The Arms Ep III

Heading back to Ragol ? Maybe ..

    Skyrim Mods

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    Darkstone

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    Re: Skyrim Mods

    Post by Darkstone on Mon Jan 16, 2012 5:52 pm

    Nope, I`m Darkstone on Beth too, a lot of people make that mistake as we both do screenies Smile ... and I saw you lurking on TESA the other day lol!
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    Visage

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    Re: Skyrim Mods

    Post by Visage on Wed Jan 18, 2012 1:56 pm

    Realy want the "Sephs Hand to Hand Animation Replacer" like I had in Oblivion. Sad


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    Visage

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    Re: Skyrim Mods

    Post by Visage on Wed Jan 18, 2012 11:22 pm

    I know no will agree but I think this is brillient.


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    Fenon

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    Re: Skyrim Mods

    Post by Fenon on Thu Jan 19, 2012 10:02 am

    The model is brilliant, I wouldn't use it though because half your body is in the back of that giant head when you ride it.

    This mod looks kinda cool:
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    Visage

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    Re: Skyrim Mods

    Post by Visage on Thu Jan 19, 2012 1:25 pm

    Oh I love that, not what I was expecting at all, I thought it was going to be the one with that American wrestler guy.

    I’ve also seen one were the mud crabs have been turned into one of the Sponge Bob characters.
    I can hear Stony shouting SACRILEGE! from here. Very Happy


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    Darkstone

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    Re: Skyrim Mods

    Post by Darkstone on Thu Jan 19, 2012 3:15 pm

    No comment...
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    Darkstone

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    Re: Skyrim Mods

    Post by Darkstone on Mon Jan 23, 2012 4:22 pm

    Patch 1.4 should be out by the end of the month and it looks pretty good especially as Beth have been looking at mods such as Skyboost and TesVal and are recompiling the .exe themselves.The update will also fix a whole host of quest bugs and the CK should also be shipping. Smile

    Full patch list HERE


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    Darkstone

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    Re: Skyrim Mods

    Post by Darkstone on Mon Jan 23, 2012 9:45 pm

    Patch 1.4 is available as a Beta on Steam, Patch News


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    Visage

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    Re: Skyrim Mods

    Post by Visage on Mon Jan 23, 2012 9:55 pm

    Really? Blimey they said they were going to foo that but I didn't think it would be implemented so soon.
    So I can connect to steam again without fear of auto update, that's good to know.


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    Darkstone

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    Re: Skyrim Mods

    Post by Darkstone on Mon Jan 23, 2012 10:11 pm

    Just be aware the patch will break mods like Skyboost/TesVal and SKSE. A new version of SKSE should be released later today/tonight


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    Visage

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    Re: Skyrim Mods

    Post by Visage on Tue Jan 24, 2012 1:00 am

    So far feedback is very positive with performance gains above what Skyboost/TesVal were giving.

    Not tried it myself yet will wait to see what develops.


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    Visage

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    Re: Skyrim Mods

    Post by Visage on Wed Jan 25, 2012 1:54 am

    Tried the beta patch, fps on the Dragonreach steps went from Skyboost 40 with high settings to beta patch 45 on *ultra !!! Shocked , *running ult with AA off and shadows to high.
    So far no isseues, getting a smooth 60 just about everywhere and thats with mods including 2K Textures. Amazing, just shows how bad the original code was. Mad

    My systems on the limit though, for a while now I’ve been going into task manager and stopping unnecessary processes before playing, if I don’t I’ll get long loads, stuttering and freezing. The only way I could wring anything else out of it would be to bump up my gpu to one with 2gb.

    Ill have to see what essential mods the creation kit brings Suspect


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    Visage

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    Re: Skyrim Mods

    Post by Visage on Wed Jan 25, 2012 9:39 am

    Edit to above.


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    Darkstone

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    Re: Skyrim Mods

    Post by Darkstone on Wed Jan 25, 2012 3:38 pm

    I`m really looking forward to the CK and you can expect a lot of good things in the future. Darkrider at TESA is working flat out compiling the first tutorial for using the CK so why not join the class when it appears and start modding yourself ? Smile


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    Visage

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    Re: Skyrim Mods

    Post by Visage on Wed Jan 25, 2012 4:56 pm

    I’ll give the CK a look if only to gain some incite into what’s involved, but apart from nicking your idea and crating the Ragol Arms somewhere in Skyrim, I’ve not got a scooby as to what I’d want to create/mod. But it would be nice to use photoshop for something other than work.


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    Fenon

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    Re: Skyrim Mods

    Post by Fenon on Wed Jan 25, 2012 9:49 pm

    First thing you do is make a sexy Fen companion, and then mod him the power to make all female shop owners give you free stuff.
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    Darkstone

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    Re: Skyrim Mods

    Post by Darkstone on Sun Jan 29, 2012 5:20 pm

    Much better favourites menu, its actually useable now Smile



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    Visage

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    Re: Skyrim Mods

    Post by Visage on Sun Jan 29, 2012 9:02 pm

    I know its "Categorized Favourites Menu" Is that an update or have you customised it? I’ve not touched the set up I just use the CFM set up that “better sorting” uses.
    But tI'm using a pad so no hot keys for me.


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    Fenon

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    Re: Skyrim Mods

    Post by Fenon on Sun Jan 29, 2012 9:24 pm

    Is there a hotkey or mod that let's you use potions without going into any menu's (Once it's set up)?
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    Darkstone

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    Re: Skyrim Mods

    Post by Darkstone on Sun Jan 29, 2012 10:53 pm

    @ Fen, highlight your potion in the menu and press F to mark it as a favourite, close the menu and press Q , highlight your potion and press 1 - 8 , this will act as your hotkey. Ingame press whatever number you assigned to use the potion.

    @ Vis I started editing my own cfg but then I found THIS which more or less does what I was after.


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    Fenon

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    Re: Skyrim Mods

    Post by Fenon on Sun Jan 29, 2012 11:01 pm

    Darkstone wrote:@ Fen, highlight your potion in the menu and press F to mark it as a favourite, close the menu and press Q , highlight your potion and press 1 - 8 , this will act as your hotkey. Ingame press whatever number you assigned to use the potion.

    @ Vis I started editing my own cfg but then I found THIS which more or less does what I was after.

    Cool thanks that will be very helpful.
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    Visage

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    Re: Skyrim Mods

    Post by Visage on Sun Jan 29, 2012 11:44 pm

    Darkstone wrote:@ Vis I started editing my own cfg but then I found THIS which more or less does what I was after.

    When I first installed it I hoped for a column for each magic discipline, I’ll be giving that a go later. Very Happy


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    Fenon

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    Re: Skyrim Mods

    Post by Fenon on Mon Jan 30, 2012 12:20 am

    Slight problem with that setting potions to numbers, it only works once, when there is a stack of more than one item it unbinds the item after you use one.
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    Darkstone

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    Re: Skyrim Mods

    Post by Darkstone on Mon Jan 30, 2012 12:30 am

    Fenon wrote:Slight problem with that setting potions to numbers, it only works once, when there is a stack of more than one item it unbinds the item after you use one.

    Cant say I ever had that issue


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    Visage

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    Re: Skyrim Mods

    Post by Visage on Mon Jan 30, 2012 12:59 am

    Yep like it, I moved restoration along to the end, it's a definite improvement to what I was using.


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