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Gopher's Minions

Sup3rNo7a

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Everything posted by Sup3rNo7a

  1. Sup3rNo7a

    Did you know. Steam game delete cleans out your saves?

    If you have the Steam Cloud services enabled then you might be able to recover your save data from that. When I re-installed Payday 2 to give it another try a little while back (after Gopher and them gave it another try), I was able to recover my save data and progress for that game via the Steam Cloud.
  2. Yeah, a chest sensor or maybe a belt censor would be a great way to solve the orientation problem Gopher was talking about. As to the video itself and his using the left and right renders, I liked it, personally. I don't have the motion sickness that others do, so that's not a worry for me, but I appreciated him having both eye-views shown. I do wish there was some way to merge the two views into one image, though, even if it was just crudely overlapping one eye's view with the other, though that would likely leave a somewhat noticeable seem. Even if it came out as a 4x3 video rather than a 16x9 aspect ratio, though, it would be better than the split view imo.
  3. I've never really understood the point in making mods ESM files. Other than ensuring that they come before everything else in the load order, is there any actual technical benefit to them being ESM files over ESP files?
  4. Aye, Master locks are tough (as they should be), but at least they're doable, even without any Lockpick skill investment. I did always understand Gopher's dislike of having to do the minigame mechanic for hacking/lockpicking in Fallout 4 because not only did you need enough perks to even attempt it, but you also needed to play the minigame on top of that. In Skyrim, you can attempt to pick any lock at any time, even if you somehow gave yourself 0 points (instead of the base 15, I think) in lockpicking, it would just be more difficult. Unless there's a mod that also applies a perk investment requirement to pick locks like in Fallout, the only way to avoid the minigame that I'm aware of is to use a mod that just makes it easy (no need to fiddle with angle of the pick, just turn it and it's unlocked), but at that point you might as well install a mod that just unlocks every door/chest in the game by default, or gives you a master key or something that instantly opens every lock in the game.
  5. I'd be amazed if TK Dodge doesn't get installed and tested during this stream.
  6. I feel like he would break less lockpicks if he spent more time paying attention during the picking and less time complaining about the mechanic. I never even bother taking any perks in the Lockpick tree when I play Skyrim because it's just so easy to do. I've only broken 1 pick so far I think in my current playthrough, and that's with having picked several apprentice locks and a couple of experts.
  7. Disable auto-updates in Steam (make it so it's update only on launch), and any time you see that Steam wants to update Skyrim, go to the game folders and make a copy of the Skyrim.exe. That way you can re-apply the previous one to keep playing until SKSE64 updates.
  8. Torches are infinite for other NPCs as far as I know, they only burn out for the player after 4 minutes if held for the entire duration (you can see in SSEEdit the duration for torches is 240 seconds). Unequipping the torch at any time resets the timer, so you get a fresh 4 minutes when you re-equip it. That could account for people rarely noticing/having issue with torches burning out because they just don't keep them equipped for long enough at a time.
  9. @Gopher Clearly Lenny just needs to show how skilled a thief he is by swiping a torch from a guard's hands without him even noticing it's gone. Also, I'd recommend installing an "infinite torch" mod, or similar to make them last longer. Torches only last 4 minutes in the vanilla game, and I've no doubt it'd be really frustrating for you to finally find a torch only to have it go out before you even finish Lenny's monologuing his joy at finally finding a torch (funny, but long-term very frustrating).
  10. The issues they were having with the stairs and stuff is exactly why they should have extended the 2nd floor out across the entire house when they were making it (and then just opening it back up with the hole cutter). Nothing wants to line up right because they didn't build up evenly. lol
  11. I was giving NAT a try myself until the stream, and I have since switched to Obsidian myself (although a new one called Aequinoctium is making a strong case) and like it a lot better than NAT. NAT was neat and had some neat features, but it basically got rid of the godrays/volumetric lighting that SSE has, and I didn't like that.
  12. It's a shame that the coin seems to have to hit the ground and bounce before it'll actually start flipping end-over-end, but for all I know that might not have even been possible.
  13. Wish I could get this "soulgem torch" idea I'm trying to make to work. :/

  14. I'm surprised there isn't a key you can press/hold while laying out the "floor plan" to enforce 90* angles for the corners. Seems like a fairly simple no-brainer feature that should be there to me.
  15. As I was watching this, I REALLY didn't understand why they didn't just extend the floor all the way out so that it covered the larger living area below as well. Then, if they wanted to open it up so that it had a vaulted ceiling, to use the hole-cutter to do so like they did for the opening for the stairs. It would have probably saved them a lot of headache getting the walls and now roofs placed properly.
  16. I had forgotten about the urn-smashing quiest, so when I saw the title I thought he was randomly going to find a nice outfit for himself in some dungeon urn. lol
  17. Pretty sure it was: ELFX + Exteriors + Enhancer for all-around lighting; and Obsidian Weathers for weather.
  18. I just used that as an example of damage. I haven't tested DA vs Giant Club myself.
  19. In fairness, Death Alternative does induce a Bleedout state first (down-to-one-knee) before the actual Blackout occurs, giving your character at least a chance to recover before being fully defeated, but a lot of it is customizable in the MCM menu and can be tweaked to peoples own preferred settings. It is possible to still be killed even with DA installed if your settings allow for it, such as if an enemy hits you with a particularly powerful attack (lets say, a Giant slamming his club into you could still insta-kill you, if your settings allow for it). There are a couple bugs, as others have stated, so if he ultimately chose to not use the mod because of that then I'd completely understand. I just wish (hope?) he at least gave it a solid look before dismissing it like he did during the modding stream when it was first brought up (where he immediately refused it when Quarico mentioned it thinking it was a "Dark Souls" type of supernatural respawn-and-recover-your-stuff mod).
  20. I liked the way Vivid Weather's looked well enough, but it felt like it was just CONSTANTLY raining for me with that mod installed, so I decided to switch to NAT - Natural and Atmospheric Tamriel, and the actual weather balance feels a lot better with that mod to me. However, I did have to edit NAT myself because I didn't like the interior lighting that NAT included, and I didn't like how NAT basically seemed to get rid of SSE's volumetric lighting/godrays, so I deleted the changes that NAT made to interiors and to volumetric lighting. As a plus, NAT also has in-game settings that you can change via spells (no MCM menu) similar to Vivid Weathers, so that's another possibility.
  21. This was partly why I was hoping he would look into using Death Alternative. Instead of simply loading a save upon being defeated and using supernatural "premonitions" as his reason for knowing what's about to happen and why he's doing things again, he would have instead woken up either right back outside the Ratway, having been robbed and dumped/left for dead by the baddie, or at a nearby Inn or something having been found and rescued by someone (possibly with some of his stuff now missing, of course).
  22. The one I use (and tweaked slightly for personal preference) ONLY effects the values for the player-character's various movement speeds. I know there's one called just "Immersive Movement" that seems harsher than the one I use, but for me it makes things feel better. It doesn't really affect combat at all other than maybe making it harder to escape/chase something down without sprinting, and it shouldn't really have any effect/interaction with other mods unless they also change movement speeds.
  23. There's 2 mods I think Gopher should install: 1) No NPC Greetings - Makes it so that NPCs have to be a lot closer to you before they'll start their random radiant interactions with you (helps prevent roaming NPCs from talking over other NPCs as they walk by you). 2) Immersive Movement Speed - Makes the character walk faster (instead of the snails pace the PC walks by default) so you can more closely match NPC walking speeds, and slightly slows down the running/jogging speed so you don't constantly outrun NPCs that are already running themselves (though Gopher could probably tweak these values himself as well) unless you sprint.
  24. The actual Nexus download version of that mod doesn't work anymore. You need to be using the one provided in the comments section, and it needs to be installed as instructed (ie, manually).
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