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paul666root

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Everything posted by paul666root

  1. i think only Sofia is linked to the CR the rest of the followers can be removed without impact to gameplay
  2. does it still work with the overhaul and fading pride ?
  3. yes you can it's just texture
  4. @ dunc001: i saw u use Real Shelter. I don;t think it's compatible with Vivid Weathers this would be better for Neo to implement it in SRLE base. Because for Extended would mean to change too much for the SRLE base and it's CR... and since it's an expansion on SRLE this would deviate too much from the original ideea
  5. we don't use the no extra spawns anymore
  6. there are many ways to get to the same result just do the one that you're the most confortable with.
  7. "you're" on topic: that's exactly how I told it but way better explained. Anyway sometimes you need to check a merge too because they are required for some esps in the merge to create... as is in this example with caco patches. But he was asking about activating or not the esps in MO and I said that i don't have a different MO profile for merges that i just use the main one(that i use for the gameplay). How i organized my MO left panel: I moved and put all the mods that require to be merged in the order of the merge. for example: A Matter of Time - A HUD clock widget (unchecked) Immersive HUD - iHUD (unchecked) Extended UI (unchecked) Lock Overhaul (unchecked) Go On Ahead (unchecked) Heads Up Display Merged (checked) when one of the mods updates i delete Heads Up Display Merged and i activate one by one the mods starting from the top one. This way the esps are placed automaticaly at the bottom of the Load Order and they are already put in the order of the merge because i already arranged the mods in left pane this way. I just start then Merge Plugins with my entire Load Order activated and then i do as Kneph said above edit: you can create if you want a category in MO and name it as the merge name this way you can use the filter system to display in left pane just the mods that are included in that merge so you wont have to scroll through 400 mods
  8. Sometimes an esp from a merge requires another esp that has need for another master which again has a need for another master etc... either you keep track of all required master and dependancies for all esps when you do a merge so that you can make your separate profile or you do as i told you above . it's your choice. Either way is the same foolproof because you only activate in merge plugins the esps you need to merge edit: i don't have another profile... i just leave my entire load order activated and just disable everything in merge plugins... this way any master that you require at some point it is there arlready activated just by clicking it in merge plugins i hope i'm making myself understandable edit2: yes i leave all merges active too.
  9. when i do a merge I leave all my LO activated in MO and only place the esps for the merge last in LO... then in Merge Plugins i select only the files that are required in the merge, the rest remain unchecked. First i check them and then select them all -> right click -> Masters -> check all masters. If the OK button doesn't activate then I individually check what remained red/italic.
  10. uninstall the mod. enter the game. save. then install the new updated mod. enter the game. save again. and some mods require Save game script cleaner to check for remaining scripts in the save
  11. i update as i play but you can never know for sure if it does or not harm through time. Some have reported hours of gameplay with updating and some have reported broken save game. So it is your choice to play and update or not with it. Usually when updating exactly as the author suggests and making a clean save you can continue to play with no problems.
  12. You don't need to delete a mod first. You can use when updating a whole mod the 'replace' button in MO. This is just like delete and install. But beware to use that when you replace a whole mod. For partial update use 'merge'.
  13. I asked the author maybe he'll answer and see what we can do
  14. wow. I really don't like the smaller trees version. I think i got too used to the big trees around me... now i can see everything past the trees in any forest . I switched back to large trees since the leaves look bad on the smaller version too. Can't we find an alternative to replace just the leaf texture?
  15. btw the fomod for the smaller trees isn't exactly as in the guide
  16. so we'll go back to SBT ?
  17. there was an update to the caco patches maybe you missed it
  18. refresh the guide. I corrected that mistake
  19. i don't have any errors on it and i used the archive from the guide... use the link i posted above and check your caco patches again edit: didn't see your post.... told you the caco patches was the problem i think the latest update was missed. So everyone who has this problem just redo your CACO patches merge (ofc download first the new patches)
  20. have you downloaded the new modular patches ? -> Dreadflopps Modular Patches and if you did downloaded that then redownload all the CACO Patches and redo the CACO - Patches merge because there was an update to one of them and maybe you missed it. edit: i think the caco vigor was recently updated... anyway redownload them all and then check again if you have errors in the merge for modular patches
  21. his lvled lists are pushed into the bashed patch so no esps anyway... but yes it will be easier to not have so many loot rules
  22. load the bashed patch n xEdit too and they'll green out
  23. well those records will be overwritten by the bashed patch so there is no need to place MLU after BYS.
  24. i hate that there are no good staves mods around... the only one i found interesting hasn't been updated since a looong time
  25. you don't need to set a loot rule only after the merge. I suggest you remove first the mod and reinstall it (ELE Lite) check again with the guide that you didn't installed it wrong or maybe a bad download... then place the two esps last in your load order as in the guide and then try to do the merge
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