[relz] Skyrim mods by kuertee (thread 2)

Post » Tue Nov 27, 2012 6:22 pm

details of changes (if any are of note) will always be in the 2nd post - the one below this.
orange: new or updated since the last time i edited this post.
? and bold: affects combat in one way or another - i.e. a combat mod.
All these mods are configurable. Details on how are in their full descriptions in their Readmes and on Nexus.

Actor behaviour mods
  • ?Fight or fly 0.67, 21 August 2012: http://skyrim.nexusmods.com/downloads/file.php?id=15223 Actors will flee when they start to lose a fight. You can loot NPCs that yielded by conversing with them.
  • Horse commands 0.721, 6 November 2012: http://skyrim.nexusmods.com/downloads/file.php?id=15225 Saddlebags. Horse AI (i.e. it stays or follows your depending on your situation). Sprint-charge. Horse encumbrance. Mounted followers.

Realism mods
  • ?Battle fatigue and injuries 0.629, 18 November 2012: http://skyrim.nexusmods.com/downloads/file.php?id=13241 Health loss can result in battle fatigue and injuries that require sleep to heal.
  • Eat and sleep 0.649, 18 November 2012: http://skyrim.nexusmods.com/downloads/file.php?id=13246 Need some way to make the flow of time a factor in your game? Exhaustion, hunger and thirst penalties are incurred when sleep, food and drink requirements are ignored.
  • Encumbering loot armour and weapons 0.624, 21 August 2012: http://skyrim.nexusmods.com/downloads/file.php?id=13247 You're not a pack rat and need some way to limit your inventory? Loot armour and weapons (i.e. unequipped) have encumbrance penalties.
  • Gold adjustment 0.613, 18 August 2012: http://skyrim.nexusmods.com/downloads/file.php?id=13248 Is gold in abundance in your game? Gold adjustment limits your income by adjusting gold acquired from chests, coin purses and quest rewards.
  • Professions 0.626, 18 November 2012: http://skyrim.nexusmods.com/downloads/file.php?id=18258 Perform the duties of your profession for peace of mind and bonuses to Health, Magicka and Stamina. Ignore them for penalties.
  • Skills-based damage and magnitude multipliers 0.5, 7 Aug 2012: http://skyrim.nexusmods.com/mods/21828/ Damage and magnitude are increased by a sliding factor from 1 to 5 depending on Skill
  • Vampirism tweaks 0.5, 15 Apr 2012: http://skyrim.nexusmods.com/downloads/file.php?id=15221 Disabled for now. Feed from dialogue, feed on newly dead NPCs, heal from feeding, blood-lust view, Vampirism stage progression bug-fix, etc.

Miscellaneous mods
  • Auto-first-third-person view 0.614, 27 November 2012: http://skyrim.nexusmods.com/mods/27452/ Automatically switches to your preferred view depending on these conditions: bow is drawn, ranged weapon is out, spell or staff is out, melee weapon is out, sprinting, sneaking, in interior or otherwise.
  • Auto-save and Time 0.618, 22 November 2012: http://skyrim.nexusmods.com/downloads/file.php?id=13239 Custom auto-save triggers, situation-dependant variable TimeScale, in-game and real-time alarm clocks
  • Actor events 0.5, 15 Apr 2012: http://skyrim.nexusmods.com/downloads/file.php?id=15219 Disabled for now. This is an ESM mod utility required by some of my mods. It tracks actors around the player.
  • Inventory and weight 0.5, 19 Mar 2012: http://skyrim.nexusmods.com/downloads/file.php?id=13244 Obsolete. This is an ESM mod utility required by some of my mods. It tracks the player's inventory and the weight of each item in it.

Utility mods
  • Actor details 0.5, 6 November 2012: http://skyrim.nexusmods.com/mods/26538 Logs detailed information (e.g. Actor Values, Active Magic Effects, possibly corrupt Actor Values) on actors and gives the player an opportunity to fix possibly corrupt Actor Values.

Troubleshooting my mods
Spoiler
  • You can reset my mod by typing {setpqv kuAFTPVQ resetNow True} (without the brackets) in the console. And replace AFTPV
    with the acronym of the mod. E.g. for Battle fatigue and injuries, the command line is {setpqv kuBFAIQ resetNow True}. Q
    stands for Quest.

  • When it resets it will ask you either reset all of its data or continue with the current data. Resetting all its data
    will remove all your configurations and set the mod as if you have first installed it.

  • You can check all the mod's data by typing {sqv kuAFTPVQ} in the console. You can check if your configurations were set
    in the mod properly with this. Again, replace AFTPV with the acronym of the mod.

  • If you find that your changes (with the command SETPQV or from executing the INI) does not appear in the mod, check the
    command again for spelling errors. Then try again.

  • If you find that resetting (with resetNow) and uninstalling (with uninstallNow) don't seem to work, the mod may have
    been suspended. It is best to simply start-over (i.e. reinstall the mod) after a "clean" save.

  • Creating a clean save:
    • If you can uninstall the mod from the console with {setpqv kuAFTPVQ uninstallNow True}.
    • Wait for the mod to confirm the uninstallation. It may take a minute. If no confirmation appears, then simply continue
      to the next step.
    • Save the game manually from the console by typing {save uninstalledMod}.
    • Uninstall all the mod's files (*.ESP, *.PSC, *.PEX) from the game folders. Make sure that none of the mod's Scripts are left.
      A mod manager like Wrye is best used for this.
    • Load the "uninstalledMod" save.
    • Save the game manually again from the console by typing {save cleanSave}. Because all of the mod's files were removed, all of
      its date will be "zeroed" in this game.
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BRAD MONTGOMERY
 
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Post » Tue Nov 27, 2012 11:54 pm

(reserved)
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Mimi BC
 
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Post » Tue Nov 27, 2012 3:16 pm

Hey there,
just popping in to say that I'm incredibly satisfied with Eat and Sleep and Fight or Fly.
Quality stable work as always!
Thanks!
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Julie Ann
 
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