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Everything posted by paul666root
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Noldorian Dawnbreaker is overwriting LeanWolf's Better-Shaped Weapons this file: dawnbreaker_g.dds wont this change the shape of this weapon ?
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yeah i was about pointing you to that armor too as i made the merge with them merged in MO I think when we install a mod and then install an update or another mod that contains the same esp we should merge them with MO if this mod involves a merge with Merge Plugin Standalone. I think this is the way or else it wont copy everything. if it doesn't include a merge with Merge Plugin Standalone then we can install them as separate mods in MO better explained: MOD + MOD(with the same esp) = merge in MO MOD + MOD(update files with/without esp) = merge in MO MOD + MOD(modified files with/without esp) = merge in MO all these involve a merge with Merge Plugin Standalone or else it wont work.
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maybe Enemy AI OverHaul---Revenge Of the Enemies---No Scripts Version changed to Revenge Of the Enemies 2016 and in the guide Recorder is put after Mirai but in the integration page Recorder is before Mirai. Since i'm guessing that you put them in alphabeticaly order maybe the integration page should be changed?
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For Enhanced Camera users only Navigate to Data/SKSE/Plugins/SKSE_EnhancedCamera.ini and make these changes: bUseThirdPersonArmsBow=1 bUseThirdPersonArmsBowAim=1this is from the guide so you can keep the enhanced camera if you like it
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These cannot be installed as separate mods because the merge would not be done properly i've installed them with merge in MO
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{{Last updated|dateonly=yes}} or this {{Last updated|format=yes}} one of them should work check this info https://en.wikipedia.org/wiki/Template:Last_updated
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write this ... i think {{Last updated|dateonly=yes}}
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and I think that if you install this Daedric Reaper Armor - UNPB TBBP (MOD MERGED)in a separate mod folder, since it doesn't contain any esp, it wont get merged with merge plugin standalone. i think it doesn't copy any files from the mod to the merge.
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and since you added ELnFX to the guide you should maybe add this line from neo's guide aswell? Special Installation: After installation, remove the following file(s) and/or folder(s): meshes/architecture/windhelm/whlanddead2.nif (The Ruffled Feather - Mod Collection already includes these changes and more.)
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In the integration guide you put 2 times extra caco and more patches for caco. Once near caco separated and second down where they were before
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i noticed that if the update for example contains the esp from the main mod sometimes for some merges the merge plugin copies only the folders from the update folder if you installed them separately. I had that with CACO when i installed the updates with different name folder than the main file.
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You can do that yes but with wrye bash it automaticaly creates every dummy esp that is set as master to the CR and you dont have it in your load order... that's why i said it's easier. You dont need to check what name it has and rename manualy every esp you're missing. Anyway use any method you like.
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caiuscosades, on 20 Feb 2016 - 3:50 PM, said: Hi, I have been testing the full installation with a few twists (I use NLA instead of Vividian for instance) for several days now and really enjoy it. However, I was wondering : is there a safe and - hopefully - not too tedious way to remove a master dependency from your CR as well as the associated records ? Although I like Enhanced Landscapes, I'm thinking of dropping it since the combination of this and SFO seems to hit my FPS a bit too hard in certain areas (no hardware issue on my side, I'm running on i7 4790K with an Oced 980) and I find Skyrim really bare without SFO now that I'm used to it. Simply removing the Master's name in your CR header before cleaning Master sort of works in that I can load your CR without EL, but it would probably be safer to manually delete each record from this mod... I find it difficult since you don't provide details on your CR like Neo does, which is very understandable considering how time-consuming such a task must be, but could you point out EL's records or tell me how to highlight them in TES5Edit ? The same goes with Mature Skin (NLA ENB doesn't really compliment it), although this should be way easier to remove from your CR - Neo's has only two records from MatureSkinComplexions.esp under the race section. On a side note, you previously stated you ruled out Ultimate Combat because it was too script-heavy to fit in such a guide, but isn't Duel just as intensive ? Perhap's Vigor + Combat Evolved alone would provide a satisfying enough combat experience while more lightweight ? Anyway, thanks again for your work. I may eventually play the damn game through after years of modding :) i remove enhanced landscape record too from CR since i'm not using it aswell. it's: SRLE Extended Conflict Resolution.esp \ Worldspace \ 0000003C <Tamriel> \ Block -1, 0 \ Sub-Block -4, 2 \ 00009329 <DragonBridgeExterior02> \ Temporary \ 00066F34 just remove this then do clean masters and save anyway when you need to remove something from CR easiest way is to create a dummy esp with wrye bash... then load them with tes5edit and check for errors with tes5edit for the CR esp and it will show you the missing records
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Yeah just wanted to say on mine works.
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Maybe i don't understand well the process but when i did the merge, merge plugin standalone copied these files to the merged mod: CACO_PhysApplyBandageScript.pex Source/VIGOR_CurativeArm.psc Source/VIGOR_CurativeFeet.psc Source/VIGOR_CurativeHead.psc Source/VIGOR_CurativeTorso.psc Source/CACO_PhysApplyBandageScript.psc aren't these what is needed or there is something more complicated that i don't see?
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Move the CACO_CRF.esp and CACO_Vigor_Campfire.esp to the Optionals in MO but leave the More Patches for CACO ACITVIATED so scripts can overwrite. I don't really understand this part. If we make the merged mod doesn't the program copy the scripts folder aswell ? Why it is necessary to keep this activated again ? maybe you can dumb it down a bit
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ok thanks i'll make the changes
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Caco-Vigor was removed from the merge now ?
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SRLE Extended Mod Suggestions
paul666root replied to Darth_mathias's topic in Skyrim Revisited (retired)
I concur. Don't bother with it. -
CACO-Ordinatored update 1.37
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SRLE Extended Mod Suggestions
paul666root replied to Darth_mathias's topic in Skyrim Revisited (retired)
How about this one Castle Volkihar Rebuilt -
Nevermind. Seems that downloading the latest CACO-Vigor patch to re-merge the caco patches and not downloading the latest Vigor mod, because I said "Oh i already have this!, it's a silly thing to do...
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When you merged CACO Patches did you get this error too: for CACO-Vigor ale_InjuryBodyApply "Body Injury" [SPEL:0E19C916]: [0729EE28] < Error: Could not be resolved > aleBandagesTorso "Torso Bandages" [ARMO:0E299D21]: [07299D23] < Error: Could not be resolved > ?
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Ok i reinstalled the mods and re-merged and now they copied all. It seems there was an error of sort first time... same was for CACO. Edit: ok i found my mistake... maybe others can see too if they encounter it. I installed the mod and the patches in separate folders and not in the same one and when the merging was done the program couldn't copy all folders.
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well i have some files that were not added to merged mod because you dont add RSkyrimChildren.esm to the merge and i think those files belong to that esm. Unless i made a mistake and i'm wrong

