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cptmcsplody

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Everything posted by cptmcsplody

  1. if anyone wants to test it out, create a new entry in loot settings, the masterlist repository should be dev-masterlist Like so https://i.imgur.com/MPJcLh7.png Let me know if there are any issues.
  2. I'd hold off on setting up groups for a while, I'm testing currently and there may be some changes made to current rules. For one ICAIO & RDO are going to be moved to the default group, ICAIO might even be going to the same group as Cutting room floor. Mainly because of all the landscape and navmesh changes it makes. Its pretty clear when you have to move all location changes after the mod, that its an issue. There is no reason for it to be as high up as it is, it would be like putting verdant or landscape fixes for grass mods in the same position. As for loading both after Alt start, not really needed, there are only a handful of records that conflict. RDO is pretty safe there but ICAIO has too many conflicts.
  3. You can either use an early group such as DLC or USSEP(esp can't sort before esm with only groups) or create a new group and make sure its before default and after dlcgroup. https://i.imgur.com/wXlbSAl.png
  4. Did you clear your appdata loot (& backup) folder before switching version?
  5. You can change the plugins group, so put Immersive Citizens - AI Overhaul.esp into altstartgroup, the same way you would change priority.
  6. Do you have userlist rules from old version? You should clear those first. One other thing to try, move Immersive citizens to alt start group.
  7. Better Stealth AI for Followers is out. https://www.nexusmods.com/skyrimspecialedition/mods/17600
  8. Traps Make Noise is compatible with everything except bear traps and will override AFT's follower safety feature on those. You can use it with Follower Trap Safety and place both below AFT. Same should apply for improved traps.
  9. https://www.nexusmods.com/skyrimspecialedition/mods/17592 Improved Traps by kryptopyr
  10. https://www.nexusmods.com/skyrim/mods/64067/?tab=posts A Testing version of immersive horses SSE is available.
  11. Jonx0r released an SSE version of Extended encouters https://archive.org/details/ExtendedEncounters1.4ASSE Their working on converting Wyrmstooth as well.
  12. Some one on Nexus discord posted that Luzor8071 is apparently EWI. There are links of an ENB forum post by EWI that are same images used in a Luxor mod.
  13. It's slightly different, I fixed one or two other issues, but it's up to you, you compare them in xEdit to see the difference. Also to anyone reading, grab Luxor8071's mods while you can. They might not be around for long.
  14. SkyrimSewers.esp --> Replace with THIS fixed version I sent them an updated ESP which has been uploaded, they just didn't change version.
  15. For extended UI. You could speed up conversion by cleaning the masters in xedit before saving in CK, extended ui does not require Skyrim.esm or Update.esm.
  16. could be the body meshes? did you update meshes or animations recently?
  17. Ever consider switching over to CBBE and using bodyslide UNPB?
  18. I saved a copy on web archive https://web.archive.org/web/20180416183837/https://wiki.step-project.com/User:DarkladyLexy/Lexys_LOTD_SE
  19. So it could cause an issue for anyone not following this guide? That's why I'm asking.
  20. I only asked about this because Moon and star reverts Heartfires.esm change to breezehomes door. So it's using the old breezehome navmesh formid, which Heartfires deleted, might ctd when a follower/lydia enters breezehome. Not 100% what will happen tbh.
  21. It's one identical to master record, should be fine to leave or clean. BTW has anyone tested entering breezehome with Moon and star installed?
  22. https://web.archive.org/web/20180416183837/https://wiki.step-project.com/User:DarkladyLexy/Lexys_LOTD_SE Saved it yesterday.
  23. I wish people wouldn't use the phrase "complaining about" when referencing LOOT warnings. LOOT warnings are there to help & inform the mod user. If it's not an error, you can ignore it or follow the cleaning guide. Authors can inform LOOT as to why a mod must not be cleaned.
  24. You cant load Better Dynamic Snow.esp after Prometheus_No_snow_Under_the_roof.esp merge if you have merged the compatibility patch into the merge. I suggest that either Prometheus_No_snow_Under_the_roof.esp be kept separate from the patch merge or don't add the load after rule to Better Dynamic Snow.esp.
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