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Yippee38

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Everything posted by Yippee38

  1. NM. Figured it out. You need to HOLD the drink/fill hotkey to refill, rather than just press and release to drink.
  2. Eight months ago when I was playing with SRLE, iNeed worked great. I just started a new game on a new install, and now I can't fill my waterskins. I used to be able to do (IIRC) by selecting the waterskin in my inventory and hitting the "Use" (E) key. That doesn't work now. So I set up a hotkey for fill/drink in the MCM config for iNeed. The problem is that it doesn't work consistently. I was able to fill my two waterskins in the river in Riverwood. I then drank twice to end my thirst. So then I tried to refill my waterskins, but instead it just kept drinking. Once my skins were empty, I can't refill them. Every time I try, it gives me a message saying something along the lines of "You don't have anything to drink". I'm sure this is a problem with the newest version of the mod, but I just want to make sure it's not just my game. There is one other person who had this problem who posted on Nexus in the forums for iNeed. But I'm curious if anybody here is seeing this behavior.
  3. Not a big deal, but I noticed a couple of things that seem out of date in the MCM Menu Settings. In Complete Crafting, the first section is listed as Menu Option Panel. It is now Crafting Option Panel. In the Enable Mods Panel section of Complete Crafting, Display Crafting Recipes Section, every option that is enabled, except for JewelCraft requires answering "Yes" to verify you want it enabled. That's not a big deal, but elsewhere in the MCM Menu Settings, you specify answering "Yes". Finally, still in Complete Crafting, Enable Mods Panel, under Distribute in Lists, all of the options that the guide says to enable are already enabled by default except for JewelCraft. Again, not a big deal, but the guide does not list stuff that is already enabled by default elsewhere, so I thought I'd mention it.
  4. SBT is awesome for those time when you're standing on a mountain pass and looking out over a valley. Everything is green. The framerate hit wasn't bad. The only problem was tree bases became so big that sometimes they stuck out from a slope. You'd have root ends (where they normally would be going into the ground) sticking out into the air. If you can live with that though, it's a nice mod.
  5. When you run TES5Edit, and it comes up with the list of loaded scripts, deselect everything after DynDOLOD. Then DynDOLOD will be last in the load order when you run the DynDOLOD Worlds script.
  6. Just under 67.75Gb for me with SRLE and all tools (Champollion PEX to Papyrus Decompiler, DDSopt, ENB Manager and Changer, LOOT, Merge Plugins Standalone, Mod Organizer, TES5Edit, and Wrye Bash). I've got a handful of extra armor mods installed in an additional profile though.
  7. This is an old mod, but it's one that makes a ton of sense to me. It's weird that you instantly read a book when you pick it up. This mod lets you either set a hotkey to pick it up without reading it, or just pick it up and put it in your pack without reading it. Sometimes Pick Up Books
  8. After looking at the Better Males Nexus page, it looks like those neck seams are normal. It's weird because I never noticed them before.
  9. It is most pronounced on Redguards.
  10. No. I did. I even re-installed just to be sure. This is on a 100% vanilla SRLE, current as of yesterday.
  11. Anybody else getting noticeable neck seams on male characters? In my game, the skin of males' necks is very rough, almost stubbly. The skin of the chest and shoulders is smooth. As a result, there is a pretty obvious neck seam. I switched over to Pride of Valhalla for my females, so no neck seams there.
  12. NM. I figured it out by looking at the file from Neo.
  13. That's what's got me confused. If I understand how this works, if I replace the "GetWantBlocking" condition block with the MQ102 block, but it's on the section above the original MQ102 block, the end result will be that I have two MQ102 blocks. One as the third condition in the SR Conflict Resolution.esp, and one as the fourth condition in the AS-LAL.esp. Right? Or no? If that is right, then I need to hit "Add" twice, and replace "GetWantBlocking" one the same condition; the 4th.
  14. Is it okay that the MQ102 block is being copied to a different condition in the Conflict Resolution.esp? The MQ102 block is the 4th condition. The added "GetWantBlocking" block is the 3rd condition. So I'm copying it one to the right, and up one. Is that right?
  15. Oh wow. I'm glad I asked. Thanks a lot for the answers!
  16. I'm working through the conflict resolution guide, and I've gotten to the "Dialog Topic" section. I'm a little confused on how to process the following instruction: 0002BDDD > 000D27DF Conflict Resolution: Use record from Guard Dialogue Overhaul.esp, right-click on the conditions bar and select add. Move the "MQ102" condition from Alternate Start - Live Another Life.esp and overwrite the newly created condition slot(GetWantBlocking). Problem Resolved: Additional condition added by Alternate Start - Live Another Life needed to be merged with the changes from Guard Dialogue Overhaul. I have a couple of questions: 1) When I "right-click on the conditions bar and select add", I'm doing that in the Guard Dialog Overhaul.esp section, right? Or does it matter? 2) Where does it add the record? 3) When I "Move the MQ102 condition", I'm moving the entire condition block, right? Or am I just moving the MQ102 line? 4) Am I moving it to Guard Dialogue Overhaul.esp, or the SR Conflict Resolution.esp? Sorry if these are basic questions, but I don't want to screw it up. It takes quite a while to work through these, and I don't want to have to start over.
  17. This is really cool. I look forward to trying this out for the female animations and the height variations. I don't plan to use the texture/mesh variations though. Too much work.
  18. Cool! Thanks for the response.
  19. When I get to the final LOOT sort, then do the TES5Edit Sort Master step, I get no message saying it's done, or that it's doing anything for that matter. When I click the X in the upper-right corner of TES5Edit, it doesn't give me the option to Uncheck the "Backup masters" checkbox. That whole window never even shows. I click the X in the main TES5Edit window and TES5Edit closes. Is that right and the guide is wrong, or am I doing something wrong?
  20. AH! Ok. Now I understand. Thank you for clarifying!
  21. So I guess that means that it's working correctly, but there's something I don't understand. Sorry to have wasted your time.
  22. Did that. Found out that I'm apparently an idiot because I made a mistake. Don't know what the mistake was, and that was the whole point of posting. Oh well. That was a waste of time.
  23. Based on that, I guess it should go in one of the TS directories. It wasn't installed as part of True Storms though.
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