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Mercury71

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Everything posted by Mercury71

  1. Last time i used it i made a Bashed patch (only leveled list). Played with some mods that added stuff like Immersive Weapons and such.
  2. I have used this from time to time over the years to turn loot down and it is rather good. But even with this my loot table always gets messed up when adding more mods to my list.
  3. I just use the default IED with Step 2.3 atm. My Step 2.3 test char "Berit" (she is not happy being subjected to testing latest guide version instead of killing Nords)
  4. This looks really interesting.
  5. Ohh! Had forgot about this one, used it back in 2018 the last time.
  6. I have used this to from time to time with no issues. Last time on top of Step 2.2.
  7. I have never outsmarted anything in my whole life. (Having it installed now on top of Step 2.3 to test)
  8. Are you 100% sure you followeed the setup and the execution of grass generation exactly? (generating takes time but it normaly works, just be patient) Setup... Executing... (your left panel in MO2 looks just fine)
  9. On top it should be the three DLC masters (flaged redundant since we have cleaned thenm) After all the Creation Club content. Next the cleand vanilla DLC-masters.
  10. When i start grass cache the game starts, and a window apears that say something like.. grass is caching, it will take some time and that the game might close down and start over again during the process. Your MO2 is locked as it should when running a tool troough it. Also, when the game is running during grass caching i can press tide and see the process in the console. Something like this... (not my pic, dont want to precache my grass again)
  11. This one looks interesting. Will test it. I hope the enemies dont run to far away so you will have to run arund like crazy to fetch them to end there lives?
  12. When i precache the grass a window with some information is shown i think. Just let it run. For me it takes over one hour. The left panel priority numbers can look a bit different from user to user depending how they set up separators and such. Look for example at my left panel below.
  13. I have used Blade and Blunt and Wildcat, very high quality mods (Wildcat all the way back in oldrim). I prefer Wildcat for some reason of those two. But mostly i dont use any combat mod tbh. I dont like injury systems so i have never tested Vigor. Realistic Combat AI looks interesting. (will test it)
  14. This is a good one. I have seen these "bugs" ingame.
  15. Wrong nexus link.
  16. What does this mod do?
  17. Hmm, i have might changed SkyUI to be .esm and .esl. in xEdit. Dont remember. Edit: I did, following what Lexy has in her LOTD-guide.
  18. For me Loot orders USSEP after UHDAP.
  19. This ENB has wet surfaces for cathedral Weathers.
  20. Have you looked into R.A.S.S
  21. New version 2.3.0 What's Changed [Fix]: Outdated character file causing skeleton (creature) a-pose by @Monitor221hz in #286 [Fix]: Duplicate FNIS animations bloating engine count by @Monitor221hz in #291 [Fix]: Sporadic in-game crash on animation start (SkyrimSE.exe+A1B2AB) by @Monitor221hz in #291 [Fix]: Create missing folders on run from external folder in #291 [Fix]: Launching engine while search box not empty only patches filtered mods by @Monitor221hz in #291 [Feature]: Migration to Avalonia front-end for Linux and Mac support by @Monitor221hz in #291 [Feature]: Resize column widths (saves preference in AppData) by @Monitor221hz in #291 [Feature]: Resize window size (saves preference in AppData) by @Monitor221hz in #291 [Feature]: Reorder mods with drag and drop grippers by @Monitor221hz in #291 [Feature]: Support for FNIS fu furniture animations (used by mods like ZaZ) by @Monitor221hz in #291 [Style]: Loading icon to indicate engine is running by @Monitor221hz in #291 [Style]: Replaced launch button text with universal play icon by @Monitor221hz in #291 Delete all old output the first time rerunning after installing this update.
  22. Yea, any patch by a tool will still have to be checked in xEdit. SkyPatcher is more like SPID, no built in support for specific mods. But there are a lot of separate patches out there like the one i linked to and some mods are getting support built in. At this stage i dont see SkyPatcher be relevant to the Step Guide, but it might be a good tool to know about when adding armor, weps and other mods to a list like the Step Guide without having to make a patch with xEdit.
  23. That setting was set to false in my SSE Engine Fixes. Therefore MO2 did not clean up the SKSE saves. Up until version 5.5 of SSE Engine fixes it was True by defaoult, now it is False by default. The SKSE files is stored with the game save file in the MO2 profile saves folder.
  24. As i understand this is not a problem.
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