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Nearox

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Everything posted by Nearox

  1. Well, a navmesh conflict does not necessarily mean that you will run into issues. More than likely you will not, since as you said there hasn't been a mention of in this thread and so presumably no issues. I have yet to play Ogmund's Tomb myself, though it has been in my install since it was added to REGS. Regardless, I am pretty sure CJ would not have overlooked something like that during testing.
  2. Hmm I don't think I got an error like that when I did the merge, and I also do not include RSChildren_PatchBooksofSkyrim.esp either.
  3. Whether you hide them or remove them does not matter. The result is the same, in that those files & folders will not be loaded by Skyrim. The only difference is that the hide function makes it easier for testing purposes (to unhide again later) and to have an overview later on which mod files & folders you hid in the past.
  4. Yeah, while the Lighthouse and Sewers instructions mention not to download said mods, you should still download Nernie's but then just do not install some of the files as mentioned in the pack and in the response by gpthree. It conflicts with some of 13Oranges mods, out of the top of my head. Also the main reason TES Arena is not included is because there is no dialogue, no quests, no voice acting and last time I chcekd the navmesh wasn't finished either. While the city exteriors are very well done aesthetically, any big mod included in REGS should bring more to the table. TES Arena is a veyr promising and lore-friendly project though. If/when it gets finished it would be something to test for sure. First you install like any other mod. THen in MO in the left-pane, double-click the mod name, go to Optional ESP tab and move the esp from bottom to the top box.
  5. I see, thanks for the clarification! And for destroying the hope that CoT will have these clouds.
  6. That guide is actually pretty good for starters... If only I had that available 8 months ago when I began modding, I wouldn't have had to learn most of it by myself :(
  7. Did you install the meshes/textures from Nernie's? The only thing not to install from the 1.25 download is the .esp, which is also why 1.26 is not needed by the way because 1.26 is just an esp update. You still need the mesh and texture assets from that mod. That would actualyl be nice to add indeed, imho. To provide an overview.
  8. Agree with Neo. His statues are mostly great work especially because he redid the meshes. Can't find a single better one.
  9. Well ETaC has been moved down in the priority order some time ago and My ELFX comes way above some mods, have no issues with it...
  10. That's one of the first sentences put into that section of REGS back in february and is no longer valid I think. Primary reason was because ETaC at the time did not have ELFX compatibility, but now it does.
  11. Noticed that too about the enblocal.ini. You should use the one created earlier in the srle guide.
  12. I have been experiencing this as well. EVen if everything loads up in tes5edit, the game just hangs at the main menu. Disabling the merged plugin (or look for errors) solves it.
  13. Well the srle - regs compatibility guide takes elfx into account but then that guide is made for boss ...the priority of the elfx esps does not change from default boss order. You could always install BUM just to look up esps in the master list so you can get an idea where approximately they need to go in priority order. Elfx should be loaded before the regs patches and also before etac and RRR if I remember correct. Not at my pc the moment.
  14. It does but then you have an earth texture as osmosis said (I requested him at the time ) that he cannot make/ find the time to make a fitting stonefloor texture which does not have the transition issue. This mod just provide a texture which makes the transition smoother and therefore you don't have to use only earth textures as that doesnt fit well with windhelm imho.
  15. Nothing wrong with 1.11 guide just hasn't been updated
  16. Not sure if we are talking about the same thing. This is an example of what I mean (pic is from Osmodius Windhelm textures pack)
  17. Finally a mod that almost gets rid of the ugly seams that were due to UV in Windhelm! https://www.nexusmods.com/skyrim/mods/56466/? The Fugly transition has been fixed (which was most noticeable in corner areas) plus I like the texture more than SRO or Asmodius' Windhelm. Edit: Not that this mod fixes the UV, it just makes it (much) less obvious. Download the Experimental version to see it.
  18. It shouldn't make a difference because MO uses everything in your /Data folder and overwrites (by means of a virtual drive) it with the things you put in MO ((I think so at least, I have a clean Steam version of Skyrim in /Data so can't tell from experience). Myself I use the MO variant. In MO, I have a mod named SKSE and within that mod is a folder named SKSE. The SKSE.ini file is placed inside that folder. Sounds like you already have that though, if I understand you correctly, but double check to be sure. Some questions to get more insight in the situation: 1) You are launching the game with SKSE, I assume? 2) Do you encounter SKSE script-related errors in your game? 3) Are you really sure the file is called SKSE.ini? In windows you need to enable showing file extensions somewhere, otherwise it just creates a *.txt file but will still show as SKSE.ini as file name. If you did all that, well the SRLE instructions are rather clear so I would verify ( once more I guess) that you have done what is mentioned here https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited_-_Legendary_Edition#Script_Extenders and here https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited_-_Legendary_Edition#SKSE.ini Not sure what else I can do to help you out...
  19. That seems to indeed be the problem then, as the memory patch is the single most important thing to prevent the issues you have. It is weird though that it is not working. Are you actually using the quotation marks " in your SKSE.ini or was that just to show your setting block here?
  20. The way I add categories is by simply making a new empty folder in MO/mods and name them --- XXXXXXXX ---. That way you can easily preserve the STEP/SRLE category order without having to do more things in MO.
  21. Just to check but, did you verify that the memory patch (from skse) is working? You can use Memory Blocks Log , the result is put in your overwrite folder.
  22. It only works with vanilla weathers atm as CoT uses its own clouds. Same for Dramatic Clouds, I think, as it has most of the same files as Realistic Clouds. Dramatic Clousd doesn't have a CoT folder structure either. Reason yuo are still seeing them ingame is because vanilla weathers still show even with CoT installed, at least with Vividian ENb they do. I am not very well informed about weather systems in general though. I do think that CoT rain uses CoT clouds and not Dramatic Clouds, but because the stylistic diffierence between the two is not significant, one might not notice. With Realistic Clouds you will notice the transition a lot. That's currently the downside of it, but I am sure the author can fix this by copying over his textures to the relevant CoT weather file names (there are more CoT weather textures than in vanilla so it would need some figuring out).
  23. Mind you, ELFX just got updated with fixes for 2.0, but the author did not change the version number.
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