[WIPRELz] PISE - Pluto's Improved Skyrim Experience Thread #

Post » Sun May 20, 2012 8:17 am

With all your hard work, im still not going to use it. you are changing way too much.

And? Its kept modular for a reason

What is it with people on these boards that makes them post about mods they dont like.. If you dont like it, dont use it...
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Isabell Hoffmann
 
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Post » Sun May 20, 2012 2:26 am

Enjoying the changes to version 0.70. Can't wait to see what tweaks you come up with in the next version.
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Devin Sluis
 
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Post » Sun May 20, 2012 4:40 pm

With all your hard work, im still not going to use it. you are changing way too much.

Not making anyone use it? I'm intentionally keeping every separate - you don't have to use the mod, nor any component of the mod, you don't want too. If you want a part of it, there's nothing forcing you into using all of it. ;)

If you don't like it, that's fine too. I don't expect everyone to jump on it.

I'm updating the documentation, I've gotten the components separated out, so expect the release pretty soon. I'm not sure how balanced it is, so I'd definitely like some feedback. Let me know! I can't test every situation, most of my numbers are theoretical.
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Adriana Lenzo
 
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Post » Sun May 20, 2012 1:10 am

*Sigh*....Looks like another restart is looming. Too good to pass up restarting with a new version.
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Manny(BAKE)
 
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Post » Sun May 20, 2012 8:27 am

Update the mod as much as you like, more choices and improvements is always better. If someone does not like the fact it gets updated a lot they can just stick with the current version and check in again 4 months from now and pick up the latest.
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Dezzeh
 
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Post » Sun May 20, 2012 11:58 am

I'm planning on getting a release later tonight, but I really need some opinions;

Should Thalmor (normal guys only) have access to glass? Or only bosses?
Should vampires (non-boss) have access to scaled armor?
Should warlocks have access to anything higher than enchanted orcish daggers?

Well high level thalmor could have some glass...maybe that would be one way for people to know they were high level. One question I had does this mod tone down or take out the auto scaling? I have it on now, and it seems scaling is still there. I do use the optional, and really like the vendors being more reasonable and loot is a little more rare. Overall this is the mod I have been using, but its still a bit easy and I don't want to turn on cheesy master or expert difficulty levels. Dragons are still easy etc....
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Mackenzie
 
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Post » Sun May 20, 2012 9:14 am

With all your hard work, im still not going to use it. you are changing way too much.

Help, Pluto's come to my house & threatened to beat me up if I don't use PISE!!! :rolleyes:

Good thing I was gonna do that anyway, huh? :hehe:
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Jamie Lee
 
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Post » Sun May 20, 2012 8:46 am

New version's up. Balance is.. untested. So, let me know. :wink:




Well high level thalmor could have some glass...maybe that would be one way for people to know they were high level. One question I had does this mod tone down or take out the auto scaling? I have it on now, and it seems scaling is still there. I do use the optional, and really like the vendors being more reasonable and loot is a little more rare. Overall this is the mod I have been using, but its still a bit easy and I don't want to turn on cheesy master or expert difficulty levels. Dragons are still easy etc....

There's some auto-scaling. It's lessened in this, though NPC's still are fully scaled, some zones are higher than the player level.

When we have DLL up and running, we'll have a much better method for that. :)
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Enny Labinjo
 
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Post » Sun May 20, 2012 2:55 am

MMMMM untested balance! Delicious testing ahead :D
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Jarrett Willis
 
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Post » Sun May 20, 2012 3:00 pm

Hehe ;) That's the testing I need. No tedious work here, just playing the game and reporting the experience.
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Maya Maya
 
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Post » Sun May 20, 2012 8:17 am

And? Its kept modular for a reason

What is it with people on these boards that makes them post about mods they dont like.. If you dont like it, dont use it...

Agree, what he said sounds ungrateful. And with how imbalanced the vanilla version is, I'm sure more (a lot more) change will happen to it once CK released. The game has so much potential yet has so many flaws.
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Dawn Porter
 
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Post » Sun May 20, 2012 6:21 am

w3e comp patch? sorry for the bother... :D
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HARDHEAD
 
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Post » Sun May 20, 2012 3:55 pm

w3e comp patch? sorry for the bother... :biggrin:

It's updated inside .80. :) Doesn't include adding all of them to the NPC lists, though.. That'll come later.
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maria Dwyer
 
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Post » Sun May 20, 2012 2:00 pm

Excellent.... Will test and report back :)
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Genevieve
 
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Post » Sun May 20, 2012 8:51 am

Hey Pluto, I'm getting CTDs at the main menu screen again...I have the strings folder in my data folder, that's where it's supposed to be, right? Could it be my load order? (that's just what order you transfer the files to the data folder, right?) BTW I'm also using Realistic lighting & Snotgurg's useful food.
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Darrell Fawcett
 
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Post » Sun May 20, 2012 4:29 pm

Hey Pluto, I'm getting CTDs at the main menu screen again...I have the strings folder in my data folder, that's where it's supposed to be, right? Could it be my load order? (that's just what order you transfer the files to the data folder, right?) BTW I'm also using Realistic lighting & Snotgurg's useful food.

Should be fine on my end. There's a changed strings file, did you make sure to get the new ones? Let me double check real quick.. :tongue: Load order shouldn't create any issues. Load order is the order in which the files are loaded, so if files change the same stuff, only the last mod loaded is actually used as the changes. No conflicts with RL, I dunno on the food.

Edit: Both plugins requiring strings load fine here with the exact files in the package. And I know the rest of the mod loads fine.. <_>
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Matt Bee
 
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Post » Sun May 20, 2012 11:21 am

Still haven't got it working...I got rid of the food mod, made sure my strings folder was the new one, and switched to the separated files instead of the main, no idea what could be wrong. :banghead:

Deleted everything down to vanilla, still won't start, so something has gotten messed up somewhere...guess I'll have to re-install. My question is will that restore my main/data folders to default?
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willow
 
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Post » Sun May 20, 2012 2:00 pm

OH.

Did you delete the default skyrim strings?

Mine should be placed in additional to those, so you wouldn't want to delete the old strings folder and stick in the new.
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chirsty aggas
 
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Post » Sun May 20, 2012 9:50 am

I downloaded this from Nexus tonight and installed it (easily, I might add). Very nice work (but I was a big fan of FCOM). As soon as I can, I'll endorse it. You've made quite a mod already without the CK. :)

Thanks for making this.

~ Dani ~ :)
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MISS KEEP UR
 
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Post » Sun May 20, 2012 11:33 am

OH.

Did you delete the default skyrim strings?

Mine should be placed in additional to those, so you wouldn't want to delete the old strings folder and stick in the new.

I'm not sure, but I must have. Are they in the data folder? Anyway I know better now :biggrin: Re-installing.

Edit--yes I remember now...I deleted the old strings folder before adding the new. I figured it was just what had been added in .70 ...won't be doing that again.
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Dewayne Quattlebaum
 
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Post » Sun May 20, 2012 12:04 pm

Plutoman, my hat goes off to you, good sir. I consider your brainchild, PISE, along with Xenius' XCE, Icepenguin's A Quality World Map -With Roads-, Mysty's Balanced Magic, and Alexander Blade's Skyboost to be truly must-have mods. I'm not trying to advertise those peoples' mods in your thread, but I know that I often find mods I like by seeing what mods people refer to in threads for mods I currently use. (mod . . .mod modmodmodmod!!)

You've all made Skyrim an entirely different, enjoyable experience (along with a host of other mods, but I feel that the above listed really stand out.) Keep cranking out the updates, I'm becoming addicted to improving my Skyrim experience!
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aisha jamil
 
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Post » Sun May 20, 2012 8:49 am

and Squall Leonhart's Skyboost to be truly must-have mods.

Alexander Blade made it
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Tyler F
 
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Post » Sun May 20, 2012 4:35 pm

Is it possible to have the enemies utilize more intelligent path-finding; especially if they are unable to reach you would it be possible to have them retreat? I was fighting a Frost Atronarch in the Bonechill cavern who was too dumb to realize he couldn't walk through a narrow coorridor, but it didn't stop him from trying. He just kept trying to run-towards me but was stuck so I pegged him off with arrows and spells.
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Marlo Stanfield
 
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Post » Sun May 20, 2012 3:00 am

Alexander Blade made it

Thanks for the correction, edited :biggrin:
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Evaa
 
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Post » Sun May 20, 2012 1:45 pm

OK, now I've got it working... :celebration: And I learned one more thing about installing mods. :biggrin:
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natalie mccormick
 
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