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Sacralletius

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Everything posted by Sacralletius

  1. In WhiterunWorld (= Child Worldspace?): I added a lot of new buildings. I also move the east walls a bit further out to make room for the buildings In Tamriel (= Parent Worldspace?): I added a new district and an entrance to the east wall (the wall that corresponds with the one I moved in WhiterunWorld, but I didn't move it in Tamriel.) So the size of the city in WhiterunWorld doesn't correspond exactly with the size of the city in Tamriel. I hope that makes sense. I'm a bit bad at explaining.
  2. I'm also helping out with that Skyrim overhaul. As for Whiterun, I added objects in the "WhiterunWorld" worldspace and the "Tamriel" Worldspace near Whiterun. I haven't tested this myself, but I'm pretty sure that the WhiterunWorld exterior cells exceeds the related Tamriel cells, as I made the WhiterunWorld Worldspace a lot bigger. I'll do some more testing and I'll let you know what I find out.
  3. Thanks, that sounds great. :) I got some other plugins that have the same issue, but they don't add another NavMesh (in the same cell). In that case, should I just remove the deleted NavMesh? Like in this case: https://i.imgur.com/svtPfnT.png Thanks in advance
  4. Last night I watched a tutorial where was mentioned that you can just undelete Vanilla NavMeshes by removing them from the mod in question. Is it safe to do this? This image might illustrate better what I mean: https://i.imgur.com/kW3OqKM.png Thanks in advance Kind regards Sac
  5. While building a new load order, I stumbled upon some conflicting NavMeshes in TES5Edit. I was wondering whether there is a way to resolve them in TES5Edit? This is what I'm talking about: https://i.imgur.com/3SA2UGe.png I doubt a normal Conflict Resolution Patch is capable of resolving these conflicts? Or is there a way I don't know of? Thank in advance Kind regards Sac
  6. It works :) I'm no longer getting the error. Thanks for helping me out. :D
  7. Whenever I launch Mod Organizer, I get this error: https://i.imgur.com/XvVkwJf.png (Sorry it's partly in Dutch) I can work in Mod Organizer without any noticeable issues, except it's just an annoyance this error pops up everytime I open MO. What does it mean? And how can I resolve it? Thanks in advance Kind regards Sac
  8. Hi there A while back I installed EFF, and so far, I'm really liking it. Especially the stat bars of my followers. However, I have some trouble getting EFF to work with Inigo. I have tried using Follower Compatibility. But still, the wheel from EFF won't show up when I talk to Inigo. I tried moving my load order, but to no avail. I even started a new game without Follower Compatibility, recruited Inigo and installed FC afterwards. But even then, no wheel or stat bars. However, when I change to settings (in EFF's MCM) from Standard to Dialogue, I can see to the new dialogue options when I talk to Inigo. But no wheel or stat bars from Inigo will show. Any advice? Thanks in advance Sac
  9. Vanilla followers and followers added by mods have a level cap. For instance, Lydia has a level cap of 50. She will continue to level alongside you until level 50, and then she won't level any higher. I suppose I can fix this myself by setting the maximum level of each follower to "0", which removes the level cap. However, mods like interesting NPCs get updated quite often, so I'll have to remake my patch everytime Interesting NPCs gets an update.
  10. I'm leaning towards EFF. However, I would really like for followers to level alongside me. I'm thinking of manually setting the maximum level of followers to "0", which removes the level cap. However, this can be a lot of work and I will have to do it each time a mod gets an update. (for instance Inigo, Interesting NPCs) Or is there any mod available that does that already?
  11. Good to hear. But is there a way around the max level cap of followers? Another mod perhaps that deletes them? As for the healing issue, I'm sure it will be intregrated later on?
  12. I'm actually wondering the exact same. Scripts are often the cause of CTDs in my game. It would be nice if something like ENBoost (but instead for scripts) was released for Skyrim.
  13. When using EFF, is there a way to make followers level alongside you and/or options to make followers heal the player/other followers? I'm thinking of starting a new playthrough with EFF. Prior to this however, I always have been using AFT. Are there any other noticable differences?
  14. Hi there I'm planning on doing another playthrough of Skyrim and I'm selecting new mods to try out. Up until now, I have always been using AFT as follower mod. However I heard EFF might be better. Features I really like about AFT were: Followers level up with the player (even over lvl 81)Followers can heal the playerFollowers can learn now spellsWerewolf/vampire supportHowever, I didn't find any of these features in EFF. Expecially the missing leveling and healing features in EFF bother me a little. Is there a way around this? Or should I should continue to use AFT? Another option would be to use FollowerLivePackage with the compatibility patch for EFF. However, after reading the comments, this one doesn't seem to be compatible with iNPCs, another essential mod for me. Any advice or recommendations would be very appreciated. Thanks in advance Sac
  15. Hi there I have been wondering about this for a long while and I would like to ask your opinions on this. I have seen many mod updates in which the author asks to perform a "clean save", meaning the following: 1. Save your game on a new slot. 2. Exit the game. 3. Uninstall the mod in your load order. 4. Load the game on the last save you just made. 5. Save again on a new slot. 6. Exit the game. 7. Install the latest version of the mod. 8. Load the game on the last save you just made. However, when I have done this several times, and I must admit, this has caused me a lot of papyrus log spam and CTDs in the past. I also asked this question on the Bethsoft forums and Arthmoor, the author of the Unofficial patches, recommends heavily against it: https://forums.bethsoft.com/topic/1484684-updating-scripted-mods-and-papyrus-logs/ He also advices mod authors to adjust their scripts to update automatically, without having to do this "clean save" procedure. I'm very paranoid when it comes to stability and scripts so I decided that when someone asks to make a "clean save" to update a mod, I will do one of the following: Don't update the mod and continue my current playthroughUpdate the mod but start a new gameIt might be an overkill and I don't know if this is really needed, but to be extra safe, I am now taking these precautions. Any thoughts/advice on this? Kind regards ~Sac~
  16. Sorry to ressurect this thread, but that seems to be a very nice idea for me to try. I really want to use SIC, but in the past, my game struggled to keep up with the additional spawns.
  17. I have tested this new mod since it was released the 5th. (10 hrs played with it) I must say I didn't have a single ILS, where usually I have one each 1-2 hrs. So it's surely working. I even managed to enter Helgen Keep Dungeon, which I couldn't enter for a long time, but this mod fixed it! However, I also have some rather annoying possible side effects: When I'm playing for a while and I open my game menu/map/inventory I get some weird graphical bug: https://i.imgur.com/o8iqjcj.jpg I can close the menu just fine, but when I open it again, I get an instant CTD. I never had any graphical issues before and when I disable SafetyLoad I have ILS again, but no more graphic bug + CTD in the game menus. So I guess I have to make a choice between those 2 issues. I'm not an expert on this. It may be a mod conflict, but I'm not sure at all. So I'll just wait for now.
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