Jump to content

Nearox

VIP-Supporter
  • Posts

    1,391
  • Joined

  • Last visited

  • Days Won

    13

Everything posted by Nearox

  1. Thanks for your comment :) Been considering putting this in the new explorer's guide as well.
  2. You should virtually always use the FormID in tes5edit and not the Editor ID. xx refers to the number of the mod index. In this case, since it concerns DoS, look up where the DoS esp is located and note the index. You can find the index either in tes5edit after loading your modlist, or in the right pane of MO under the rightmost column named 'mod index'. The reason I write xx (and Neo also) is because the esp order (index) might be slightly different on each system due to LOOT and/or having other mods installed not included in SRLE or Explorer's. To illustrate, mine is at '5F'. So in tes5edit, I would type in formid: 5f0f2036
  3. SLO to me seems to have more obvious additions, as in larger objects/structures whereas EL appears more about adding smaller but higher quantity objects like rocks and fences. I for instance really like what EL did to the roads. Generally SLO is slightly more pleasing to my eye. I haven't played many hours with either mod. However EL seems to have better compatibility out of the box, the author has patched several mods via dyndoLOD. Judging from the comments on SLO, on the other hand, there seem to be a couple of small issues with AS-LAL and CRF. Nothing that can;t be fixed, but as I haven;t had time to test both mods in all areas I would say I am currently leaning towards EL - at least until I played around more with both mods.
  4. Allright so finally I was able to add in JK Lite, and after some testing I also added in DoS. The combo doesn't cost much FPS on my system, which is rather outdated (2500k + hd6950), and seems so far to be compatible with IC-AO. As for the conflict resolution: I won't be providing a patch until I consider the guide to be at least akin to something like 'version 1.0'. There's most likely going to be too many small changes and testing for me to upload a new conflict resolution file all the time. There's a couple of mod conflict headaches to figure out. Besides, this way there's more opprtunity for you to provide feedback on that :) Personally I wouldn't do a playthrough with Explorer Edition's mod combo as of yet. I am waiting for the new version of Beyond Reach and Summerset Isle, both which are said to include crucial bug fixes. Lastly, I still need to make up my mind between Enhanced Landscapes and Skyrim Landscape Overhaul. I contacted the authors regarding some mod compatiblity and dyndolod stuff, but if any of you have comparison screenshots between the 2 mods: please do provide they would be a big help!
  5. I don't know yet, essentially stopped development until the release of Jk Lite :) But considering that JK Lite's author said that a lite version for the villages won't come until next year, and Immersive Citizens doens't seem to get a regular update, I'll probably move forward and include ETaC/Arhtmoor's stuff.
  6. Not yet, as I have been waiting for the Lite version of JK which.... Has just been released! The nexus page is very detailed with FPS improvement stats etc. The author has also tried to remove all navmesh edits and content deemed to be incompatible with Immersive Citizens. I need to test the mod ingame, but I am pretty sure this is gonna be added and that I can finally move on with the guide :)
  7. This has become a really good guide. Major props :)
  8. I opt for Enhaned Landscapes due to having far better compatibility with other mods of SRLE and Explorer's edition, as the author uses the new DynDOLOD compatibility system. But I need to test a lot of locations to see if anything looks awkward.
  9. I put it temporarily at priority level 0 for now in left pane of MO. Seems to solve most of the issues.
  10. Personally I like the idea of mods integrating with base Skyrim content. Most other mods do this simply via a level requirement, Summerset Isle via a quest requrement. If you really wish to skip forward you could always just complete the quest via console. Also note that Summerset Isle does play well with ICW, as long as you don't give the title of arch-mage away to someone else. Thanks for the report. Yeah I am aware of Summerset Isle's many conflicts.... The author has included tons of unnecessary texture, mesh, script and DynDOLOD files in the package and claims that people should just not unpack the BSA so that they get overwritten by loose files... Well that's just bad style, and I hope he will correct this in future. I haven't yet included in the guide a section to resolve the conflicting files cause of lack of time. Also one of the mods has said that a soont-e-released version will contain most of the conflicting files as an optional download instead. Note that the Explorer's guide at this point is really far from complete. Looking forward in particular to version 1.4 of Summerset Isle and Beyond Reach 3.5, as they both need some crucial fixes at this point.
  11. Two options here: 1. Use the Group function of MO. it's availalble at the bottom panel. If you set it to "Categories" and then define your own categories in settings menu, you can simply make a name for each section of SRLE in MO as a category and use that to group addons. 2. Easier way and the way I do it... Make an empty mod folder, start with *** and then the name of the section, end again with ***.
  12. True Dogs of Skyrim Looking pretty good on the pictures imho. Finally a decent dog replacement for Skyrim?
  13. Do you know if the voice acting on these mods is decent? Thwe author says, sarcastically I assume, "As always, terrible voice acting and stupid jokes". No idea to be honest. Currently I am working crazy hours but this can change at any time, job is very dynamic... It is going to be at least until 31st of october, as that is the ETA on JK Major Cities Light. However this kind of guide not only requires a lot of conflict resolution, but a lot of in-game testing as well so it can take quite a while longer until I am done with that. Having said that, you can always install the mods, follow the conflict resolution guide in its contemporary state and let me know how your playthrough and/or testing is going. In particular would be useful to know more about any issues concerning the mods in the 'New Worlds' categories. Some issues such as lighting in various locations (using Vividian ENB + new world space) do not rise to the surface until one has actually seen it.
  14. For both: Install main files first, then open the archive again and install the options.
  15. Thank you for the feedback. Indeed Gray Cowl I meant, Incon NPC typo corrected. Yep I'll be adding Beyond Reach :)
  16. Some of those mods don't have uniquely voiced NPCs, which makes them a no-go for me. Also Rgx seems to need some work. In general they look like decent quality, but I can't incorpporate them in their current state or in the current state of the guide. - Moon and Star is definitely going to be in the guide, I just have to verify whether all is good when using it with DynDOLOD. - I'll fix the link Thank you :) hey, thank you for your suggestions. However, maybe I should've made it more clear, but this guide will not be having any gameplay-affecting mods. Also, SRLE already repositions the quivers if I'm not mistaken.
  17. Yeah makes sense. Guess I been just a bit careful not to break Immersive Citizens, because the author said most conflicts cannot be resolved via tes5edit. But I suppose he was referring to markers and navmeshes. Either way I am going to give preference to Arcadia's mom here, and will check the behaviour of Arcadia to see if there's anthing strange :P Thanks guys.
  18. Hmm I see... Indeed I had thought of the trade-off. Was wondering if the XOWN-function could potentially break the behaviour of Immersive Citizens, in a way that would lead to CTDs or other bugs?
  19. I have run into a conflict between 2 mods and am not sure how to patch. It concerns Inconsequential NPCs and Immersive Citizens. Both mods edit the Ownership XOWN data of the same FormID (000C8F05 <AAArcadiaMotherIdleChair>). I guess both mods try to make a different NPC use the chair. Inconsequential mod actually adds 2 new NPCs in Aracadia's Cauldron. Inconsequential NPCs adds to XOWN data: AAAWhiterunFamilyArcadiaMother "Penelope" [NPC_:6908B8AB]. Immersive Citizens adds to XOWN data: Arcadia "Arcadia" [NPC_:00013BA4]. Inconsequential NPCs add behaviour to Arcadia's Mother, while I assume (haven't tested and cannot be seen in tes5edt) that Immersive Citizens adds/changes behaviour of Arcadia. Anyone here have an idea which one to opt for, in order to best avoid any conflicts? I don't see XOWN in the list of record types not to patch.
  20. Cool. Yeah I've been having ideas for some time about mods that could potentially fit well into SRLE itself. I'll drop you a message later.
  21. Thank you Astakos, it is worth mentioning indeed because I hadn't noticed! This mod is already on my short list, thank you as always for your handy suggestions. Currently I am doing the conflict resolution for the current mod selection, which is proving to be time consuming as 3dnpc has many conflicts... Anyways this time I'll be making it into a proper guide, much like SRLE. You can track it here. I am not sure about some conflicts though (I'm not as advanced as Neo or CJ), I wrote it on the page which ones. Could always use a tip or two about them, should any of you have time and willpower in future feel free to have a look :) Edit: conflicts, not patches
  22. Wht do you think of this mod? Compass Mod - Immersive Undiscovered Locations
  23. The SRLE Explorer's Edition (temporary name) is a spin-off project of A Real Explorer's Guide to Skyrim REGS, catered specifically for Skyrim Revisited: Legendary Edition. It intents to: Provide SRLE users with additional gameplay content which is somewhat relevant to the original TES lore. Provide SRLE users some of the best NPC, quest, city and new world mods. Integrate for near-100% compatibility with the SRLE mods. Current stage: Early development. May or may not be usuable and/or stable in its current form. Making this thread here to call for testers, feedback and suggestions. Thank you all in advance :)
  24. I'm not sure how comprehensive the whole thing is going to be. My skill level in modding is not as advanced as CJs... I'll do what I can :) Plus a lot depends on the upcoming JK Lite... Let's wait and see.
  25. Thanks a lot for the (fast) response. I asked because I do remember it had an issue with some textures from SDO a long time ago, but that's completely different from DynDOLOD ofc. I'll run DynDOLOD with it then, thank you :)
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.