Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
It's a JK's Skyrim patch...
Most or all of them, they have issues - mostly navmesh issues.
I know... vanilla Skyrim cities looks like... villages (so small), but the ballance between stable game and visual cities' improvements... goes to the stable part.
JK cities have issues - it's long time known to most of the old modding users.
I personally using just those "Spaggetti - cities/villages" mods (AiO). The author simply is using the default cities stractures and just adding some clutter, objects, some nice visuals and NOTHING else, no new districts, no new houses, nothing.
(I'm not using also ANY interior "overhauls" for inns, shops, etc. TOO MUCH patches you need for that, so I don't want to fill my plugin slots with so many patches. Currently, I'm running a 800+ plugin build, when the 600 of them are just visual stuff - and esl flagged).
Well, so it's for a major Hold city patch.
Open your enbseries.ini and look for the header Grass Collision, just to make sure it is there, there should be about 5 or 6 lines for it.
The patch Iso was referring to was for
WiZkiD Parallax Farmhouses - https://www.nexusmods.com/skyrimspecialedition/mods/39185
Ah'vrie wishes you well. It is Fredas the 17th of Morning Star and thank the divines the weekend is nigh. It's another chilly predawn here on warm sands. The blessed moons have set, and it is once again time for this one to tend the inn. Excuse please while the fires are stoked, and fresh water is put to the flame...
Our brew of the day is Arpeggio, and the biscuits are chocolate chunk. Checking the hot sheets we have 40 new mods, mostly jiggles, patches, and pointy sticks. Let's see what catches an old cat's eye over a fresh cuppa or two.
freshbreadsticks released Bleak and Cold as a first mod. Welcome
https://www.nexusmods.com/skyrimspecialedition/mods/139224
"This ReShade Preset is designed to create a desaturated and bleak atmosphere with a bit of film grain. Best used with RAID Weathers and Community Shaders! No ENBs required."
Interesting that this is the second 'first' mod to address reshade presets for community shaders. The pictures tell the tale. Grey and desaturated. (Like the future of ENBs?)
tirol211 released Alteration - Open
https://www.nexusmods.com/skyrimspecialedition/mods/139251
"An Alteration spell that unlocks doors and containers, with success chance based on the player's mastery of Alteration." The old cat sort of likes the concept. Other than Magelight / armor it would be nice to have something basic to cast to buff Alteration in the early game. Locks? ... Interesting.
Let's see... 4M0ki released Noble Skyrim - Fixed Whiterun Roofs
https://www.nexusmods.com/skyrimspecialedition/mods/139269
"Just a minor fix. Added Transparency to the textures" Thanks, another minor thing the old cat never noticed that he now can't unsee. LOL
DraugrOfRagnarok released No Leveled Unique Rewards
https://www.nexusmods.com/skyrimspecialedition/mods/139275
"This mod eliminates the concern of your level affecting the power of these quest rewards."
"A common frustration in Oblivion and Skyrim is that unique quest rewards often become obsolete as the player levels up. This mod ensures you always receive the highest-level version of these specific items:"
The old cat preferes the use of a spell that allows the rewards to level with the player as opposed to getting way over powered rewards in the early game, but your game your way. Thanks.
And that will about do it for today. We'll finish up with a warning not a mod of the day.
Tidloas released xEdit script - Easy NPC Forwarder
"A xEdit script designed to preserve your preferred NPC appearances across multiple mods"
"🛑 CRITICAL WARNINGS 🛑
This script will PERMANENTLY modify your files
Created by a modder with limited knowledge (hello there!)
Your ESP order is CRUCIAL
Place your favorite mods "FIRST" in your load order
Run the script in REVERSE order of preference
It seems to be incompatible with vortex users, as I understand it. Perhaps you should avoid it if you are a vortex user"
Just don't even go there. Newbie modders publishing xEdit scripts Read the mod page carfully, then run away as fast as you can LOL
And there you have it. The fires are stoked, the kettles scrubbed, and the floors are swept. Have a seat by the fires and warm your bones. We-B-Open!
"A xEdit script designed to preserve your preferred NPC appearances across multiple mods"
Yes, that makes perfect sense - considering what the uploader posted about being too lazy and it's for other's who are too lazy.
I mean, why take a little while to do things right, if you can have an automated program do it for you and really bork things while you scratch your butt, pick your nose, or watch someone on youtube accept a dare to stick a wet finger in an electrical outlet?
And, as I often say, people like this are running nuclear power plants, making infrastructure design decision, and doing other essential and important work (that if they haven't already gotten a job working for Steam's IT team). Really makes you wonder (or perhaps, given the state of things, it doesn't).
That's mostly why I don't include skypatcher mods in my reviews, and I'm backing off of community shaders releases as well, now that we're looking at possible paywalls... Modding is changing, but I'm not sure where it's going is somewhere I want to end up.
I'll stick to learning and sharing the skills. At least for now. In another decade we'll all be throwing our modlists into the meat grinder and let the AI sort it out