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Mercury71

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Everything posted by Mercury71

  1. 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?
  2. 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.
  3. 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)
  4. This is a good one. I have seen these "bugs" ingame.
  5. Wrong nexus link.
  6. What does this mod do?
  7. 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.
  8. For me Loot orders USSEP after UHDAP.
  9. This ENB has wet surfaces for cathedral Weathers.
  10. Have you looked into R.A.S.S
  11. New version 2.3.0 What's Changed [Fix]: Outdated character file causing skeleton (creature) a-pose by @Monitor221hz in #286 [Fix]: Duplicate FNIS animations bloating engine count by @Monitor221hz in #291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.
  12. 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.
  13. 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.
  14. As i understand this is not a problem.
  15. Maybe we should add to Step Guide to change "CleanSKSECosaves = false" to "true" in the .toml file not to clogg up MO2 saves profile folders with one billion SKSE save files? (If not changed, when deleting saves in MO2 saves tab, the SKSE save files will remain in the profile folder)
  16. I think SkyPatcher will relly "take off" when mods like WACCF gets patches, if working as intended. Same with the most popular armor/wep mods like Immersive Weapons. There are alreday patches for Jaysus Swords, Lore Weapon Expansion and Dawnguard Arsenal. Many weapon and armor "makers" will probably build SkyPatcher support into their mods so it will be easier to add them into a list. On the other hand... Wabbajack and Collections list authors will probably still manual patch their lists.
  17. Discussion topic: SKYPATCHER by Zzyxzz Wiki Link Allows mod authors to modify game data at runtime. Modify ammo, weapons and what ever. Future alternative to SPID and mods like that. Requires SKSE. Armor and weapons mods supporting this mod will be easier to add in your game. Example patch: Arrowcrafting , makes arrow crafting require feathers from CACO. Open World Loot , patches added armors, weapons... into the leveled list in popular OWL-mod. ( I belive this will be a good alternative to Bashed Patch, Synthesis patches)
  18. Should not have. We use the same version of the mod, Nemesis and MO2.
  19. Strange. Looks the same for me but with the patch. Is the mod in Step-5 actually active?
  20. Just checked, it is for me. Try to update the engine.
  21. The release of Nemesis v1.0 is getting closer. Below some information from the Nemesis Discord Channel. "At last, the rewritten nemesis is a feature complete. This brings the release date of nemesis v1.0 closer than ever. There is still a lot of more internal testing I still need to go through but we can expect things to go a lot faster, including more development update and focus group test with modders and users. "So what can we expect from this new version?" You may ask. Continue reading to find out. Creature support: The current public released version v0.84 technically supports it but with limitation. And obviously you can expect this upcoming version to have a full complete support New race support: None of the support is hardcoded in the program, including the humanoid behaviors. So modders can follow how the existing behaviors/files are read, patched and generated by Nemesis, and apply that for their new custom behaviors/files More simplified process: Engine update and launch engine/patch behaviors, will be combined together Performance improvement: Up to 10 times performance improvement. Whole patching process can be done within 10s depending on your hardware. 6-8s with my ryzen 5 3600 Major Stability improvement: The new core design is made with stability, speed, maintenance and rapid iteration in mind. Bringing a smooth debugging experience and an ease expansion on top of it Optimized Papyrus script: Some of the legacy features like Alternate Animations, which has been replaced by more modern technology like DAR and OAR, have been heavily optimized Staging directory: User can specify the output folder to be treated like Skyrim data folder Above are just some of the changes you can expect. More to come, so stay tuned"
  22. Same here. Paint the roads and run DynDOLOD is for me to do also. problem is i have to work at the same time.
  23. Could it be different choises when it comes to resolution (1k, 2k, 4k...) when installing the guide?
  24. Guide say.... Each of these optional 'combo' CR patches requires the the respective modular patches as masters. So yes i belive. This sounds right. So long since i generated grass cache. Ended up being 1,56 GB.
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