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Posts
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Everything posted by Tzefira
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Not sure if it's part of EFF tbh. I actually was an iAFT user on classic so EFF is new to me. I have iAFT downloaded to do some comparing; it wouldn't hook Toccata first time I tried it but I'll try again today. If iAFT on SSE is same as classic then you do need to uncheck the 'Followers use horses' in iAFT MCM so it doesn't get janky with Convenient Horses (I saw EFF has a similar MCM option, not sure if that one also conflicts with CH if checked). There's a note in forums that if using No More Standing Too Close (linked in my last post) it needs to come after iAFT, just fyi. Aww poor Lexy. Hope she gets some rest.
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People in the forums saying the enchantments don't work yet for SSE due to an SKSE bug that's been reported. Only thing keeping me from trying this right now. I like the being able to have NPCs do smithing work; I use Honed Metal for that right now. If Loot and Degradation were to get to full functionality I'd totally use it instead.
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Couple random QOL mods: Raven Rock - Fix Exit on Horseback No More Standing Too Close SSE Move It Dammit - for Skyrim Special Edition I folded all three into my Miscellaneous merge and they seem to work as intended. Also merged No Spinning Death Animation into Misc as a test and it also seems to retain functionality. Wrye Bash had folded that into its Bashed Patch anyway, but an option if you need the space. FNIS PCEA2 has been updated. Feel better, Lexy!
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It's going to take you a few sessions to get everything installed. Lexy is slightly behind on updates due to losing power during the snowstorm in the UK, but she's working on sorting the last few days worth of stuff now. By the time you finish getting your install in order I imagine the new CR will probably be out (she's been testing a few new changes), and any other changes you might have to make will just be a couple small mod updates here and there. The only real major change I imagine will happen will be when CACO/WAF/CCO come out for SSE but as of right now we don't know when that will happen. Some mods are going to keep constantly having updates as the general SSE milieu keeps evolving. It's just the way it goes. At some point when your game is stable with what you've got in place, just leave it alone and go ahead and play with what you've got, and make your updates at the points when you get bored and want to start up a new game (or if the mod explicitly says it's safe to upgrade mid-playthrough). Else you fall into the endless loop of modding forever and never actually playing...which, granted, some people don't mind
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Probably ENB yeah. Many of the ENBs got updates right after Boris updated to 0.327, so make sure you have the most current files for whatever ENB you're running. I updated mine (NVT) and rain looks fine. Cool, I just replied to that forum post asking after that. In original answer he said you can also just delete the .bto files in /meshes/terrain/BSHeartland/Objects/*.* after a normal generation, and that should have same effect.
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Thanks for this, been trying to figure this out too. Sheson, do we need to unpack Bruma's BSAs or fine to leave them packed?
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Interesting, as the mouse functionality works fine for me. I just went back in to check it when you mentioned, and I can scroll around the list and select via mouse click with no problem. Out of curiosity I grabbed a follower and tried EFF's old wheel menu now that UIE is active (didn't expect it to work, just wanted to make sure it wouldn't crash my game if I had it set that way by accident). The old wheel menu comes up, but the mouse functionality in /that/ is broken, as I figured it would be. Using dialogue or classic mode is still fine.
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Went ahead and messed with it while waiting for my coffee to brew and can report it does indeed work. Followed the steps @berndaroy posted, installed archive via MO, then convert UIextensions, ESMify it, convert AddItemMenu, then ESPify UIExtensions back. Game boots, menus work, and it can see everything I've got installed, including items in merges. CK does complain about missing facegen data in AddItemMenu2.esp, not sure what that's about. Have not tried to see if I can use EFF as a master instead of UIE.
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Glad you got it figured out! I just checked on my CC Cleaner and that is indeed unchecked in mine, probably explains why I haven't had the same problem. Fingers crossed that does it for you. Yeah, looks like there's a mesh that wasn't optimized for SE. Landscapes in particular will do this if not converted right, if I recall correctly. Re-run your converts through NIF optimizer and see if that helps. Awesome thanks, I'll give it a try later.
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Did you make a separate folder with the needed esps like the guide said? Be sure to do that if you didn't. Make a new profile in Mod Organizer and name it Audio Patches Merged. In that profile only activate (in left pane) the folders containing esps to be merged, and their master files -- right pane will tell you what the masters are if you hover over the esp. The right pane should show ONLY the esps listed in Lexy's merge list (drag and drop to put in correct order) and their masters above them. That ensures they're all contiguous. Here is my MO screen for my Audio Patches Merged profile in MO, and here is my Merge Plugins screen for that merge (can't images to load here for some reason, links should work). Unique Uniques patch is sitting there because it's in the original Audio folder and it's active in my main profile, but it's not part of my merge; Merge Plugins doesn't care about it since the esps I do want to merge are contiguous.
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I'm using Timing is Everything (re-saved in CK) with Afflicted Fix, and also Thieves Guild Requirements (with a small patch to fix a conflict) so Brynjolf doesn't approach me when I'm just some rando with 0 sneak and no items ever stolen. I hadn't heard of AddItemMenu but that looks sexy. Is that just a re-save to get it working?

