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shandrakor

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shandrakor last won the day on March 22 2018

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  1. Standard system of "chuck it in the closet and hope it's appearing somewhere"? :)
  2. Oh, is that what happened? I assumed it was removed because you don't support the self-port, which is fair. I never saw your replies before it got moved. edit: Let me know if there's any more info I can provide.
  3. The LOTD team provides no support for IW at this point because it's still in self-port territory, but maybe somebody here knows some Papyrus and can help me find the problem. On the museum checklist, Armory Add-On, there is a heading for Immersive Weapons, under which I'm getting Immersive Armors is not installed, 0. The relevant section of dbm_mcmchecklistscript reads as follows: self.AddHeader("$Immersive Weapons") if Patches.IsModInstalled("Immersive Weapons.esp") self.ListArmoryItem(DBM_ImmersiveWeaponsDisplays, 0) else self.NotInstalled("$Immersive Armors") endIfSo, the typo in self.notinstalled (armors rather than weapons) fits with what I'm seeing in the menu, so the function is definitely returning false. But I've got Immersive Weapons.esp in my load order, it's not merged into anything else. I verified the spelling is correct. I can't find anything on a quick google search for the function ismodinstalled -- does anyone know whether that's actually looking at the load order, or is it looking for a constant set by a different script or plugin which has gone missing for me?
  4. Biggest problem with combining this into an LOTD game is that you’re introducing hundreds of armor pieces with identical names, and it becomes difficult to find the correct “banded mail†to put in the museum.
  5. Whoops, I lied. The Wrye flag is internal to that program, it doesn't save any sort of metadata that tells LOOT to simmer down.
  6. The Bruma patch is a single conflict fix, which is already present in Lexy's CR. If you want LOOT to stop reminding you, there's a flag in WryeBash to not check the plugin against LOOT's dirty plugin list. That'll probably trim off the patch reminder too.
  7. I assume, but figured it's worth asking, that you use the same weather mods as the guide as well? (Vivid, True Storms, Wonders of Weather) The most recent version of LOOT has started flagging up more "dirty" plugins. I went ahead and cleaned Bruma, but I left the ITM (Identical to Master) entries in the other two, just in case there was a good reason for them. The Bruma fix it directs you to download is folded into the current Lexy's CR.
  8. That feeling when you make an accidental worldspace edit, and global warming strikes Skyrim pretty hard. https://pasteboard.co/HfK355Y.png
  9. Biggest problem I'm seeing so far is that it now loses to USSEP. Forwarding entries straight to a CR is pretty simple though. edit: UGH. *every* book.
  10. Uncapper's working for me. Using that method, alchemy went to 255, effective level 155, and only earned me 10 levels (I have crafting set to 10% experience applied to level).
  11. I just checked, that fix does not exist in the current CR.
  12. The uncapper is supposed to be version-independent. I'm able to launch the game with the uncapper active, I haven't tested to make sure it's actually doing anything.
  13. zEdit Khajit Ears https://www.nexusmods.com/skyrimspecialedition/mods/13544
  14. Well, you're saying ESM when you mean ESP, but no biggie. Scarcity includes 3 esp files. If you merged the 3 together, you'd be left with 1. However, if you make a Bashed patch, as is recommended, two of those already get merged into the Bash, leaving you with 1. The only way you'd save one more spot is if you merged them in with other, unrelated mods. If you wedged it into something else that belongs near the bottom of the load order, like the ELE Merged, it *probably* wouldn't break anything, but it would be easy to forget where it is, and if you're that desperate for a plugin spot, there must be somewhere else to find it. Wouldn't hurt to rerun them, but it really depends on whether you've got a spare 40 minutes :)
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