Soldierkilt for permission to use the original mod this is based on.ĭo not re-upload this or include it in whole or in part in any compilations, period.
Unpack the contents of the archive into your skyrim/data folder and activate the esp file in your chosen datafile manager, to remove simply de-activate the esp file. This is only really a test of how my screens look as load screens.Īlso check out my main menu replacers here: I'll have to go count :P.This mod replaces 25 skyrim load screens with a selection of my screenshots. And there's also a warning if you get over that number in the warnings section.Now I'm paranoid. The load screens are nice and lore friendly from what I have seen thus far' date' in addition I actually prefer the lore based quotes to the mechanical 'if you push blah blah button'. Two SkyHUD Skyrim Unbound Reborn SkyUI Sounds of Skyrim SSE Engine Fixes SMIM The Elder Scrolls General Loadscreen Replacer v1-0 UI Extensions Undead FX. I experienced heavy mouse input lag (about 0.2. I use enb and have hardware AA turned off so the load screens are particularly bothersome to me since I just end up staring at the swimming pixels on screen.
There's a Mod Index column in the plugins tab in Mod Organizer, and right now, my merged patch which is last on the list has the index FF (255 in hex), that's how I know if I hit the limit. I have just bought Skyrim, and instead of 3 hours of playing, Ive been spending 3 hours getting it to work. Increase the value will decrease the loading times.But don’t go lower than 32.Not recommended. uTicksToWait64 16 fps in loading screen faster loading but i recomend use 128 for 8 fps shorter loadings time and normal speed for my mod. However, with the Loading Screens Artworks mod, all those models will be replaced by dozens of different Skyrim drawings & concept art. And this will make short loading times i mean faster. And there's also a warning if you get over that number in the warnings section. We have all grown to associate Skyrim loading screens with those 3D models of creatures, weapons, or items that simply spin around your screen. There's a Mod Index column in the plugins tab in Mod Organizer, and right now, my merged patch which is last on the list has the index FF (255 in hex), that's how I know if I hit the limit.
How do you know when you hit the 255 limit (besides manually counting)? Does WB/ MO give you a notice?Loose files overwrite BSAs (otherwise you wouldn't be able to change any vanilla texture/script without putting it in BSA), but that doesn't matter for these mods, there's nothing to be overwritten by either of them. I think you're right in that the LORE-Mod screens probably won't show and that's fine since I've seen all of them 900 times and I don't even really like them anyway. Steam Community :: Guide :: 2021 Complete Load Order & Basics+ for Skyrim SE. Anyway, I'll fire this up after the Weekend and give it a go. Which was it? Does BSA overwrite Loose Files? Or do Loose Files overwrite BDA? I think BSA overwrites Loose Files. A magic system that will allow Merlin to intelligently choose between several magical forms to most effectively dispatch his enemies. A unique model and armor set to make him stand out from the rest of Skyrims dogs. (For the record I'm not getting any Falskaar/Inigo loading screens with TESG)Hm. Loading Screen Replacer PC Classic - Mod.
I'll try to test it tomorrow, I need to merge some mods to make place for the Lore-Based Loading Screens since I've hit the 255 limit.īut in theory it shouldn't work, because TESG loadscreens have a 100% chance of appearing, so unless Lore-Based Loading Screens does as well, I don't think anything from that mod will show up.