Razorsedge877
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Everything posted by Razorsedge877
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Skyrim Revisited: Legendary Edition News
Razorsedge877 replied to Neovalen's topic in Skyrim Revisited (retired)
Do we still need the water plants loot rule for realistic waster two? -
You would think by now people would know not to upload other work
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Skyrim Revisited: Legendary Edition News
Razorsedge877 replied to Neovalen's topic in Skyrim Revisited (retired)
1008 hours and you only made it that far? Imagine how much you spent modding your game. Makes you wonder how much of the 1 life you get, that you wasted sitting in front of a computer huh;) -
Do you leave all of your merges active also? I think my whole problem is CACO_Immersive _Creatures_Patch_lvl_list.esp. It says missing CACO-Patches.esp. I am guessing in your merging profile you just leave all merges and mods within those merges active
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I I'm not sure if I worded my problem correctly after rereading it. I kind of get what you say Darth but not sure. I have a profile that I call SRLE Integrated. I keep all of the mods deactivated. I guess you would say it is my base profile for when finally making characters. When I need to update a merge I will activate the mods to be merged, than I activate their masters, run LOOT, Than I order the esps to be merged in the order your guide calls them out. After that I run Merge Plugin. It probably sounds like the long way of doing it but I feel that for someone like me that is the fool proof way. Today I remerged CACO Patches with no problem, than I went to merge Dreadflopps Patches. I activated All of the esps in Dreadflopps Pathes, activated the master files, Ran Loot, reorganized the mods to be merged, Than ran Merge Merge Plugin. When I ran Merge Plugin CACO - Patches was unchecked in MP's dialog box. So Than I also activated the masters for CACO - Patches esp thinking that was the problem. Ran Loot, Reorganized esps to be merged, Ran MP and the CACO - Patches in still unactivated by Merge Plugins. So I am not sure what to do for now. I am guessing in your profile you have every mod that you ever merged and all of their masters activated. I'm guessing you also keep CACO Patches Merged activated at all times.
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I am making the Dreadflopps Modular Patches Merge. When I run Merge Plugins CACO - Patches.esp is deactivated because its masters are not enabled. I only enable the masters I need to do a merge. What should I do?
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What file is the FOMOD for in More Patches for CACO? I always forget when I glance over the guide
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Knowing you want to keep Armor Progression Overhaul - Heavy Immersive Edition as one file, I have an idea if you decide to change your mind in the future. you have two mods. 1. Armor Progression Overhaul - Heavy Immersive Edition - esp only, and 2. Armor Progression Overhaul - Heavy Immersive Edition - Textures 1. Armor Progressive Overhaul - Heavy Immersive Edition - esp (Mod Merged, Deactivate) goes after Armor Progression Overhaul - Light Immersive Edition 2. Armor Progression Overhaul - Heavy Immersive Edition - Textures, goes after Wayfarer's Coat
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Wouldn't it be easier to have the mods like so, Instead of being lumped in one mod? SRLE CR SRLE Extended CR Fores Wryebash TexGen DyndoLOD SUM Patches
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What main File from HD Horker should we use?
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SRLE Extended Mod Suggestions
Razorsedge877 replied to Darth_mathias's topic in Skyrim Revisited (retired)
That's pretty awesome and a lot of work. I just hope I'm not sounding like a drag because I have good intensions. I Know modding can be addictive and fun, and yes you are right its great when you see parts of the game you have never seen. -
SRLE Extended Mod Suggestions
Razorsedge877 replied to Darth_mathias's topic in Skyrim Revisited (retired)
I know everyone will jump on me but are we at the 155 esp limit yet. Why do we have to do all of these dumb merges. I understand why we would want to merge things but has anyone ever made it past level 15 or whatever to see if the game works in the long haul. I'm guessing 9 times out of 10 no. sorry for the rant sometimes peoples ideas go over my head and just don't make sense to me. and I know the game for some people is trying to make 1000 mods work on an unstable game when we all know that's not the best thing to do with skyrim. -
I goofed Darth. My comment was for the other guy. I put the merging notes in MO and was trying to convey that to him. But the notes do loo really good in guide.
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You could write (do not activate mod merged) next to your mod in MO just like in the integration guide. Thats what I do and it works fine
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I use this "Use both Xbox 360 controller AND Keyboard SIMULTANEOUSLY". I don't know why you would need AH hot keys using this. I use f1 thru f10 for things like Ihud, and the number keys for skyUI hotkeys
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I don't know if you seen that Dyndolod Patches was updated to 2.10, Your guide says 2.04. The date says it was updated the same day as the rest of the main files, the mod page version still says 2.00, and the 7zip says 2.10.
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I have only looked at the pictures but what about this https://www.nexusmods.com/skyrim/mods/76598/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D76598&pUp=1
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Skyrim Revisited: Legendary Edition News
Razorsedge877 replied to Neovalen's topic in Skyrim Revisited (retired)
to Wisethug Did you make sure that you named all off your merges correctly? example - real water two. Sometimes I forget to do this and it will mess the LO all up. If you are not sorting right than you did something wrong. I would say fix it or with all of the updates and so on it will get old real fast trying to remember to move that esp every time -
Skyrim Revisited: Legendary Edition News
Razorsedge877 replied to Neovalen's topic in Skyrim Revisited (retired)
I bet you are missing an esp or a loot rule for another mod -
Darth, I was wondering if the Integration guide is supposed to represent the left payne of MO. The reason I ask is because I would like to offer some suggestions/fixes that i noticed during a reinstall. Your Extended guide is looking very finished and polished and you really cleaned up the integration guide and I think that if you did a little more in the integration guide it would be perfect. A few ideas are 1. I think the unspoken rule of thumb when installing mods in MO is to merge main files and updates, and to install all patches and Misc. files individually. Can you list all of these? 2. Some of the mods merged by merged plugins you have (Deactivate after merge) written next to them. It would be great to have all mods and optional files that are merged included in your integration guide. If you don't mind I start making a few posts with requests/suggestions, by sections instead of just one long post to try and make the task less painful. What are your thoughts?
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Do you Simrace at all?
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Is there a way to run MO and MO2 ath the same time?
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Nevermind. Braindead moment from looking at my screen to long
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Will there be any negative effect moving Clothing and Clutter Fixes Interesting NPCs Patch after Complete Alchemy and Cooking Overhaul - Patches in my mod order. Just seems like the proper place for it
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You better check your versions of SkyTEST - Immersive Creatures & SkyTEST - USLEEP just in case with all of the updates happening

