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 Pack Features

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Excited for V4?
Are you kidding me?That's epic!
69%
 69% [ 29 ]
Yes ... kind of!
12%
 12% [ 5 ]
Does it have to take that long?
7%
 7% [ 3 ]
No, i don't care anymore!
2%
 2% [ 1 ]
Meh!
2%
 2% [ 1 ]
Blank vote (aka i just want to see the results)
7%
 7% [ 3 ]
Total Votes : 42
 

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PostSubject: Pack Features   Sat Apr 30, 2016 12:43 pm

Pack features as of V4.2 :

◘900 active mods while playing the game
•At least 400 hand picked texture mods and combined textures
•About 450 or more .esp and .esm merged into approximately 130 .esp and .esm's
•Everything in a proportion of 80% to 90% was re-textured in some way
•Close to 3000 mods,tools, scripts etc were used in some way in the 1 and a half years it took to put the pack together.
-mergesBuilt=78|pluginsChecked=703|pluginsFixed=53|pluginsMerged=381|
(If someone wants to count the active merged esp's please feel free do so,i would like an accurate number as it's more than above)
•Rock solid performance and stability
•Almost all aspects of the game was overhauled and improved
•All mods where reinstalled and updated to their latest versions
•All mods are now handled by MO
•Game can be made as immersive or un-immersive as you want it to be
•More control over what mods you want or don't want into your playthrough
•Game can be as easy as you want or a complete nightmare where any single mistake will lead to your death
•Lots of new optional high quality textures for a lot of things (clothes|armors|weapons|creatures|NPC's|Plants)
•Optional mods are tagged as so,this way people people will lower end GPU's or CPU's will still be able to play the pack and people with serious hardware will be able to enjoy it fully and the way it was meant to be played.
-A comprehensive guide (FAQ,Q&A,performance tips etc) will be available on the forum in the near future
•Massive combined perk trees overhauling the default perk trees in a big way.
•Huge selections of new enemies and new enemy variation
•Improved enemy AI, enemy spell and perk repertoire (yes they will be deadlier, yes they will use a lot of spells, yes they'll chase you over long distances, yes they'll see you from further distance during they day and harder at night, yes they'll use potions and healing spells)
•Creature and NPC's will come in different sizes raging from small to huge
•Some animals will have cubs with them
•Some animals were given shiny new fur(you'll know when you see them)
•Lots animals, monster and NPC's were given textures improvements (4x vanilla)
•Dragons also received new spells and behaviors which you can tweak directly from the MCM menu
•New life injected into towns,villages and even on roads in the form of new travelers, patrols,vendors, pilgrims, mercenaries, apothecaries, knights ,citizens, laborers ,cats, dogs, bugs, insects and more
•Towns were also overhauled to also give new life to them, you'll see a lot of new vendors with their own stalls, you'll also see a huge variety of new clutter, plants and flower, cloth lines and more, they will now feel like veritable functioning towns.
•Customize weapons positioning and dual wielding overhauled for both you and the NPC(daggers on hip,ankles,back hip etc)
•Overhauled economy and trade routes for all of Skyrim, you'll find out that life is more expensive and vendors prices will be a lot higher, they will also pay less for goods that are easily available in the surrounding area/hold.
(eg a merchant in a hold will pay 1500 for a certain item but another from another hold might pay 500 or less in another)
•Jewels,jewelry are now more valuable as they should.You can now cut the jewels in different sizes and craft a huge variety of jewelry(5000 or more pieces) and even make jeweled and golden clothes which as you might imagine will be very valuable.
•Pelts will also be valuable and you can customize their value.
•New complex hunting and skinning system that can replace the vanilla looting system for animals and more
•Camping and survival experience with 2 new separate perk trees and more
•Eating,drinking and need for sleep and more
•You can now cut trees and destroy rocks to complement the campfire and survival mods
•Dynamic loot system that you can adjust including rare and unique armors, rare weapons, tempered weapons, gold drop rate and more
•You can now loot every nook and cranny of Skyrim including barrels,crates,woodpiles and more
•Plants and alchemy ingredients will give more product in a logical way
•There's a very small chance that coin purses will contain gems or rare gems
•If no one sees you stealing an item it's not considered stolen (uncaught thief = fair merchant?)
•High quality body's for both males and females
•Overhauled NPCS with better hair/eyes/body/morphs/skin etc
•90% of NPC's will wear high quality cloth/armors etc, some that you probably never seen before.
•Dialogue was overhauled on the character end so your character doesn't sound like an illiterate tree stump that can't string more that 4 letter long sentences
•You can now also perform interactions with NPC's like ask them to barter with you,help you or follow you, but this will depend greatly on your speech skill.
•Your character male/female can also talk and the voice can be changed from the MCM menu,it won't be for all your actions but it adds that much needed immersion
•You character can sound exhausted when life, stamina or magika gets to low (this can also be customized)
•Lots of new NPC that feel like they were supposed to be in the game, some are just interesting to talk to, some give you small quests and some can even become your companions
•Huge selection of new bows,longbows and crossbows
•New fletching system that will allow you to make arrows
•Arrows can pierce body's or even bounce of some armors
•Arrows will fly to where your aim is when releasing
•Huge selection of new armors
•Huge selection of new weapons
•Huge selection of new cloths and robes
•Almost every crafting menu was overhauled in some way
•Fauna and flora overhauled in many ways and with some ini tweaks it looks amazing while also keeping it performance friendly
•Water has been greatly improved in both textures and behaviour
•Weather will be more varied and immersive
•Better animations for all actions (i won't go into details here because there to much to write)
•Huge selection of hairs, beards, eyes and character customization's.

◘There are a lot more features,fixes and things involved making this pack but this has already turned into a wall of text and i don't want to bore you to death if you would like to know even more |See this thread|
*The best way see the changes is to play it for yourself.
*Any screenshots,videos and reviews after the pack is launched will be greatly appreciated
*I would like to thank everyone who stuck it out, waited and supported this project for the 2+ years since it was started, i hope you'll continue to enjoy it and maybe will all be here if/when V5,V6 or more comes out.

•New video updates on YouTube will begin with "SPM .........."
*Can you point me to your YouTube channel i'm new here or i don't know about it.
*Sure •Rotten's YouTube channel

◘RM explained RM can stand for ◘

-Rotten Modified (contains mod modifications to suit or complement the pack,modified in some way to play nicely)
-Rotten Merged (merged mods to save on on .esp limit and contribute to stability)
-Re-Merged (Rebuild the 100+ esp merges from the old pack using the new method)
-If you see a "•RM•" or "RM" after mod name in MO you can safely assume it's been merged or modified.(example Merged Hair and Beards •RM•)

Check out : |Modlist|List of merged mods|Screenshots|Video Updates|Benchmarks|

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Last edited by RottenDub on Wed Jun 22, 2016 9:22 am; edited 39 times in total
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PostSubject: Re: Pack Features   Sat Apr 30, 2016 4:30 pm

Thank you for your support, good luck with everything Skyrim or personal stuff.
Great cheers mate :)
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PostSubject: Re: Pack Features   Sun May 01, 2016 2:34 am

Looks great Rotten - As you know (and others may not?) I have followed all your Mod packs since 204 Mod pack days (Damn that was long ago). 
You never cease to stun me with the improvements you keep making.

As usual (just me being me :)) - I have a number of questions - as I know this game and your previous packs rather well. And its fun comparing them and seeing the "guts" of the matter in detail. 

1 - Did you make a Modwat.ch page for this yet? 

2 - "Removed some un-immersive mods" 
What type of Mods are un-immersive (changed from 203v3)? 
Not asking for a list - simply a "type"? 
And "Add more mods that allow for better immersion" again type???

3 - "New massive perk trees" - Harder, easier, balanced??? One mod or many?

4 - "Switch the old unofficial patches with the standalone legendary one" 
Yahoo finally - Did you have to patch many mods?

5 - "Put my created combat,death and main menu music mods as optionals" 
Personally I like them - but as for "optionals" - I feel the more the better in that respect. 
Are they in the Data folder or MO Mods section - for the optionals?

6 - "Bunch of new tools to play with" and "Fix or remove any mods that contain any sort of errors (this is now possible thanks to new tools and error detection)"  and "Rebuild all of my merged esp with better tools"
Tools are fun - What tools?

7 - "Merge mods until the list of active esp in MO right pane is under 100 or less (wish me luck)" 
Good luck - There :))
I assume you are keeping all similar mods together in the merged mods, armour, textures etc - and not mixing up differebt types of mods in each merged file?

8 - "Try and move all or most of the used mods so they can be managed by MO left pane (wish me luck again)"
Not wishing you luck on this - just do it!!! 
Biggest plus I have read so far!!! 
Damn I cannot say how much I want you to do that. 
Makes such a difference for us as players or your packs. Thanks you!

Really looking forward to using this pack!!!!!!!!!!
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PostSubject: Re: Pack Features   Sun May 01, 2016 2:57 am

Wow that was a detailed answer/question/s :)

1.Not yet i'm having problem with that page for about 3 months now but a modlist will serve it's purpose less and less as i merge stuff
and the only way to see what mods are used in a merge is to hover over them in MO right pane

Here's the bulk of the work i did so far...some other stuff behind the scenes also...but you should get an idea.



Each of the merges are tested and working flawlessly,tomorrow I'll be going slower and going into the mods that contain scripts or more scripts anyway.

2.Removed the rich merchants, the wealthy suppliers with lot of crafting goods, the ones that hanged around the house also having crazy amounts of inventory

-Also created a separate merged patch for the tera and bless armors so you can use them or not with a simple click
-More but i did so much shit today that i forgot :)

•What i'll add?
Probably a lot of animations if all work out, some lootable stuff that wasn't lootable before, and i'll see what else i can find.

3.Used 9 mods+patches to create a esp with a single massive perk tree with some custom ini's and tweaks.Good luck getting all the perks.
(check the spoiler in the perks part above)

4.About 2 so no :)

5.In Mo mod section one after the other.

6.Primary Merge Plugins, Champollion , BSAUnpacker , BSAopt x64

7.You assumed correctly.

8.Will try...

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PostSubject: Re: Pack Features   Sun May 01, 2016 3:32 am

1.Not yet i'm having problem with that page for about 3 months now

- Arrrghhh - I know? 
The photo helps - Guess I'll have to wait? 
Doesn't hurt to ask :))

2.Removed the rich merchants, the wealthy suppliers with lot of crafting goods, the ones that hanged around the house also having crazy amounts of inventory

"crazy amounts of inventory" - That is true. Glad to see it gone actually!
Can "rich merchants" be added back (by users) safely? 

"More but i did so much shit today that i forgot :)"
Hehe - Thanks!!! :))

3.Used 9 mods+patches to create a esp with a single massive perk tree with some custom ini's and tweaks.
Good luck getting all the perks.

Seriously? Damn - only you would do that! :)
What did that take you 10, maybe 15 minutes to do!!! Hahaah
Impressive!

4.About 2 so no :)
Really? 
Did you use USLEEP Swap Masters Script by matortheeternal  for merging? Or something else?

5.In Mo mod section one after the other.
F@cking epic!!!!!! 
Thanks so much - yippy!

6.Primary Merge Plugins, Champollion , BSAUnpacker , BSAopt x64
Champollion - I have never heard of? Will have to look it up. 
BSAUnpacker -Did you mostly edit textures and .dds files?
BSAopt x64 - Never used it - is it hard to use?

7.You assumed correctly.
:))

8.Will try...
:)) :)) :)) :)))

Thanks for the detailed answer Rotten
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PostSubject: Re: Pack Features   Sun May 01, 2016 3:47 am

•The rich merchants should be safe to add right now, but not sure after i find some economy balancing mods.
•Managed to merge the perk tree fairly fast because all the mods were tested in previous attempts at beta 2 ...guess you learn from rollbacks also
•Didn't use no scripts to switch masters, guess i got lucky.
•Used the Bsa tools because i had to manually delete all(80-90%?) of the skimpy armor meshes(they were installed with NMM and i don't have that installed anymore [7months maybe]) and replace them with vanilla meshes from the Skyrimmeshes.bsa,then find some high quality replacers for some of them as good armor meshes are hard to come by...anyway it was a huge pain in the ass, game me a huge headache, but meshes seem to be pretty good as far as i've tested.

Cheers man!

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PostSubject: Re: Pack Features   Sun May 01, 2016 3:57 am

The rich merchants should be safe to add right now, but not sure after i find some economy balancing mods.
- Maybe a lower load order and a custom Tes5edit patch will help. Pretty easy for me to do. 
Thanks

 delete all(80-90%?) of the skimpy armor meshes
- Can you save that file(s) - as I am the "minority"(possibly) that actually wants to use it again? 

Cheers
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PostSubject: Re: Pack Features   Sun May 01, 2016 4:03 am

@Twistty wrote:
The rich merchants should be safe to add right now, but not sure after i find some economy balancing mods.
- Maybe a lower load order and a custom Tes5edit patch will help. Pretty easy for me to do. 
Thanks

 delete all(80-90%?) of the skimpy armor meshes
- Can you save that file(s) - as I am the "minority"(possibly) that actually wants to use it again? 

Cheers

Well the files are gone but you can get Remodeled Armor for CBBE Bodyslide HDT(3 files) and then easily merge them to 1 esp and they should work just fine(they will overwrite some of the stuff i added but nvm), sadly some the more rare and custom ones are gone, can't even remember where i got them as they weren't from nexus.

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PostSubject: Re: Pack Features   Sun May 01, 2016 12:22 pm

Where can we download this mod pack compilation. I have searched multiple forum posts and spent time trying to find an FAQ that is related to this board and not the FAQ on how to operate a basic message board FAQ before asking here. I am assuming they have been taken down at this rate or hidden for xyz reasons?
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PostSubject: Re: Pack Features   Sun May 01, 2016 6:02 pm

chickenbuckets wrote:
Where can we download this mod pack compilation. I have searched multiple forum posts and spent time trying to find an FAQ that is related to this board and not the FAQ on how to operate a basic message board FAQ before asking here. I am assuming they have been taken down at this rate or hidden for xyz reasons?

Hello! You can find it on "kat.cr" by searching for "Skyrim Perfectly Modded 600+Mods Beta 1"

Beta 2 is still in development.

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PostSubject: Re: Pack Features   Tue May 03, 2016 8:49 pm

Thanks for the changelog updates, good luck with all that :)
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PostSubject: Re: Pack Features   Tue May 03, 2016 8:54 pm

@VikingTeacher wrote:
Thanks for the changelog updates, good luck with all that :)

1 video uploading to YouTube as i type,1 more coming later today! 91 active esp's (WIP)


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PostSubject: Re: Pack Features   Tue May 03, 2016 8:56 pm

My birthday is on Saturday and you are already contributing to it! Exciting :p
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PostSubject: Re: Pack Features   Tue May 03, 2016 8:59 pm

@VikingTeacher wrote:
My birthday is on Saturday and you are already contributing to it! Exciting :p

Glad you feel that way man!

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PostSubject: Re: Pack Features   Tue May 03, 2016 9:58 pm

It is good to see that is in active again man! 

Eagerly awaiting for the launch! :)
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PostSubject: Re: Pack Features   Tue May 03, 2016 10:21 pm

@douglas-as wrote:
It is good to see that is in active again man! 

Eagerly awaiting for the launch! :)

Currently working on a tweaked sunrays video will be up in a flash.

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PostSubject: Re: Pack Features   Wed May 04, 2016 4:43 am

(Roughly) how many weeks (or months) you think beta 2 will take to finish?

I know unexpected things can happen (from having to start over, to real life or any random thing, even a PC dying), and no rush. Just curious.

The pack is looking really awesome so far :D
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PostSubject: Re: Pack Features   Wed May 04, 2016 5:09 pm

@Vendayn wrote:
(Roughly) how many weeks (or months) you think beta 2 will take to finish?

I know unexpected things can happen (from having to start over, to real life or any random thing, even a PC dying), and no rush. Just curious.

The pack is looking really awesome so far :D

I really don't know man,ill have to buy new PC parts after i move cause i can't take the whole case with me,and i don't know how much the merging and testing of the mods will take as it will be MASSIVE compare to Beta 1 with a lot more mods that have to be merged,tested,merged,tested, as i've said i don't want to say something then not be able to do it.

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PostSubject: Re: Pack Features   Wed May 04, 2016 5:19 pm

Thank you for keeping your motivation on anyway, you'll do a great job and we'll be ready to give some reviews ^^
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PostSubject: Re: Pack Features   Thu May 05, 2016 10:26 am

Ok.. So I've decided to wait for Beta 2...


Looking gorgeous so far Rotten.. It will be worth the wait no doubt.
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PostSubject: Re: Pack Features   Thu May 05, 2016 6:26 pm

@Tarikko wrote:
Ok.. So I've decided to wait for Beta 2...


Looking gorgeous so far Rotten.. It will be worth the wait no doubt.

Thanks Tarikko!

Here's a quick update :
Load order already at 90 from almost 200,everything is tested and working like they should and i'm working to make it shorter.



Even had the time to search for some textures and optional mods that you can safely un-select



A look at the updated merged mods as of 05.05.2016.



Will work towards merging more mods and moving/merging/reinstalling all the mods to be managed by MO.

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PostSubject: Re: Pack Features   Fri May 06, 2016 2:24 pm

Wow Rotten - this is looking like it will be the most customizable version of any of your mod packs thus far!!!

As always I am excited to try it out - but this one - even more so than 206v1 or v3!!!!

Not sure how much time you have before the move??? 

But could you upload a "test" version of what you have before you get (disconnected)? 

Really really want to check this one out!!!!!!!!!!!

Ps. The YouTube video you posted where you stopped on each mod pack and showed all that was merged inside was - very helpful to understand what you have done thus far!!

Exciting
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PostSubject: Re: Pack Features   Fri May 06, 2016 2:48 pm

@Twistty wrote:
Wow Rotten - this is looking like it will be the most customizable version of any of your mod packs thus far!!!
As always I am excited to try it out - but this one - even more so than 206v1 or v3!!!!
Not sure how much time you have before the move??? 
But could you upload a "test" version of what you have before you get (disconnected)? 
Really really want to check this one out!!!!!!!!!!!
Ps. The YouTube video you posted where you stopped on each mod pack and showed all that was merged inside was - very helpful to understand what you have done thus far!!

Thanks Twistty, I've decided not to move anymore for financial reasons,canceled the plane tickets and all.
Updated to SKSE 0.1.7.3 and everything seems to be working fine.
What was the mods that you can't live without? I'll give them a look.
The new merging method will give a lot of information about the merge including if the merge had any failures,what files are in the merge,what record were re-numbered,the plugin's merged,the final plugin and readmes from the mods if they had any.



And even if the new process is a little more complex is also more safe and should help a lot because of the way it copies assets and compiles scripts.Recently managed to merge RND,Frostfall,Hunterborn,Dragnarok and more into a single .esp so i have have hopes for this :)

Also progress is done at a very nice pace,currently working on the [immersive parts] , merging,testing,merging,testing :)



The YouTube video might be a little behind the times as a lot more has been done.


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PostSubject: Re: Pack Features   Fri May 06, 2016 3:10 pm

Damn!

I guess the FPS will be even more high as everything will be tailor-made and optimized more than ever. (especially with your grass settings being modified and other stuff).

I've read you were running the game with a solid 50fps, so we will finally have less issues than before I suppose (regarding the graphic drivers version I've read you think the latest will be stable now).

A great summer in perspective for us all :-p
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PostSubject: Re: Pack Features   Fri May 06, 2016 4:36 pm

I've decided not to move anymore for financial reasons,canceled the plane tickets and all.
I'll hopefully be able to talk to you about that "somewhere else"??

Updated to SKSE 0.1.7.3 and everything seems to be working fine.
Thank the heavens -  wow that is great news!!!!!!!  
Really - Thanks so much!!! 
It make a BIG difference when trying to add our own Mods! :))


What was the mods that you can't live without? 

Skimpy armor and mods, and mods that make NPC's look stunning and beautiful aside.......
- Extensible Follower Framework - for Followers (but can be added by myself now) But.....:))

http://www.nexusmods.com/skyrim/mods/12933/?


and my favorite "cheat" mod ...

AddItemMenu - Ultimate Mod Explorer 
http://www.nexusmods.com/skyrim/mods/64905/?

https://www.youtube.com/watch?v=3bhb3hb37B8


The new merging method will give a lot of information about the merge including if the merge had any failures,what files are in the merge,what record were re-numbered,the plugin's merged,the final plugin and readmes from the mods if they had any.

With all these changes - Skse1.7.3, Usleep, Mod updates and ease of customization - I feel you just may have made the mod pack I have looking for. 
(Well at least one that I can truly make "MINE") Minus "Skimpy armor and mods, and mods that make NPC's look stunning aside......." Hehe
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PostSubject: Re: Pack Features   Fri May 06, 2016 5:17 pm

Is there a  mod where we can have a pet which can sell items from its inventory like in Torchlight II?
That would be really convenient, less Role Play but practical.
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PostSubject: Re: Pack Features   Fri May 06, 2016 5:34 pm

@VikingTeacher wrote:
Is there a  mod where we can have a pet which can sell items from its inventory like in Torchlight II?
That would be really convenient, less Role Play but practical.

Yes there should be several but i can't remember right now.

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PostSubject: Re: Pack Features   Sun May 08, 2016 6:50 pm

Rotten, i forgot to ask, how many mods you want to leave this version?

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PostSubject: Re: Pack Features   Sun May 08, 2016 7:34 pm

@douglas-as wrote:
Rotten, i forgot to ask, how many mods you want to leave this version?

Leave? I don't understand,can you reformulate the question?

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PostSubject: Re: Pack Features   Mon May 09, 2016 12:01 am

@RottenDub wrote:
@douglas-as wrote:
Rotten, i forgot to ask, how many mods you want to leave this version?

Leave? I don't understand,can you reformulate the question?
Sorry, how many mods there will be in this version? +500? +600?

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PostSubject: Done?   Wed May 18, 2016 11:00 pm

Beta 2 is now completed.
A test save will be started.If after 48h of gameplay pack will have 0 CTD, modpack will be uploaded.
Upload date : ???


Check out : |Modlist|List of merged mods|Screenshots|Video Updates|Benchmarks|

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PostSubject: Re: Pack Features   Thu May 19, 2016 12:23 am

Olala!
I will refresh your KAT user profile every hour ^^
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PostSubject: Re: Pack Features   Thu May 19, 2016 12:25 am

@VikingTeacher wrote:
Olala!
I will refresh your KAT user profile every hour ^^

Don't bother just of now, i can't play 48h str8...life stuff comes first.
Then there's list and features to write,installation instructions, still have to write/edit tutorials, have to make a complete "proper mod config for beta 2" so everyone has everything at hand...list goes on.

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PostSubject: Re: Pack Features   Thu May 19, 2016 12:26 am

Yes I imagine my man, that's what I said I "will" ^^
You did a biggy.
Good luck.
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PostSubject: Re: Pack Features   Thu May 19, 2016 12:29 am

@VikingTeacher wrote:
Yes I imagine my man, that's what I said I "will" ^^
You did a biggy.
Good luck.

When the pack is up i'll post that it is don't worry and send a newsletter for those who care enough to be subscribed to it ;)

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PostSubject: Re: Pack Features   Thu May 19, 2016 1:41 am

The next epic moment is at last arriving!! Can't wait to start again skyrim with your pack!
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PostSubject: Re: Pack Features   Thu May 19, 2016 1:59 am

@VikingTeacher wrote:
Olala!
I will refresh your KAT user profile every hour ^^
If anyone on Rotten's forums ever need help on KAT with anything - but sure to add me, or send me a PM. 

https://kat.cr/user/Twistty/

Same avatar if you are looking.
Cheers
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PostSubject: Re: Pack Features   Thu May 19, 2016 2:32 am

@Twistty wrote:
@VikingTeacher wrote:
Olala!
I will refresh your KAT user profile every hour ^^
If anyone on Rotten's forums ever need help on KAT with anything - but sure to add me, or send me a PM. 

https://kat.cr/user/Twistty/

Same avatar if you are looking.
Cheers

I'll vote for this guy :P

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PostSubject: Re: Pack Features   Thu May 19, 2016 4:39 am

That's amazing Rotten, I didn't suppose you would finish anytime near already. :D I can wait forever though, I'm already feeling awesome and as if I'm playing just from reading about your enhancements.  I don't think I ever would have used Mod Organizer to this level of its potential on my own, you've obviously put so much thought into this. x-x Please definitely take your time on the instructions, not a shadow or smell of any doubt.  After all of your work, I hope you can finally feel content to play the game!
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PostSubject: Re: Pack Features   Thu May 19, 2016 5:13 am

@Tenka wrote:
That's amazing Rotten, I didn't suppose you would finish anytime near already. :D I can wait forever though, I'm already feeling awesome and as if I'm playing just from reading about your enhancements.  I don't think I ever would have used Mod Organizer to this level of its potential on my own, you've obviously put so much thought into this. x-x Please definitely take your time on the instructions, not a shadow or smell of any doubt.  After all of your work, I hope you can finally feel content to play the game!

Don't have the hardware yet...still missing a GPU,CASE and probably a PSU,but i'll get there one day ;)

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PostSubject: Re: Pack Features   Sun May 22, 2016 9:19 pm

Hey Rotten,

I've been lurking around the forums recently and just really appreciating the work you've put in. Right now I got a question, I was going to get back into Skyrim however I do not want to play vanilla. 
Therefore would you recommend starting a play-through on the V3 Modpack or should I wait for the completion of this one ?
I'm guessing that the V3 saves wont be compatible with the new V4 so I'm not sure if it's worth it.
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PostSubject: Re: Pack Features   Sun May 22, 2016 10:47 pm

V4 is literally a week away, just wait
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PostSubject: Re: Pack Features   Sun May 22, 2016 11:02 pm

@TheLotus wrote:
V4 is literally a week away, just wait

Oh alright, cheers, I think im going to check out the Fallout 4 Modpacks , give that ago while waiting for V4.
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PostSubject: Skywind+Perfectly Modded   Mon May 23, 2016 3:06 am

I'm gonna excited about the possibilities of using this mod whenever Skywind is done. Skyrim and Morrowind combined with this pack would be freaking amazing. Even now it already is damn near perfect, so thank you very much.
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PostSubject: Re: Pack Features   Mon May 23, 2016 10:04 am

Can you play both mod packs together??

I think you will bump into many compatibility issues.. im no expert.. perhaps someone can chime in
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PostSubject: Re: Pack Features   Mon May 23, 2016 11:28 am

@ShadowFyre wrote:
I'm gonna excited about the possibilities of using this mod whenever Skywind is done. Skyrim and Morrowind combined with this pack would be freaking amazing. Even now it already is damn near perfect, so thank you very much.

I wanted to add and initially there were some parts of and mods from Highrock,Morrowind and Hammerfell,but until the 65k strings problems is resolved it will be put on hold,current strings count an a 6h test save is 50k

2.0.7 / V5 or whatever it will be called if i ever get around to start working on it will focus on mostly on texture updates and quests from all around the TES lore including quests mods that will send you to HighRock, Hammerfell, Cyrodill, Black Marsh, Esleweyr, Valenwood and Summerset Islands and even more big expansions/big quest mods with their own maps, but for that the 65k strings limit mult be dealt with, the crash fixes plugin looks promising but even so,testing big mods like this takes a lot of time because CTD's is not something i want to happen in the skyrim pack.

Big smile

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PostSubject: Re: Pack Features   Tue May 24, 2016 3:02 pm

@RottenDub wrote:
@ShadowFyre wrote:
I'm gonna excited about the possibilities of using this mod whenever Skywind is done. Skyrim and Morrowind combined with this pack would be freaking amazing. Even now it already is damn near perfect, so thank you very much.

I wanted to add and initially there were some parts of and mods from Highrock,Morrowind and Hammerfell,but until the 65k strings problems is resolved it will be put on hold,current strings count an a 6h test save is 50k

2.0.7 / V5 or whatever it will be called if i ever get around to start working on it will focus on mostly on texture updates and quests from all around the TES lore including quests mods that will send you to HighRock, Hammerfell, Cyrodill, Black Marsh, Esleweyr, Valenwood and Summerset Islands and even more big expansions/big quest mods with their own maps, but for that the 65k strings limit mult be dealt with, the crash fixes plugin looks promising but even so,testing big mods like this takes a lot of time because CTD's is not something i want to happen in the skyrim pack.

Big smile
Can you explain in dumbdumb terms what strings are and how they limit modability?
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PostSubject: Re: Pack Features   Tue May 24, 2016 3:27 pm

In theory only mods which add scripts (pex files) or have BSAs which include scripts should increase string count. So if you see a mod on this list which you know for a fact does not include any scripts please point it out, and I will set the mods string count to 0.
String counts are rough estimates due to numerous factors, including moment to moment fluctuation in game
Keep in mind that N equal strings (sourced from the same mod or few mods) will result in one string in a save file. One more reason to say that string counts are rough estimates
Recent tests suggest that starting at 55k or higher will reach the 65k limit within roughly 20 hours of play time.
Since we do not currently know how much 'cushion' room is required to be safe, it is advised that players test their setup prior to beginning their run. Start a new game, buy a horse, and ride around Skyrim, entering each city as you pass them by. It is better to spend 2 hrs testing then to play for 20 and discover you cannot continue.

You can see strings count with tools like TES V ESS Editor under "Global data table 3" >>> "Papyrus"

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PostSubject: Re: Pack Features   Tue May 31, 2016 1:58 pm

It's happening people
Happy


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PostSubject: Re: Pack Features   Tue May 31, 2016 2:30 pm

OMG


It is nearly time...


too bad ill need like 3 days to download the pack itself with the shitty connection we have in this country (Lebanon)

Can't wait to set it ALL up!!!!



Peace and blessings bro Rotten :)
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