I had a small annoyance of lights flickering (usually said to be caused by too many light sources) that was most visible (and may still be in SPM 5 from what I've seen of it) when changing distances to and from the fireplace in the center of inns.. This seems to be fixed now for me and my guess is that ELE (I used ELE - Lite
) is what made the difference.
I still notice two small imperfections in lighting with ELE,
1: An area that was once lit up dims slightly when my player character moves into a shadowy area, but its rare and not noticeable if your not looking for it.
2: When using quicklight (magic version) or an illuminating spell such as candlelight, EVERYTHING becomes more illuminated while in 3rd person, no matter how far away, and remains darker in first person.
These are not real problems, just things I've noted as things to keep an eye open for a possible improvement for. I have screenshots showing both these effects if you want to see them. I know that the lights flickering based on PC location was resolved with ELE, but this is only my experience.
If you don't mind, I would like to share some of my experiences with you here, that I hope can save you time later.
I have been running Immersive Citizens - AI Overhaul
, which goes beyond Run For Your Lives by making NPCs react more appropriately to combat situations, not limited to dragons/vampires, as well as bringing a bit more life to NPCs. I almost avoided the mod because the mod author is known to be difficult and hostile socially, but it does what it supposed to by helping to prevent the need to revert to old saves after battles because the wrong NPCs died unnecessary deaths. I don't know if IC is script heavy, and haven't done heavy testing, so I'm not flat out recommending this be added.
I've brought 4.4 up to the plugin limit, with some adult mods that I won't waste your time on as far as SPM 5, but I will say that Immersive First Person View
seems more compatible with everything from animation mods to things like using a grindstone or alchemy table while in first person, as it simply uses 3rd person animations from the viewpoint of the PCs eyes. It is the only option if you want to play purely in first person.
I've had 2 problems with this, the first being with bows not aiming properly with the 3rd person animation which I fixed by setting the mods .ini to use vanilla first person bow animation according to the authors FAQ in the comments of the mod, which also mentions that overwriting with any bow anim replacer would fix aiming with bows. The second problem with this mod isn't really a problem with the mod itself, but rather the position of the PC body when in certain poses, such as sneaking--when in some poses, turning the PCs head as far back over the shoulder as possible (yes, this prevents your neck from being able to 360 when standing still, which isn't a problem in combat as when and shortly after moving your feet will move automatically to match where your looking) can cause the camera to clip inside of things like the PCs shoulder or arm. Camera clipping will happen whenever the PCs eyes clip an object, including walls etc, which happens with or without this mod. I hope to see how much can be configured and which animations (including idles to be used with RandomIdleAnimation) do not not clip with IFPV. Oh also, 360 walk anims are not supported, which is expected of a true first person camera: the PC needs to control where to face with mouse and not WASD. I did use this mod in Oblivion and it was possible to have the PC body turn instead of stopping at a limit when looking behind over shoulder, although it did smoothly restrict head movement until the body had turned. IFPV might be less plug and play than Enhanced First Person Camera, but with some TLC it could outshine it in many ways.
Some tiny things that Worked for me:
FixLipSync (3D teeth replacers are known to fix this as well, but may have compatibility problems with some NPCs)
Load Game CTD Fix (Fixes a flaw in Skyrim has with multi core CPUs)
MofoMojo Slight Hardcore Compass Mod (optional - removes markers from compass)
Size Does Matter (prevents non-average-height NPCs from changing body size back and forth, at the expense of clipping)
Wet and Cold (not a tiny thing, but integrates perfectly without any problems so far)
I'm also hoping to integrate Warburg's 3D paper World Map better, as of now it takes 5 plugin slots and I've been unable to succeed at removing the player marker from the map, and ENB must be disabled while its open for it to be legible. I don't expect it to be updated for Bruma so I may have to abandon that idea :c
I've noticed a couple potentially unwanted things in game, which I will share as screenshots here~
guards spawning as far as the eye can see, this was the second time this happened, did not cause problems other than studdering upon exiting a nearby dungeon as it loaded them in.
with these crafting recipes it was very easy to spam them and level up smithing without limit, and make an unbalanced amount of profit, it appears this is related to the Immersive Jewelry mod. (edit: it may also be due to SPERG and its MCM option that salvages metals which is on by default, if it really is causing it then I consider this option incompatible and recommend unchecking it.. ive found a few things in SPERG that are imbalanced by default imo)
Just a floating bush
the bush is located here^^ (just north of the crossroads, the other marker is a waypoint) if its convenient for anyone else playing, maybe someone could check on this to verify? (Quest: BushBuster!)
It's a good sign when I have to nitpick like this to find room for improvement :D
I hope you find something here useful to you!