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dreadflopp

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Everything posted by dreadflopp

  1. I hadn't realised that I had two iNeed patches but I would still say yes since the actually patches different things. The Extra CACO Compatibility Patches patches iNeed Dangerous diseases and the CACO - iNeed patch adds CACOs food items to iNeed.
  2. Your welcome. Understandable that your time is limited since you recently moved and have kids on the way.
  3. The fix for Scarcity isn't needed. I don't know why Syclonix changes the LVLD values but they don't seem to matter. They are overwritten by the LVLG values. If this wasn't true, the mod would do the opposite to what is is supposed to; the chance of NOT getting an item on many leveled lists would be 0. The LVLG values are provided by the two plugins that are merged into the bashed patch. If the LVLG value wasn't used instead of the LVLD value, these two plugins wouldn't work and Scarcity would most of the times do nothing and sometimes increase the spawn rate of loot. More info: https://www.uesp.net/wiki/Tes5Mod:Mod_File_Format/LVLI https://www.uesp.net/wiki/Skyrim:Leveled_Lists I'm removing the fix.
  4. I have seen them both. I have one patch that contains a Nam0 edit which needs to be fixed, I can't remember which one. It might better DG entrance, which isn't in any of my packs. Regarding Scarcityand the Bashed patch, I'm going to remove the instructions to patch the patch. I want to look at Scarcity in xEdit one more time first though. If the leveled chance entries aren't needed, why are they there in the first place?
  5. Great feedback, thanks! Fixed. Fixed. Old rule, deleted it. Fixed. Deleted. Old rule. Fixed. I'll take a look at that, Neovalen has probably done a merge I wasn't aware of. The patch is just a forward of a record that is won by the STEP patch, you can skip this patch and forward the record into the merged patch yourself until I fixed it. No, that isn't necessary. I'll take a look at them. I haven't gotten around to check out any of these mods yet. Please let me know what you think when you tried em. I agree, i dislike cluttered menus as well.
  6. It does and I have created one that I used a long time ago. Immersive Weapons leveled lists are a little odd so it took some effort to clean them all of high level loot. I stopped using it when I realized it probably needed some rebalancing to be consistent with the rest of the weapons.
  7. Plans: * Animal Tweaks will most likely be added back, SkyTEST probably not. * AAE may be added when the next version comes out. Read some posts about it on its nexus page and its changes may be a little over the top for my taste. Ghosts and Vampires gets 95% damage reduction from most weapons meaning they are near impossible for NPCs to kill. This may change, or may already have changed. I'm waiting for the next version before I decide if I'll use it. It also needs quite a lot of patching. I'm going to study SirJestos patches further and give some feedback. * More interesting loot for Skyrim will be added, I need to make a simple patch for it first. Since I can't do actual in-game testing atm I'll recommend Darth_Mathias MCM settings for it.
  8. It should work, since my merged patch has delev tag.
  9. Not at home so I can't check but I'm pretty sure MLU does that. I know it does some changes to what Ingots are available to but but it isn't as strict as the Sold out mod.
  10. I can see why you prefer Vigors injury system but I believe I will like Wildcats better since it's less micro managing. But that's just preference I guess. Loot and Degradation is absolutely essential for me. The most important part for me is that weapons and armors degrade. Some updates: * 16-07-26 Swapped MLU for MUS * 16-07-26 Loot rules updated, lots of rules are removed * 16-07-26 Added Wintermyst * 16-07-26 Removed Combat Evolved and Animal Tweaks. Added Wildcat. Made Vigor an optional mod. The modular patches are updated. I still need to update the pre-merged pack patches. When AAE is updated I'm going to evaluate it to see if it can replace RotE. I'm also going to take a look at More Interesting Loot for Skyrim the Darth_M added to his pack. I'm going to take another look at SkyTEST and Animal Tweaks. Edit: I will probably remove Sold out - Merchants do not sell Rare Ingots. It removes all rare ingots but there are still mines in Skyrim and they need to sell their ores and ingots. Makes sense that you can buy them. You can also mine them yourself for free.
  11. I agree that animals do need some tweaking do make them a little more dangerous instead of being just annoyances. The do live and survive in a world full of dangerous fantasy creatures after all. SkyTEST actually debuffs several of Animal Tweaks buffs, which would make it 3 mods trying to balance the same thing and complicate things further. Strange thing that they would conflict. Darth_Mathias is using AAE with SkyTEST (I believe) so I guess that they work well together. I just checked Cheskos plans for his survival mods, they look great and I'd love to use them but who knows when they will be released. When they are released they will undoubtedly go straight into the packs. If you intend to use Bring your silver, make sure to check the leveled lists cause they contain some high level loot, ebony if I remember correctly. Never thought about it that way but it makes sense. It's probably not that hard to remove the variants in xEdit. I may take a look at it and will think about SkyTEST some more. It is not in my load order atm and I will finish the patches without it and re-evaluate it after the next update. That sound reasonable. I'm dropping Vigor.
  12. There are no major issues, just several mods trying to do partly the same thing. Animal Tweaks and Combat Evolved are both made by the same author. They overlap each other and both makes the same changes to several records. Combat Evolved is removed in favour of Wildcat just because I want to try Wildcat and from what I've seen others are eager to try it too. It overlaps Animal Tweaks. I'm worried about balance when you partially use a mod that is tweaking and rebalancing combat and let another mod that partially does the same thing overwrite it. I thought it looked messy in xEdit when I had both Wildcat and Animal Tweaks loaded.
  13. Small status update: Wildcat will be added, Combat Evolved and Animal Tweaks will be removed. SkyTEST will be reevaluated since I discovered I had a to high value for fCombatDetectionLostTimeLimit from and old version of ICAIO. It will still take some time. LOOT has new rules that messed up my load order. If you do not use the official AOS-RW2 patch, which we don't since these conflicts are solved by the STEP patch, LOOT places AOS after RW2. Since I have a LOOT rule to load RW2 late this causes all patch merges that has AOS as a master to be placed (too) late in the load order. I'm thinking about removing all custom RW2 LOOT rules and solve all conflicts in the patches instead.
  14. OK, I think I'll try Enhanced vanilla trees and maybe Enhanced Landscapes when I'll start my next playthrough. I probably won't notice the leaf textures either.
  15. First of all, sorry for the late answers... It probably doesn't matter, but is is actually safer to load all patches and patchers after my packs. I'll add this to the pack pages. It doesn't matter at all as long as you install the mods in the order they are listed in the individual packs. To be honest, even that doesn't matter most of the times, I believe there are only two mods in all my packs that conflict and where install order matters and they are in the same pack. I haven't played the intro in a long time, I use Alternative Start. Alternate Start is recommended for all heavily modded games since there are several mods that makes the cart ride buggy. Some mods that increases damage makes it impossible to survive the jump during the vanilla start. I have been thinking about adding Alternate Start to all my packs which I guess I will. Actually no. I have too little time to evaluate city mods and I do not use them myself since I started using ICAIO. I do not miss them either. I do use quest mods though and I provide patches for them, like Falskaar and Wyrmstooth. I did enjoy Wyrmstooth but I haven't played Falskaar yet. I have played The Gray Cowl of Nocturnal and if any patches were needed, you can find them among my other patches (but I don't believe so). It was great but I actually reverted to a save I did before playing it. I found the rewards and loot overpowered. I won't do a pack with quests mods, I have too little time for that :) I tend to agree. I am still figuring out what landscape mods I want to use but I'm leaning towards something similar to your setup. I use Vivid Weathers with it's ENB but may switch to Vividian (again). I too like bigger trees and Enhanced Vanilla trees that you and Darth_Mathias has in his guide looks good. I saw Darth_Mathias write something about the leaf textures though, that he wasn't pleased with them. SFO have two optional files for bigger trees, large juniper trees and taller pines, have you tried those? Thank you. Glad our work is appreciated :)
  16. I'll do the same and remove the plugin from my dropbox.
  17. By keeping the CACCO - SIC patch last in the CACO patches merge, the CACO-SIC-lvllist plugin should be redundant since the records will be in the main CACO patch merge. Might as well pull the lvllist plugin.
  18. I'm switching to MUS. It does include changes to crafting but other than that you are correct. PermaZONES is a good companion to MUS if you want to unlevel encounter zones. Since MUS don't include changes to ingredients, it shouldn't conflict with CACO. It uses the same plugin name MLU.esp and it uses the same patches. I noticed that MLU.esp is now in the LOOT master list. By switching to MUS and with the master list inclusion of its plugin, most MLU.esp LOOT rules are redundant. I am currently working on this.
  19. I will check it out. Not at my pc now but as soon as I can make time for it I'll do it. Is it only MP, not xEdit, that reports that error? I would check that the user is using all required mods that should be masters. The master is a plugin that is merged by the user, maybe something went wrong there? Changed FormIDs maybe? Another possibility is that SIC is using injected records. If so, a plugin that contains the correct keywords must be added as a master or the keywords must be added to this plugin but that would probably prevent it from being merged into the bashed patch. I looked at this plugin today actually and I didn't see anything odd.
  20. Ineed is a great mod. The UI is customizable but no bars unfortunately. That isn't something that I have ever needed though. Hunterborn can be skipped if you aren't going to play as a hunter. The simple UI can be bypassed by setting automatic actions in the MCM. You can also turn of the skinning takes time function if you want. If you sort my mods in the pack categories, make sure to check that files aren't overwritten in the conflicts tab of MO. It is not recommended to do this but it will probably work if that is want you want to do. @baronaatista Haven't seen any of them. They look good. I'm not personally interested in Dig site because of its Egyptian theme. It looks good but not very lore friendly. The other two looks good but they both add bedrolls so you should probably only use one of them. Have you any experience of them, I could recommend one on the Survival pack page? I can make small changes to it even though I'm technically only maintain it.
  21. I'll check the base game balanced patch, I hadn't noticed it before. AAE is on my radar and it might replace RotE. RotE is an optional mod in my guide just because I don't use it myself but someone begged for me to keep it in the guide. I just can't make sense of RotE, the changes it makes seems random to me. I'm sure the author has thought it through, I just don't see it. AEE might make more sense to me, I'm waiting for the next version that will bring some changes before I'm looking at it.
  22. Hi Elwaps and thanks for your kind words. It doesn't matter it what order you install the packs. They do not contain files that overwrite each other. Just make sure you install the mods within each pack in the order they are listed and you'll be fine. I am currently updating the packs. I am going to switch over to the lite version of Morrowloot and I am going to replace Combat Evolved with Wildcat. I am possibly removing Animal Tweaks as well but I haven't checked in xEdit yet. I am a little busy with enjoying the outdoors atm so the update is maybe two weeks away. I am not very experienced with Dyndolod and LODs. The transitions are poor indeed and annoys me as well. I do not think there is any way to fix this except raising the uGrids in the ini-files. You need the mod https://www.nexusmods.com/skyrim/mods/41592/? to do this. This will move the transition further away from you. It will also trigger scripted actions further away from you, which may cause trouble. I believe Neovalen knows more about this. I know he used to play with either 7 or 9 uGrids (5 is the vanilla value). I haven't played with anything but 5.
  23. Thank you, glad you appreciate the work on the packs. It is safe to start playing. When I'm finished with the updates there will only need minor differences, if any, between what you got now and with my future patches. It will be safe to update. Enjoy the game :) Sent from my Nexus 6P using Tapatalk
  24. I haven't checked Wildcat yet but yes, it should overwrite Animal Tweaks. I have some updating to do. I need to update my installed mods and check for conflicts, add Wildcat and check out the new lite version of Morrowloot that was recently released. It will probably replace Morrowloot Ultimate. I'll also check RotE and resolve all conflicts. It shouldn't loose features, changes from RotE should be merged with other plugins if other plugins changes the looks or the equipment of NPC's. In this case, RotE should probably win over AT. I'll also recheck my conflict resolution against Neo's and Dart Mathias's. This will take a little more time, it's summer and I have 4 weeks off from work spending time with the sun and the family. It is on my to-do list :) Sent from my Nexus 6P using Tapatalk
  25. I personally would like it if stamina drain when out of combat was removed. Not realistic but convenient when you play without fast travel.
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