
shandrakor
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Everything posted by shandrakor
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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?
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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.
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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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@Kneph13 If you've played a bunch of Skyrim, just not LOTD, I'd do a "camping in the forest" start to skip the tutorial, run into Helgen and grab the journal from the body, explore the cave (go back all the way, not just to Raloof...there's a collectible in the cave that's easy to never know about if you don't do the vanilla start), do Shroud Hearth as usual, then after you turn in the dragon stone, head to Solitude having done your good deed. The starting jobs offered by the museum keeper will give you something to do during the week of delay from Not So Fast. In any non-standard start, I try to do the MQ at least through Way of the Voice, to unlock random dragons and the ability to spend souls on shouts.
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Lexy's provided CR includes entries from a number of purely graphical mods, like Enhanced Lights and FX, the Landscape Clutter merge, Realistic Water, Snazzy Furniture, and more. I'd guess a good 2/3 of the guide is primarily graphics changes. You could certainly go off the list just for a sense of mods you want to include, but you'll probably have to do the CR by hand.
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"Pre-converted" means "converted prior to now". I agree that there's a confusing point there, but I think it's the inclusion of the red Converted tag, which directs users to follow the conversion process. Given that the conversion is already done on the separate download, I feel like the Classic tag is probably sufficient.