- Fixed several visual issues in Hjorgunnar Manor.
- Refinalized all exterior navmesh to hopefully fix a lot of issues.
- Hid the local map for the passage in Kalrun Monastery until entered.
- Fixed roombound issues in the Reinaldur's Farmstead.
- Reduced the shader count in the Reinaldur's Farmstead to reduce flickering/black lighting.
- Fixed roombound/culling issues in Horndew Lodge.
- Tweaked how the boss fight in the Halls of the Dead is trigger to prevent issues.
- Balanced the boss fight in the Halls of the Dead, making it a touch easier in some stages.
- Fixed a gap under the load door at the start of the Ruins of Vizemundsted.
- The gates around Mountain Mist Temple should now be properly open/closed after completing the main quest.

Misc
- Added an ownership faction to the priory and it's horses. Completing "Dreams in Oblivion" now adds the player to this faction, giving access to the owned items.
- Fixed a large amount of spelling and grammer issues in text and dialogue.
- Removed specific times from the bandit journal in Echo Deep.
- Tweaked journal/book prices to make more sense.
- Added 'test' to test copy actor names to make console work easier.
- Wrote new shorter description for Champion's Spirit so it no longer clips, and fixed effect description issues.
- Balanced Champion's Spirit - now lasts 15/20/25 seconds for 1/2/3 words, respectively.
- Included custom nif for the Pinevale sign to eliminate conflict issues, and the need for a texture set.
- Jarrik's Crusher can no longer be disenchanted.
- Tweaked Wulf's boat travel script to reduce issues some had with it.
- Normalized music to better match vanilla music volume.
- Fixed issues that prevented proper investment with Svea's store.
- Set Jalamar's persistent location.
- Fixed several script errors.
- All owned beds are now properly marked as owned.
- Fixed the infamous 'night insects' sound loop bug.
- The Dark Brotherhood should no longer be able to kidnap the player until "Passage Home" is completed.
Some humans would do anything to see if it was possible to do it. If you put a large switch in some cave somewhere, with a sign on it sayingEnd Of The World Switch PLEASE DO NOT TOUCHthe paint wouldn't even have time to dry. Terry Pratchett
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Maigrets wrote:I'd say it's a big improvement overall, so much so that I'm definitely keeping it in my game. So many of the vanilla spell sounds are like nails on a blackboard.. ;-((

Falskaar patch 1.1.0 is out fixing a ton of things and adding some stuff. :-) Been waiting for this before going to Falskaar with my latest character.
And i was just going to mention the new Falskaar patch. :grin:


EDIT: Warning...just saw this on the description page of Falskaar.
A 1.1.1 hotfix was supposed to go up tonight, but the Nexus had some issues and I was unable to upload it. I'll try again tomorrow morning when I wake up, so the file should be up and available in about 12 hours. (noon UTC -6) I strongly recommend waiting for that if you're going to download or update the mod.
Yeah there will always be people who are so * begin sarcasm * brilliant * end sarcasm * that they do not see how stupid they actually are.
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EDIT: Warning...just saw this on the description page of Falskaar.
A 1.1.1 hotfix was supposed to go up tonight, but the Nexus had some issues and I was unable to upload it. I'll try again tomorrow morning when I wake up, so the file should be up and available in about 12 hours. (noon UTC -6) I strongly recommend waiting for that if you're going to download or update the mod.
What a coincidence. :) I just arrived at Riften a few minutes ago, chasing after Esbern. I spoke to the quest starter for Falskaar, but then I had to make a quick exit out of town because I didn't notice it was a full moon and the change started...lol. I should just be able to go back a save just before entering Riften...and notice the moon this time.


EDIT: It's up. I'm downloading as I type, hoping it doesn't terminate early or be a corrupt archive like my attempts today to get the 1.1 patch. To quote AJV "Nexus had some issues" is a huge understatement. And here's the weekend again, although weekdays are just as bad these past months. ;-((
Some humans would do anything to see if it was possible to do it. If you put a large switch in some cave somewhere, with a sign on it sayingEnd Of The World Switch PLEASE DO NOT TOUCHthe paint wouldn't even have time to dry. Terry Pratchett
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Maigrets wrote:EDIT: It's up. I'm downloading as I type, hoping it doesn't terminate early or be a corrupt archive like my attempts today to get the 1.1 patch. To quote AJV "Nexus had some issues" is a huge understatement. And here's the weekend again, although weekdays are just as bad these past months. ;-((
Well it took me around 9 minutes to download v1.1.1, which is not that bad i think. But they indeed still have problems with the site i agree. Switching to cluster servers made things better then it was before...but it still happens on a nearly daily basis that i need to reload a mod page quit a few times before it loads properly. So yeah they still have problems that are annoying.
Yeah there will always be people who are so * begin sarcasm * brilliant * end sarcasm * that they do not see how stupid they actually are.
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I'm going to give this a try with my current character. Image

Undeath
http://skyrim.nexusmods.com/mods/40607/ ... w%3D&pUp=1

I've already taken Alistair down the road of Necromancy. He harvests body parts from the dead and can now create his own skeleton army...need more perks for the advanced stuff, but getting there. This mod will probably cure his lycanthropy, but I'm going to make a named save before installing anyway in case because it's going to be updated and someone has mentioned the mod needs cleaning and has a deleted navmesh.

I've said before I have no interest in being a vampire, they are abominations in the eyes of my werewolf. However, becoming a Lich sounds very enticing for this character.

Trouble is I find it very difficult to be totally evil no matter what class I play. I usually always take a neutral or good dialogue choice in quests if available, except when talking to Delphine and then sadly I can't tell her to drop dead. :hang:

:-( The trials of being a werewolf, and now possibly a Lich, with a conscience and morals... :roll: Or maybe could seen another way...my monstrous self only preys on the weak minded like bandits, opposing necromancers and basically anyone who would attack me in human form. That's my story and I'm sticking to it...lol.
Some humans would do anything to see if it was possible to do it. If you put a large switch in some cave somewhere, with a sign on it sayingEnd Of The World Switch PLEASE DO NOT TOUCHthe paint wouldn't even have time to dry. Terry Pratchett
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Maigrets wrote:I'm going to give this a try with my current character. Image

Undeath
http://skyrim.nexusmods.com/mods/40607/ ... w%3D&pUp=1

I've already taken Alistair down the road of Necromancy. He harvests body parts from the dead and can now create his own skeleton army...need more perks for the advanced stuff, but getting there. This mod will probably cure his lycanthropy, but I'm going to make a named save before installing anyway in case because it's going to be updated and someone has mentioned the mod needs cleaning and has a deleted navmesh.
Hmm certainly looks like a interesting Lich mod, thank you for the link. :)
Maigrets wrote:I've said before I have no interest in being a vampire, they are abominations in the eyes of my werewolf. However, becoming a Lich sounds very enticing for this character.

Trouble is I find it very difficult to be totally evil no matter what class I play. I usually always take a neutral or good dialogue choice in quests if available, except when talking to Delphine and then sadly I can't tell her to drop dead. :hang:
Well i took Vokun-Tuz on the road of the Werewolf and while doing the Eldergleam quest made use of the bodies from those two pilgrims there. :twisted: As for playing truly evil...yeah that is not easy for me as well, but i definitely are going to try doing so in the future. But whether i succeed in that will be decided when that time comes.
Maigrets wrote::-( The trials of being a werewolf, and now possibly a Lich, with a conscience and morals... :roll: Or maybe could seen another way...my monstrous self only preys on the weak minded like bandits, opposing necromancers and basically anyone who would attack me in human form. That's my story and I'm sticking to it...lol.
Hey using their own methods to kill them is a perfectly valid method to defend yourself. ( And get some snack time while your at it. lol )
Yeah there will always be people who are so * begin sarcasm * brilliant * end sarcasm * that they do not see how stupid they actually are.
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Well i took Vokun-Tuz on the road of the Werewolf and while doing the Eldergleam quest made use of the bodies from those two pilgrims there. :twisted: As for playing truly evil...yeah that is not easy for me as well, but i definitely are going to try doing so in the future. But whether i succeed in that will be decided when that time comes.
well, I must say since embracing the beast I have also been less fussy in my meals. :grin: If I come across a group of Thalmor or Imperials or Stormcloaks in their camps I'll wipe them out, except for the essential leaders, but one day I'll get the mod that removes that annoying essential tag. Besides if I kill them all it might put a stop to the Civil War earlier than expected and Tullius and Ulfric might have to fight each other...lol.

I accidentally wiped out half of a Khajiit camp last playthrough when I was a Khajiit myself. When I say accidentally, it was because I just got back from Falskaar to be greeted by a magma dragon, Elite Stendarr, werebears and anything else that hadn't spawned and wanted to kill me while I was away. It was hilarious. :lol:

I've been keeping up with the Undeath mod comments before I play tonight and it seems it might not remove my wereblood, but it would remove a vampire's state because you can't be more than one type of "undead."

The only "issue" I have so far with the necromancy path is my created skeletons attack the wolves that are friendly to me via Werewolf Mastery. Well, I guess I can't have it both ways....now if I see wolves before they see me I try to make sure to avoid them when my skellies are with me, except the skellies have a wide aggro range.

As for being truly evil....most unimportant NPC's respawn anyway so it's like recycling......good for the environment. Image
Some humans would do anything to see if it was possible to do it. If you put a large switch in some cave somewhere, with a sign on it sayingEnd Of The World Switch PLEASE DO NOT TOUCHthe paint wouldn't even have time to dry. Terry Pratchett
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Maigrets wrote:well, I must say since embracing the beast I have also been less fussy in my meals. :grin: If I come across a group of Thalmor or Imperials or Stormcloaks in their camps I'll wipe them out, except for the essential leaders, but one day I'll get the mod that removes that annoying essential tag. Besides if I kill them all it might put a stop to the Civil War earlier than expected and Tullius and Ulfric might have to fight each other...lol.
LoL that would be something to see those two fight it out. :grin:

As for those essential NPC's, did you ever try this mod...SM Essential Kills
Maigrets wrote:I accidentally wiped out half of a Khajiit camp last playthrough when I was a Khajiit myself. When I say accidentally, it was because I just got back from Falskaar to be greeted by a magma dragon, Elite Stendarr, werebears and anything else that hadn't spawned and wanted to kill me while I was away. It was hilarious. :lol:
I remember you mentioning that, they where indeed really out to get your character. :)
Maigrets wrote:I've been keeping up with the Undeath mod comments before I play tonight and it seems it might not remove my wereblood, but it would remove a vampire's state because you can't be more than one type of "undead."
Well that is good, since you have no love for Vampires any way. :)
Maigrets wrote:The only "issue" I have so far with the necromancy path is my created skeletons attack the wolves that are friendly to me via Werewolf Mastery. Well, I guess I can't have it both ways....now if I see wolves before they see me I try to make sure to avoid them when my skellies are with me, except the skellies have a wide aggro range.
How dare they. :angry: :-)
Maigrets wrote:As for being truly evil....most unimportant NPC's respawn anyway so it's like recycling......good for the environment. Image
LoL that is one way of looking at it. :grin:
Yeah there will always be people who are so * begin sarcasm * brilliant * end sarcasm * that they do not see how stupid they actually are.
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I like the look of this for when I next play as a warrior. Large quest dungeon with a lot of new content. I doubt I'll be playing as Conan or Arnie though. Too many muscles for my liking...lol. Also someone mentioned in the comments that Arnie has signed on fro a new Conan movie. Interesting.

Conan the Barabarian
Some humans would do anything to see if it was possible to do it. If you put a large switch in some cave somewhere, with a sign on it sayingEnd Of The World Switch PLEASE DO NOT TOUCHthe paint wouldn't even have time to dry. Terry Pratchett
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Yeah saw that one just a few minutes ago, looks well made al right.
Yeah there will always be people who are so * begin sarcasm * brilliant * end sarcasm * that they do not see how stupid they actually are.
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I was going to try to go without followers this time, except for my Husky :) but this one I can't pass up. He's a fully voiced Khajiit with over 2000 lines of spoken dialogue and his own quests. I watched the videos and the voice sounds excellent, maybe even better then the default.

He's purple (or Indigo) but apparently there's a reason for that and it's part of his dialogue.

Inigo


Apparently the file needs cleaning and the author is going to upload another file so I'll wait for that. It'll be awhile before I get to him anyway since he's in Riften jail.
Some humans would do anything to see if it was possible to do it. If you put a large switch in some cave somewhere, with a sign on it sayingEnd Of The World Switch PLEASE DO NOT TOUCHthe paint wouldn't even have time to dry. Terry Pratchett
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LoL that sentence he says on one of the screenshots..."Dragons smell better when they do not try to eat me. " :grin:
Yeah there will always be people who are so * begin sarcasm * brilliant * end sarcasm * that they do not see how stupid they actually are.
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Fessels wrote:LoL that sentence he says on one of the screenshots..."Dragons smell better when they do not try to eat me. " :grin:
Actually I'm trying him out and enjoying it quite a lot. He's so much better than vanilla followers and feels like a real person at times with the comments he makes and awareness of where he is and even what I'm carrying in my inventory. He doesn't get in my way at all which is another bonus.

If the talking gets too much he has an amulet which can be added to his inventory which stops him from talking, but that would be a pity since he's such a colourful character....besides his colour... :grin:
Some humans would do anything to see if it was possible to do it. If you put a large switch in some cave somewhere, with a sign on it sayingEnd Of The World Switch PLEASE DO NOT TOUCHthe paint wouldn't even have time to dry. Terry Pratchett
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I've been giving SweetFX a tryout. It's not an ENB as such but works in a similar way I think. Even on the basic default settings the game looks so much better. However, the default settings don't really do much for colour at least as far as I can see so I still use the Imaginator. SweetFX can't be used with Antilag unfortunately, but I'm starting to wonder if that really did anything or I was imagining it. I believe SweetFX will work with HiAlgo though, but I'm going to read up on it more tomorrow.

SweetFX


I downloaded a Preset someone made and posted in the comments but my game wouldn't even try to start with it enabled. It's probably for a video card more sophisticated (ie powerful) than mine. Like I said the default settings make a noticeable difference and I'm pretty sure I see no loss in performance.
Some humans would do anything to see if it was possible to do it. If you put a large switch in some cave somewhere, with a sign on it sayingEnd Of The World Switch PLEASE DO NOT TOUCHthe paint wouldn't even have time to dry. Terry Pratchett
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Well i tried SweetFX once, and i did not like it. It did something awkward with the lighting outside that i did not like one bit.
Yeah there will always be people who are so * begin sarcasm * brilliant * end sarcasm * that they do not see how stupid they actually are.
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Fessels wrote:Well i tried SweetFX once, and i did not like it. It did something awkward with the lighting outside that i did not like one bit.
Whatever that was then hasn't happened to me. Maybe it was an earlier version. Anyway it's likely I'll remove it at some point in my quest for better performance.

I'm thinking about unpacking all the mods I have that have BSA's to loose files so I can run Texture Optimizer or DDSopt on them hoping it will improve some issues I'm having.
Some humans would do anything to see if it was possible to do it. If you put a large switch in some cave somewhere, with a sign on it sayingEnd Of The World Switch PLEASE DO NOT TOUCHthe paint wouldn't even have time to dry. Terry Pratchett
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Maigrets wrote:
Fessels wrote:Well i tried SweetFX once, and i did not like it. It did something awkward with the lighting outside that i did not like one bit.
Whatever that was then hasn't happened to me. Maybe it was an earlier version. Anyway it's likely I'll remove it at some point in my quest for better performance.

I'm thinking about unpacking all the mods I have that have BSA's to loose files so I can run Texture Optimizer or DDSopt on them hoping it will improve some issues I'm having.
It is possible that it was an earlier version, but still. And i do not know whether DDSopt can do it, ( Have not used that ever since i started using Texture Optimizer. ) but for texture optimizer you do not have to unpack the BSA, it will optimize the textures inside the BSA itself.
Yeah there will always be people who are so * begin sarcasm * brilliant * end sarcasm * that they do not see how stupid they actually are.
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The effect I'm getting with SweetFX is like the FXAA blur but nicer, and there's also a DOF effect which looks really good in the rain or fog. It works well with COT and Realistic Lighting. I have AA and AF off completely for performance even before using SweetFX or anything like it. That's why I like the FXAA effect because it smooths out the jaggies and isn't so resource intensive.


After reading up on DDSOpt I'm going to leave that one alone. It's not very user friendly.

The trouble with researching issues is there are often conflicting opinions on a given subject even by well known modders. I read somewhere that it's not a good idea to use Text Opt on BSA's which is why I was going to extract them. Then I read a page on the STEP forum that advises it so.... :-o At least Tesxt Op makes a backup in case of disaster.

I have to find out why my game goes crazy when I get near a group of NPC's or a town or city or I'm going to go crazy. It's the NPC's that are the problem becasue if I have more than one follower and my dog it also causes stuttering when I look around. Obviously it's textures..armour, body etc, but they haven't changed for a very long time and this never used to happen. ;-((
Some humans would do anything to see if it was possible to do it. If you put a large switch in some cave somewhere, with a sign on it sayingEnd Of The World Switch PLEASE DO NOT TOUCHthe paint wouldn't even have time to dry. Terry Pratchett
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Well ever since i started using Texture Optimizer i have hat no problems with optimizing BSA's, and yeah it is a great thing Optimizer makes a backup. :)

I am sorry to hear you have such stuttering, i really hope you find a solution quickly. :-(
Yeah there will always be people who are so * begin sarcasm * brilliant * end sarcasm * that they do not see how stupid they actually are.
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Okay i thought i would not like it ( Pure Waters fan. :) ) , but this evening i installed Realistic Water Two.



Now granted i have only been able to see some of it in Amber Creek so far but it did not look all that bad with the medium textures. :)
Surface water of the river next to Amber Creek.
Image

Under water view.
Image
Once i get to the docks i will see what the ocean will look like, of which i will show screenshots in my screenshot thread. :)
Yeah there will always be people who are so * begin sarcasm * brilliant * end sarcasm * that they do not see how stupid they actually are.
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