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Everything posted by paul666root
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i haven't even got to play past level 1 in the last two months
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When you got an orange background to and esp in wrye bash just load it in TES5EDIT then click Sort Masters, then save. It will turn green in wrye bash. When you got a red background and a slighty darker checkmark then you're missing a master. BTW orange and red backgrounds are not very distinctive because the red is very pale also. I also confused the orange with red but it's not.
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yes you're right ONe MOUTAIN and Vivid landscapes overwrite Ruffled feather. Well your ideea is better then just move the esps to a new mod.
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is there a problem with them being in the merge ? otherwise you'll have to manually split ruffled feather in two separate mods and splitting textures and meshes acordingly
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maybe merge them and then move Better Dynamic Snow.esp to the new merged mod ?
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i guess he meant UNPB
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Any news at all on swordfall?
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in MO choose manual install and manually move the texture folder from Alternates/Default BBP/Mipmaps to data which is the first in the folder tree. Just drag and drop until mo says "Looks good". Uncheck everything else. Only then hit install.
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GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
paul666root replied to Neovalen's topic in Unsupported Game Guides
Those animations really make the combat hard... so i don't think it's OP i think it's the reverse actually. and with the crossbow balance now the weapon is actually usefull as with the vanilla version when i didn't used it only underwater ... And about the gwent dealer... you can always just ignore him and don't "cheat". Anyway if someone wants to cheat they will always do so.... Are you using TES with the Recommended Mods list by the author? there are some pretty interesting mods that he recommends. -
Skyrim Remastered and its impact on SRLE / Extended
paul666root replied to caiuscosades's topic in Skyrim Revisited (retired)
my thought exactly! -
Skyrim Remastered and its impact on SRLE / Extended
paul666root replied to caiuscosades's topic in Skyrim Revisited (retired)
well i think those changes would impact all mods not just SRLE/Extended. -
https://www.nexusmods.com/skyrim/mods/75795/? rhis is the preloader ICAIO is ok ! It is just incompatible with some city overhauls Edit: ninjaed partially again
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either you put it in bashed patch or in the weapons and armors merge you still will have two esps...
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ok thanks! Then i'll leave it as it is.
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[WIP] Boston Atomic Bomb Yankee - BABY (Fallout 4)
paul666root replied to Kesta's topic in Unofficial Fallout 4 Guides
Thank you for the answer! I will wait a bit until the "under construction" parts of the guide emerge. Until then going to do some witching in The Continent. Keep up the good work! -
have you updated to the last Vigor and CACO-vigor patch ?
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So in the SKSE.ini we should have just this: [General] ClearInvalidRegistrations=1 [Display] iTintTextureResolution=2048
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usually the CACO lvl lists end up in the bashed patch and get disabled afterwards...
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Data/SKSE/SKSE.ini (not needed if UseOSAllocators=1 in CrashFixPlugin.ini): so mod author says to not use SKSE.ini ... so you still use it with UseOSAllocators=1 and memory allocator patch ? or just delete this part from it ? [Memory]DefaultHeapInitialAllocMB=1024ScrapHeapSizeMB=256
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Work is work be it little/grand/easy/hard or whatever you prefer to call "real" in this life. I just pointed my opinion just as you did and it's not up to me to make this decision anyway.
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GUIDE W3R: The Wild Hunt Revisited (Witcher 3)
paul666root replied to Neovalen's topic in Unsupported Game Guides
This looks interesting Better Trophies https://www.nexusmods.com/witcher3/mods/1006/? -
[WIP] Boston Atomic Bomb Yankee - BABY (Fallout 4)
paul666root replied to Kesta's topic in Unofficial Fallout 4 Guides
Hello! Nice guide in the first place! I will definitely follow this one. I just found this out and since there aren't any other here I really plan on reinstalling now the game. Can i know if you plan on adding some gameplay/combat overhauls or settlements overhauls ? -
aren't those already in a merge? I really don't understand this obsession with keeping mods in the same category. You can always move your mods (to be merged) one near the other and in the merge order. This way when you enable them one by one the esps will be in the merge order and you wont have to move them around again when you redo a merge. Making a new merge just so that it's in this or that category is just extra work in my opinion and with absolutely no gain and if this merge you already made works like a charm why bother to redo two of them?
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Why doesn't SR:LE Use Combat/Perk mods?
paul666root replied to uncleseano's topic in Skyrim Revisited (retired)
just save the page to favorites and add the date when you last updated to it. Then use history to see the changes. -
Ordinator updated again..

